TF2 General Chat and Speculation Station V9 - Sad Heavy Hours? Who Up?
999 replies, posted
JI didnt fail
it wasnt perfect by any means but if Jungle Inferno failed, then basically 90% of all major updates failed at what they were supposed to do, and if thats the case then you ought to question your standards
I say this without a shred of irony or sarcasm: Jungle Inferno was one of the better updates in TF2's history and even with its numerous flaws, it breathed more fresh air into the game than a majority of major updates. I'd even say it was better than the Meet the Pyro update. Gas Passer could use a rework (single charge refilled with large ammo boxes, anyone?), the new flame mechanics are still wonky, Pyro's still a bit on the weak side, and Degreaser's not much better off, but all 4 weapons were unique and enjoyable and added to Pyro's gameplay variety, the maps were all either fun, absolutely beautiful, or both, and the contracts gave me at least 2 weeks of pure fun while I grinded for the war paints and weapons.
Yes it did, gameplay wise.
JI had two things promised- a pyro class pack and rework (that unless you’re a nihilist you would rationally expect to make the class viable or be good) and introduce a jungle theme.
Thete were also some balance changes, but we can disregard those since they were basically unchanged after nearly 450 days of dev time.
The jungle theme? Awesome. Great SFM, cosmetics, but most of it was as usual community made. Still fine, it delivered there if not massively late.
Gameplay wise? Pyro still sucks. The base class is unchanged aside from more consistent flames and more annoying airblast physics- the weapons are all underpowered gimmicks, and his status as a non-pick in serious play is still the same.
They had the opportunity to give pyro a defined role and rework the class, but they squandered dev time and only slapped on a few ineffectual unlock band aids, that’s why JI was disappointing.
Saying "failed" implies that the TF Team lost their mark. The goal was to throw pyro some balancing changes and a new weapon pack. That's all that was announced, and that's what Pyro got. Nowhere did they mention that they want Pyro to be the new flashy 6s class, and Id personally argue that atleast from a pure pub perspective, the pyro changes were good.
The points you raise are entirely valid, however that doesn't mean that it ""failed"".
comp wise... eh, maybe. as someone watching comp from the outside its going to take more than JI (and post JI) to rework the entire base game into something that can blend into the existing meta(something tested to the infinity over thousands of hours over the course of several years), so that might be just out of the question. I doubt someone genuinely expected to see a pyro replacing a scout, or a demoman in a 6's in a way that made some kind of sense.
honestly the "sure-damage" flames were pyro's only hope of standing up to soldier/demo but we all know how fucking dumb that was, so there's no way it could have stayed. I don't see how flames can be made this efficient again.
A Facepunch user I think used to suggest a "cone" where the middle line would deal the most damage and afterburn, while the outside of it would deal less damage and afterburn, so you'd have to track your foe.
At the momen't its kinda like that? Atleast with the tracking, but it has absolutely no room for error given if 1 particles misses, it goes to half again. I still feel like making it so 2-3 have to miss before the damage resets would be more appropiate.
this is it. THANK YOU PIE_SAVVY
That was me. Both the cone and reimplementing the burnintensity used in GG2 and combining them to keep the flamethrower mechanically easy to use but still require proficiency to maximize damage potential.
What we got doesnt really match my vision as closely as I had hoped but it's a tolerable approximation to build off of.
Hold the fuck up. How are airblast physics more annoying now than they were when airblast was a complete stunlock that chained into instakill combos?
Only thing really that can make it more annoying is that airblast force was overall increased so you get shot back 15 feet instead of being popped up in the air.
Groundstalling was patched before JI, and the only thing that needed changing was the movement resetting and maybe a more clearly defined cone to work with on reflects.
Well, we got that- AND a rather ludicrous increase to airblast force that, instead of airblasting you into the ground or resetting your movement, now pretends that friction no longer applies to targets and throws you sliding across floors, off cliffs and up walls a lot more noticeably.
Let me put it like this- I was playing a HL pug after JI and caught the spy trying to spycap last on upward.
I airblasted him once, and he slid up the little cart ramp, across the pit, before hitting the wall on the other side and then falling to his death in the pit.
That’s insane.
the fact you can literally uppercut someone by airblasting their feet causing them to fly straight into the air is rather... fun i admit.
thank god the RS doesn't exist anymore.
New airblast might be wonky at times but I ain't gonna lie goomba-jumping off people with the jetpack and sending them to the shadow realm by using the pyro's speed alongside of a well timed airblast is pretty fun and a lot more interesting than whatever that stunlock we got was
The Thermal Thruster still needs to have its holster penalty removed; the class is already sacrificing its only means of ranged damage for mobility, it doesn't need further drawbacks.
It should be a passive activated like scout's double jumps.
Agreed, that would make him so damn fun.
No second jump though in that case, I feel like he should have to dedicate himself if it's just a passive like double jumping.
The new MVM event Canteen Crasher has begun. They only have 9 servers right now so good luck actually playing it.
I hope they update or make the new cosmetics from it better. The last set of them looked absolutely horrible, just solid color recolors of the canteen.
what key? it shouldn't be to easy to trigger otherwise there would be alot of accidents
Maybe jump key held down?
The tour even has contracts, which is pretty interesting
Seems like it might be a little too complex for a community event but we'll see how it goes.
Fellas, be honest:
Who is your favorite class, and why is it Gang Garrison?
Friendlies are strange. they claim I'm a toxic person when I kill them yet they have no issue going demo and trying desperately to spawn camp me.
They think they're entitled to a free pass. Once that pass is violated, their mentality switches to one reminiscent of a vigilante, trying to desperately eradicate their perceived threat in the name of hoovies or something.
I mean to be honest toxic is becoming so incredibly overused as a word it essentially just means 'doing something I don't like' at this point
by playing "any given class" you too can become toxic
The counterpoint to that, is that this current internet generation lacks even the basic social interaction skills to be a decent human being on the internet, especially since there’s no accountability for poor behavior- toxicity is something so universally found that of course it is going to be described everywhere.
Kindly ask someone to switch to a more useful class in tf2. There’s a 60% chance you’ll get a racial slur or meme back instead of a normal human response. This is degeneracy.
Honestly I think it'd be good for a future update to have contracts have to do with filling and succeeding needed roles. Alongside having all contracts be active upon activation, it'd be really good for incentives of learning the game and being a positive player.
I'd like to see them experiment with Contracts that don't require a specific weapon. It always sucks to enter into a game, even in Casual, and get hit with "sorry man gotta do this Scout contract", cause really can you blame them?
Make the contracts themselves more generalized, class-based requirements and relegate all of the weapon-specific conditions to the optional "impossibly difficult" category. This way, you don't shoehorn players into having to use specific weapons outside of situations they'd be most viable in ("sorry man, I know this is CTF but I've got a Brass Beast contract to fulfill") while still retaining the incentive for players to experiment with different weapons and playstyles when they're able to (which I think is the strongest benefit Contracts bring to the game).
Also, give us the option to have our active contract change automatically depending on what class we're playing as/what map we're playing on. Because it sucks to be grinding out a contract, change things up on a whim, do improbably well, and then realize that you didn't fiddle around with the Contracker before hand so now you've gotta do it all over again.
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