• TF2 General Chat and Speculation Station V14 - The Bargaining Stage
    999 replies, posted
Just letting you guys know we released an update for Canteen Crasher, which adds 17 new missions for you guys to kick some robot ass in.
The Machina is banned because the competitive community doesn't see that as enough of a drawback.
I imagine it's about the piercing
mannn i hope they add all this content to the official game. There's just so much MVM that would be awesome to streamline to newer players thru the official matchmaking. hopefully next update they will add some
If they're feeling suicidal, they could always add the Walkabout from Advanced Weaponiser. You know, the sniper rifle that can't headshot, and gives you a minicrit on your second consecutive bodyshot and a full on crit on your third.
Hot take: The Heavy update could be nothing more than th removal to the L&W damage/accuracy ramp-up and I'd be kinda pleased. If Valve also saw fit to nerf the Diamondback, turn the Eviction Notice into something other than GRU, Jr. and make the BSS not crap, I'd go all Vince McMahon meme. Also, what about a new sandvich slot item that you can't eat, but can throw and walk over for the equivalent of a small health pack? Balance it via recharge time and maybe you can''t recharge it with map health packs. Throw the fat guy a bone here. Also a global nerf to Scout and Sniper would be just GREAT, and not just from giant man's perspective. Yes, I know I'm dreaming. https://i.imgur.com/Ky03dMj.png
I hear all talk on 'globally nerfing scout' but nobody really says what it is that needs to be nerfed about scout. He's fast. Requires to be in the fray to deal good damage. Has good mobility. Lowest max HP Am I missing something here? I get aiming at fast boy wonder jumping about can be annoying, but what is it that people really want out of a scout nerf? The only thing I can really think of is reducing his primary maximum ramp-up per pellet to 9. This would result the maximum possible damage of scattergun being dropped from 105 to 90. This still means he deals good damage, but can't three-tap a heavy or two-tap a soldier. But can still deal well against other classes. If people can fill me in on what they specifically want out of a scout nerf, I'm all ears. But from spending far too much time listening to people whine on about him in pubs, just seems people are sick of fighting against him because they miss their shots repeatedly.
I'm more annoyed by sniper then scout tbh, a sentry or heavy with good aim can shut down any good scout but there's not a lot of counters to good sniper aside from another good sniper and that's not always going to be available. Not to mention the number of items that prevent countering snipers up close like jarate + bushwacka and the razorback, which sole purpose is to annoy every spy player ever by being a hard counter. Or darwin's danger shield and the cosy camper which counter fire damage/flinching, one of the only ways to get a sniper to leave you alone for a few seconds at a distance, Or the fact the sniper can single hit kill 4 out of the 9 classes in this game with a body shot by just jerking off into a sniper scope for 3 seconds while most other classes require 2 hits or more from their weapons to do the same and if they have a charge ability it takes MUCH longer before they can use it, Or the attitude of almost every sniper I run into which is one of being an edgy shitlord who never aged socially past 13 and thinks spamming binds into chat after every kill is hilarious while unironically naming their $200 Australium sniper rifle after a fictional girlfriend or "point and click adventure" with equally edgy song lyrics in it's description, alongside some edgy sfm posters of their sniper OC with over $400 worth of tacky cosmetics smattered over their steam profile. And that's not even going into hackers and how all this basically makes it almost impossible to counter a hacking sniper. tl;dr sniper is hard to counter and attracts the worst players.
For starters we could remove the "Medic moves at Scout speed with all medi guns" mechanic, which was an astoundingly terrible idea that turned competitive TF2 on its head. Secondly, yeah, cut down on the max ramp up damage of the scattergun. Also, Mad Milk is fundamentally broken. Crit-a-Cola and the Cleaver are still cancerous. As bad a Scout is, Sniper is of course an order of magnitude worse and the class most in need of a proper counter. The only REAL thing that counters Sniper (besides an enemy Sniper) is map design. I'd love a shield for Heavy that replaced his minigun but blocked headshot damage against him and anyone behind him. Balance it with -1 cap rate on wearer if comp players whine.
how to buff heavy turn random crits off lol
I know this is gonna sound sorta dumb, but the biggest thing that bugs me about Sniper is the fact the Razorback even exists. I know its not a terribly potent weapon in casual play but its definately the weapon I think that has the shittiest direction in the game.
the whole idea of this is, similarly to sniper, that at the top level a scout is free to kill you in completely uninteractive ways. if the scout doesn't miss his shots and doesn't just walk into every shot, there's nothing you can really do, and some people think it's worse because at least you don't have to engage a sightline whereas a scout pretty much has full reign of anywhere that isn't in sentry range. basically scouts only need to take fights where they're favoured, you can't engage on a scout, and scouts can also play at a range where most combat classes can't realistically hit good damage on them and still kill you in one clip (the idea that scout has to be at close range to do good damage is not true ftr) but this is all assuming the scout can both aim really well, and move well, and that everything has to play to the scout it only gains traction because scout is pretty much broken in 6s ever since the QF movespeed buff (scout is also up there for best pocket in the game, because medic running faster is Cool) went on the rest of the mediguns, scout isn't even particularly good in hl let alone pubs where the spam is even harder. is scout even top half of good classes in pubs? not imo
That’s a better update than the one we got from valve. Take my money instead!
Emailed Valve 3 weeks ago asking if we could get medals for our annual secret santa event (/r/randomactsoftf2 was given medals to distribute for their secret senta). Took them three weeks to respond with a one-liner denying my request. Obviously it's their prerogative and who is allowed to distribute medals has always been arbitrary but it stings, I'll be honest. When any and every tournament gets medals, when an event that is basically the same as ours gets medals...it kind of sucks. I just wanted to give people medals for being part of an event.
Geel, thanks for all you do for the TF2 community. You might come across as a divisive character at times, but the services you offer are the best in the business. There's a reason your sites are flourishing and (most of) your competition is gone. Valve might scarcely notice your efforts, but a not insignificant part of the TF2 user base sure does.
They were obviously too busy putting the finishing touches on Smissmass 2018 to put the medals in the game.
I think Valve is reluctant to accept medals for communities/organizations that make a profit from the game (no offense of course). I can see this being the case. Otherwise I have zero clue how we got our Canteen Crasher medals accepted.
I think it would be best to change an existing lunchbox item to do that instead of adding more.
On the topic of Heavy update, at this point I literally just want ANY heavy primary to change his playstyle. My riot shield is a pipe dream, but give my big fat guy a laser rifle, a giant AA12, a cannonball launcher/mortar launcher, a railgun, ANYTHING. He's the only class in the game that doesn't have a main weapon to not vastly change his playstyle. Shortstop, Direct Hit/Beggar's Bazooka/Air Strike, Shields, DF, Rescue Ranger/Gunslinger, Sydney Sleeper/Classic/Huntsman, Kritz/QF/Vacc, and Dead Ringer. Sandvich updating is easy: change BSS slightly so it isn't complete garbage in non-melee situations, maybe slightly change the Banana and Dalokohs (they're INCREDIBLY close to serving the same purpose), and call it a day. On melees, I'd love for the GRU's initial -10 health takeaway on swap to be reduced to, say, -5, since I feel it's a bit overkill, but I've come around to like it since it's really the only utility Heavy has going for him. Even just that change would be enough for Melee weapons for me. Just please, PLEASE, take away the L&W nerfs and give him a new gun. A REAL new gun.
https://files.facepunch.com/forum/upload/324780/7c9e8ddf-26a4-4ec6-92d0-51da4958bb79/image.png ?
Do you really think Tomislav changes Heavy's palystyle as much as, say, the Targe change's the Demoman's playstyle? Literally the only difference between the Tomislav and the stock Minigun is that the Tomislav is better for offensive movement, because people don't hear you coming a mile away and edge/corner/spam you to death.
Do you think we're getting the spring case/bugfix update?
I always felt the big man could use a stock shotgun that shoots slugs. Maybe 50 damage, same fire rate, maybe inverse falloff. Something to give him a mid-range damage option for when things are out of his optimal range. Give the stock gun a barrel attachment or something to make it a bit more intuitive that the gun is different for heavy.
I would only prefer new shotguns being added to the game if they add a lunchbox slot for the Heavy.
I unboxed my first strange unusual today after being a doofus goofus and accidentally buying winter 2017 keys instead of winter 2018 keys https://files.facepunch.com/forum/upload/107222/5ec10e24-7aca-43c1-b46d-65ddd2b7a079/Desktop Screenshot 2018.12.22 - 11.42.19.90.png
that's still a minigun
In one of these threads I described a primary for Heavy, visually similar to the Russian PK machine gun. No spin up time. 50 round magazine, 200 ammo total. Reload time is non-trivial (you know those slow AF machine gun reloads from Borderlands 2?) Slower movement speed when firing (but not as slow as a spun up stock minigun). Reduced/no overheal. Call it Nikita or something. The hardest part for Valve would be bothering to animate Heavy reloading a new belt. If the PK model doesn't work, there's this gun from Frontline or this goofy thing on the Workshop. Alternately, give Heavy a Grordbort-style weapon. No spin up, small magazine, requires him to twist a crank. No ammo required? There is a really nice sci-fi themed minigun on the workshop that's part of the Lost Cosmonaut set. I fear Valve doing what they have done so many times in the past and leaving out 2 or 3 pieces of the set (see the Forgotten King set for Demo, or the recent western themed set for Heavy.) Go full retard and put the Putt Dispenser in the game. Of course, each one of those golf balls is an entity, and Source has a VERY definite limit about the number of entities it will deal with in a given instances. TF2 flirts with that maximum amount on a regular basis.
I just want them to cut the animation for the dalokohs to 1/3 of what it is now so the heavy only bites it once and gets back to the fight.
years years and years ago i saw some real life tf2 apparel and it was a hat, normal hat that looked like the soldier's stash. Does anyone remember this and have a picture? would love to see it. and can you still buy it? if so, where?
Honestly the only way Heavy would viably be able to use a shotgun is if it happened to heal by damage dealt or on-kill. If we wanted a full meme-style weapon I could genuinely see a shotgun that heals with damage dealt after a "hype/rage"-esque meter is filled up by damage dealt by other means.
Sorry, you need to Log In to post a reply to this thread.