• TF2 General Chat & Speculation Station V15 - Buff Pyro plz
    999 replies, posted
I remember one time when I gave some criticism to how he sometimes talks too loud in one of his videos, especially his intro when he goes "LET's GO" when checking him out, then he gives me a salty af reply to me then when I asked why he gave such a response he tried to justify it by saying "i'm too overworked in college and i'm really stressed" .
buffs to cloak transition time would be a good place to start, yeah. I think a good way to implement/balance it out may be to accelerate cloak time and/or your next action after a successful backstab, but only the single action. that could be cloaking, redisguising, or changing weapon, essentially. it gives the spy just that little bit more time to decide what he wants to do and act upon it. I also think the Spy could use more weapons in his kit, but not the kind that you mentioned. Personally, I'm most interested in Sapper replacements. If you think about it, the Sapper is kind of an anomaly- it's a class weapon designed for literally no other purpose than interacting with another class, and becomes completely useless if that class isn't in play. It's not like the Sapper is necessary for killing Engies, either- the explosive classes and Sniper are both arguably better for the job. Ideas I've had for a sapper replacement include: A throwable sonar/radar device that attaches to walls and ceilings. Once every 2-3 seconds, it scans the area in a certain radius and reveals the exact position of whatever it detects...in that moment. Every time it does this, it makes a very audible beep and a light on the device blinks. The device can be destroyed by enemy players or the Spy himself when he places another. A throwable, fake, small health kit that looks...off upon closer inspection. Picking up this health kit would deal 20.5% of the target's health (a reverse small health kit effect, essentially) and a marked-for-death status of 3-4 seconds. This kit will not interact with friendlies. Also, I'd like a more reasonable version of this as a pistol replacement: https://www.youtube.com/watch?v=gcm_TfyogvU a little bit OP in its current state, but with some reasonable rebalancing I see it as an excellent alternative to Revolver/Amby for a Spy focused around team play and picks btw volvo if you like any of the ideas presented here, you are welcome to use them without payment or credit just please god update the game
in my headcanon quake tf is the hat wars of the future mentioned in the bogaloo comic.
I always figured Quake TF took place in Australia due to how futuristic everything was. Like, they were fighting for Australium to keep the Mann Brothers and Helen alive.
Was there anything about TF2 mercs? It's just hit me that TF2 mercs, aside from soldier, don't have anything related to war in their backgrounds. They are just bunch of civilians that have expertise in killing because of their life style, life circumstances and etc, and they were not trained to do so in army.
Gravel pit is one of my favorite maps, it feels very balanced and fun, why so few play it? Is it just too old?
maybe the 3 cp design is a bit hard for people to defend properly?
How? My team can always defend properly both points
I haven't played TF2 lately but I was getting placed in it all the time about a month ago.
Team Vanguard is a secretive spy group with a few field fighters acting as muscle. They are posing as industrial workers, their main base being cp_vanguard. Team Citadel is what we used to know as Team Blu. Yes, I know there is now only a single individual of each class member but they have to had fight someone during the gravel war and it was this team. To have it make more sense some of current Team red (Team Fortress) could have been former members of Team Citadel. Team Echelon are high-class adventurers, soldiers and explorers for hire. Two members can be seen in this comic panel: https://files.facepunch.com/forum/upload/239377/09c39beb-698f-455a-a371-4752f44c910f/001.jpg I made all of these up just now
All the different merc teams are just a representation of TF2 players.
I just came across this great drawing a frend did of me soldier some time ago, look at it https://i.imgur.com/hxXP3d6.png its good
https://twitter.com/thatJaneNg/status/1090042235083677696 https://twitter.com/thatJaneNg/status/1090049364184072192 Valve dev on Valve Time
Two dudes spinbotting as Sniper and Heavy ->No votekicks pass I pick up a Frying Pan as scout to bash the Heavy ->Votekicked out in 6 seconds
When hackers queue as a group, or with bots they can vote en masse to kick someone. There is a new catbot-like cheat AI in the wild right now. It don't want to give the fuckheads attention, but the name is a portmanteau of aerobics and brother.
The idea is cool, but realistically speaking this is beyond broken. I hated both Overwatch and Quake Champions for the introduction of wallhacks to normal gameplay. There is nothing more frustrating than rounding a corner to meet with a death that knew you were coming 20 seconds ago., at the press of a button no less. How is this different from a cloaked spy relaying that information? It takes teamwork to communicate that information. It takes a mutual understanding between the Spy and his teammate(s) that "the enemy is rounding this specific corner." Hence the reason call outs are a thing. Making a weapon like this would allow teams to circumvent the need for call outs, reducing another skill-based meta into the click of a button. Same idea with the Sonar / Beep Sapper. Are we gonna add a mini-map in the bottom of the corner and eventually add a commander class with a UAV? Spy is a very strong class as he is right now, the ONLY scenarios in which he is useless are when the enemy is effectively communicating with one another, watching each others backs, and the maps don't allow for much flank routes. This might sound cheesy, but what if Spy was given flank options that other classes could not use? I.E: Vents / Crawl Spaces, doors, etc.
Well, the achievement is called Impossible Defense. It took me a while for me to get it and when I occasionally recreate/experience it, there’s always people getting that achievement.
I think throwable fake health kits would be too easy to detect by even newer players since you quickly learn that health usually only shows up in fixed locations. A fake medium ammo box probably would be better for something like that. Ambassador needs a buff to it's headshot range and buff to the headshot damage outside of that range. Dead Ringer needs a buff, using it shouldn't take half the cloak. Maybe faster recharge time as well since you can't recharge it with metal anymore. A spy movement speed button that lets you move at full spy speed no matter the disguise you're using. When disguising as an enemy class that isn't on the other team have it use a random loadout instead of no loadout. Maybe a slightly higher damage resistance when cloaked (not like Spy can do anything while cloaked). Maybe like 33% up from 20%. I do agree that he badly needs some sapper replacements. Those are just some obvious buffs I can see helping spy out.
As a player who both hates spy and the Ambassador, I agree it needs a buff or more to the point an un-nerf. In classic Valve fashion, they were entirely too heavy handed when they finally got around to balancing it. Both the crit damage falloff range and amount are excessive. The Diamondback at minimum needs a nerf to only reward crits on backstabs, not buildings sapped. Preferably, it'd get an entire rework. The Kunai could possibly use a slight buff? It's still the hardest knife to use. The YER is also very difficult, but I think it's pretty balanced at this point. I'm not sure I'm on board with Spy getting even further damage resistance when cloaked, unless Valve also find away to make Pyro's flame particles more consistent. A sapper replacement that dropped a "toxic" fake medium ammo pack could be interesting, but what debuff would it provide? Being marked for death in a similar fashion to the Fan O' War? In any event it would need a decent cooldown to not be insanely unfun to fight against.
The more I see the nerfed ambassador the more it makes sense. It's now meant to be used at the same range as other revolvers which is perfectly logical. An headshot does the work of two solid shots from other revolvers. The benefit is there. Diamondback can go fuck itself. Kunai doesn't need help. It's the supreme facestab knife and decent spies can get away with so much BS with it. If anything the passive HP penalty need to go down back to 65. Cloak resis can also go fuck itself. Too many times I've seen cloaked spies tank an headshot or even 3 non-crit melee hits. Kill the cloak debuff nulifier too - if you get hit by a bleeding weapon when you're fully invisible, you deserve the full consequences. Poison in TF2? no
basically use DR to close in distances / get past the better players, then do the usual "circle around idiots and immediately change direction mid-way and press mouse1" like every spy knows, that's a guaranteed 185 overheal. Then you're uncovered and more idiots will be attracted to you. rinse repeat. If there's some doorway nearby and opponents don't shit out a random crit, it's outrageous how effective this can be.
Wait what? Kunai is the ultimate Spy cruch, I see literally like 80% of pub Spies using it.
Under what definition of the word "Crutch" (either the comp TF2 one or the real one) is the Kunai a crutch? You mean Spy-Cicle, which is training wheels for bad spies.
I kinda wish the "colorblind" mode was updated so that Mad Milked players would have the respective jar icon above the player, along with wet players showing a water icon above them. It's kinda hard to determine if a player is milked or just wet as it is now.
Just got a systemwide announcement that the item and matchmaking servers will be down for 5 (Valve) minutes for maintenance. Maybe something's in the works ...or maybe Gaben rolled his desk chair over an important cable.
not quite wallhacks- it wouldn't be real-time tracking, and ideally it wouldn't show outlines either. have you seen how sonar works in MGSV? I was thinking something like that: https://www.youtube.com/watch?v=xNq_PGWKoVc showing where they are in that instant, but not tracking them further after that. it wouldn't be quite wallhacks tier in the way that, say, overwatch's wallhacks allow you to have perfectly-timed headshots on people walking around a corner because you could see them going there. ...and i just realized you were talking about the pistol first, not the sonar. with the pistol, the wallhacks would be the obvious first thing to go- I'd prefer it to keep the marked for death status, though, since it would help the spy coordinate picks with his team. ...also, I disagree that the spy is a very strong class right now. just because he's good at eating pub fodder doesn't mean he's well-balanced as a class- heavy and pyro also fuck pubs but that doesn't mean they aren't underpowered by the rest of the game's metric. no other class becomes near-completely useless when the enemy team starts communicating in the way that spy does. he needs more utility. @CommodoreKong fake health kits would become easy to detect after a while, yeah- same way disguised spies are easy to pick out. the idea is that the weapon preys on players lacking game sense (in this case: map knowledge) and/or patience to take a closer look at what they're picking up. while i'm not opposed to the idea of replacing the model with a fake medium ammo box, imo that would kind of ruin the thematic appeal of it. throwing out poison disguised as health is a very spy-like thing to do, no? also, thank you and @Ultravod for agreeing with me about the Ambassador for once. I've waited too long to hear these words from sone else. re: Kunai, I'd say it's just fine where it is. it's...mostly a pubfun knife, but it does have a risk/reward payoff in comp if you execute it properly. YER is just kinda dumb, from my perspective. I don't know why anyone would use it at this point. and yeah, the idea of a fake medkit/ammo pack sapper replacement would be that it marks for death, does a small amount of damage-on-the-spot, and has a very long recharge time (and only one can be out at a time). one ideal use scenario I imagine is cloak and daggering in its general area, waiting for someone to pick it up, and assassinating them once they do. @Hell-met I have to respectfully disagree. At all ranges, the stock Revolver is objectively better than the Ambassador at this point, and much easier to use. With the nerfs to damage and range, the weapon has lost its utility and purpose almost entirely. it's still a little fun and satisfying in its own way to use, but nowadays it just ends up frustrating me more than anything...even in my latest frag video, you can see multiple points where I very clearly deserved to get a kill but was robbed of it by just a few hitpoints because of the fucking crit falloff mechanic.
i dunno man at what point does two clicks become easier than one click? Not trying to sound cocky, i'm legitimately pondering. yea headshot is gonna be hard on a seasoned duckjumper, but anyone else? You don't need to be a little prodigy either.
Ambassador: Consist, know where you shot is gonna land, difficult but rewarding to wield.
Since a fair share of time has passed. I'm curious to how many actual good spies still use the Ambassador now-a-days...
Spy needs a sapper that fucks up something other than Engineer and requires teamwork to use effectively, but is counterable. Ideally it wouldn't break disguise like the sapper. Maybe it'd work on a cool down. Something messing with Medic would be nice, but nothing messes up a Medic better than killing them, so it'd need to be something easier to use and less risky, but not as cheap as the Pompson. Other things like banners and resistances don't really have counters, so it could affect them too. Maybe give the Spy a device that saps ubercharge, cloak, banners, rechargable items, resistances, etc? Like a sliding sapper in the Meet the Spy movie, but it emits an aura that drains Uber, cloak, rechargable items, banner, nullifies resistances, etc. when in range. It would be considered a building like the sapper is, so weapons that deal damage to sappers/buildings would one shot it like Wrenches, Direct Hit, Homewrecker, Loch n' Load, etc., but it would have decent health to survive a few hits otherwise. Alternatively walking away from it would stop the effect, and it would only last for a short time. It could also counter the Razorback by shorting it out. This would help with medic stacking, directly counter the Vaccinator or FoS, be multi purpose, help with team work, yet require solid ground for the device to slide to, and would need to stop moving before activating, meaning it could be killed by aware players (Pyros especially since they wouldn't need to aim). On the flip side, the Spy trades his effectiveness against sentries. He can no longer stab and sap, so at best he could stay and dead ringer. He'd be more useful with pushes against groups of enemies, better deal with medics without risking his life or losing disguise, and have an alternative device if the enemy team has no Engineers. Additionally, it wouldn't do shit to non-Medic/non-Spy players not using resistances, rechargeables or banners. Thoughts? Too OP?
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