TF2 General Chat & Speculation Station V15 - Buff Pyro plz
999 replies, posted
the fuck you on about
spy is still the best anti teleporter. Sap + gun will always win, while any other enemy will have to outdamage 100 repair/hit.
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I explicitly addressed those issues.
The fuck I'm on about is that an Engineer can remove the sapper from both teleporters by repairing the teleporter, which makes it relatively easier to defend against a spy sapping them than a Demo or Scout that does more damage to the teleporter than it can withstand in half the time it takes to swing your wrench.
I never said it was easy, but easier.
but that's wrong. any decent spy will shoot during the sap, which means your wrench won't give heals when the sapper is tanking.
scout only does a pathetic 60 dmg on buildings.
a lvl3 being actively repaired can tank everything except stickies or minigun.
Back before MyM match changed it so you couldn't swap teams freely all I could remember is this happen:
Auto-Balance kicked in, immediately swap back to original team to unbalance the game again.
Friendlies that got kicked and started bitching would eventually swap to the other team to try and kick people off who killed them ( This actually happened quite a lot for me on KotH maps at least )
People would jump to the winning team because they wanted to win at any cost, even at the expense of others.
In fact, they even restricted it before MyM kicked in and made it you couldn't immediately. You could only go to spectator and wait for an spot to open up. So instead of playing, people would go spectator and waste another player slot till others could enter.
In a sense... I'm honestly glad that's gone. I will admit though that I wish games extend past 1 round per team though... Might elevate quick matches at least... 2 rounds a piece for payload maps. up to 5 rounds for Koth perhaps. Reduce the map change... But only if they can increase how fast people get connected to the server to fill up slots that open up when rage quitters quit.
I honestly think there should be a point of no return at the end of a match, like maybe the last 60 seconds, where autobalance cannot occur no matter what. That way, people bailing out of matches because they're losing won't fuck over random players who've just helped their team win, only to be switched to the other side on a whim and lose instead.
A huge chunk of the skill involved is placing your buildings well as well as learning the maps in order to do so. If you're a clever engineer there's several cheeky spots on top of things by climbing up with your dispenser or sentry jumping that allow you to be even more creative with your building. You can also play engineer in several different ways like harassing enemies instead of holding a choke, and creating a flank with a cheeky teleport. You also need to know when a point is fubar and prepare a defense for the next point to prevent a roll.
There's a pretty clear difference between an engineer that has just started vs an engineer who's been playing for a long time.
As for spy, any player worth their salt will just sap the sentry first before going after you. And you're kind of screwed at that range since you'll most likely have your wrench out when the spy shows up, in which case he can just revolver you to death before you pull out your shotgun. If you decide to try and melee him you'll either dust or hit your building because melee favors them over spy and is ass in general.
im pretty sure autobalance just focuses either on the latest arrival or the oldest
same with points. lowest or best
https://steamuserimages-a.akamaihd.net/ugc/960858511673156046/6326920EF7CCFC5B1A02312678AF106F57C8A793/
ya'll ever play MvM scout and feel like you're in the fucking ZONE the entire time
The fairest would probably consist of targetting the newest people to the server first. They've contributed the least and since they've not been on the server for very long it's a toss up on wither or not they're good. In other words, they're not just a garuntee'd terrible player in a sense.
Grabbing people who have already contributed a lot makes them feel cheated for any and all hard work they've contributed to a match.
Grabbing bottom scoring people who have been playing for long extended amounts of time more often then not makes it feel like the results would have been the same if they hadn't even bothered with auto-balancing the match to begin with.
It's difficult to really come up with a better solution then the first. But someone on SPUF actually suggested that maybe first it should prioritize game abandoners first and for most to auto-balance before anyone else if possible. They are the direct cause of the game even needing auto-balance to begin with after all and unlike just temp bans like it did at the MyM update introduced that were quickly removed, they would still be aloud to play. The more you abandon matches, the more high up on the list of people to auto-balance first? Could potentially be a good deterant as well to try and nudge people into not abandoning in the first place down the line as well, which is a good nudge I feel in the right direction.
I think incentivizing good players who are autobalanced should be the priority.
People generally leave if they're getting rolled, which makes the pre-existing imbalance worse. Moving over highly contributing players can shift the balance to make a match fairer, but is fucking horrible to experience firsthand especially if you just contributed to gaining the lead.
Maybe tie it into the item system somehow and turn being chosen to autobalnce into a lottery - maybe "stick with this auto balance without leaving or throwing and earn points towards receiving an additional random drop item" or something. The resulting item could have the same drop chances as any other non-crate item, so players could potentially drop cosmetics or weapons they want. It can't be abused because you'd need to be doing well to be chosen for auto balance, and it could only happen on Valve servers. Maybe prevent it from occurring if you're in a party or have too many friends on the server to avoid exploiting it.
Of course players who have played forever and have the hats or weapons they want wouldn't have much of an incentive, so there may be better ways to reward players who stick with it like giving them the option of choosing a team before joining a match next game/server.
In Tyler's newest stream he says he has a TF2 leak with the theme of the next update and is going to make a video in the next few days.
I mean it's a 12 v 12 game, ELO involved or not there's not going to be perfectly balanced matches 100% of the time so steamrolls and leavers will happen. There isn't a single game I've played that's solved this issue with high player counts without dynamically alterning gameplay to cope or just banning people and both methods have drawbacks.
Forcing players to stick around if they're getting rolled is a lost cause because even if they leave and get a "matchmaking cool down" nothing's stopping them from joining a custom server, playing with bots or playing a different game. Banning people from matchmaking would lead to plenty of people feeling obligated to stay if they're not having fun (let alone issues like crashing or losing internet access leading to being punished) which isn't healthy for player retention and was so disliked that it was removed previously from casual so reintroducing it is a bad idea. You can't prevent pubstomps without preventing people from partying together which pisses off a lot of well meaning players. Forcing parties to join games with similar sized parties increases queue times exponentially. Needing the winning team while an I'm balance is happening will just piss off players and would be difficult to implement in a way that makes things even without pissing off a whole team or being totally ineffectual.
Replacing players with bots won't work since bots aren't compatible with a good chunk of modes and still are sort of dumb game-eense wise. Forcing new players onto a losing team seems to be a thing already since 90% of in progress matches I join my team is losing already. Moving just-jooned players to the other team without factoring in skill will probably not fix the reason people leave in enough number to cause imbalance (steamrolls) so more people will end up leaving.
Leaving the teams I'm balanced just makes losing even shittier for the people who stayed and will probably just leave if they notice the imbalance. Especially if people aren't matching into the paticular map or mode, sometimes finding players to fill takes time.
Realistically incentivizing joining the losing team seems best, but "experience" which does jack shit is not a good incentive.
TF2 Battle Royale with a side of Heavy nerfs?
color me skeptical
Honestly, that leak will probably come from a single "anonymous source". I'd love to be prove wrong, though.
And that's because it is lmao, I don't have timestamp for it sadly, but he did mention it is unconfirmed since it comes from 1-man source
https://www.twitch.tv/videos/373711510
10:00 tyler says he has a leak
15:50 says its 1 man leak, knows the theme
A lot of people are joking about how bad a battle royale mode would be. But a new mode is new gameplay and it would most likely bring in new players.
Seems like its just popular to hate on battle royale.
I dont think its going to be that though, as TF2 would need a lot of class/gameplay changing to work with that mode.
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