• TF2 General Chat & Speculation Station V17 - Ms. Pauling Won't Stop Calling Me
    999 replies, posted
A ping system in TF2 would be amazing, sadly, I don't think it will ever happen.
ping system would be so quickly abused with a lot of players
ping systems are great, but i don't know how you could have 12 people all highlighting things through walls at once without it being a huge, cluttered mess.
It could always be designed to work with many players, for example, show pings only to very nearby players, and etc.
Tommorow me and fluury are going to start an event where we all gather up in the server and try to have a group photo like the ones in the past at the server,i know i might have taken too long to actualy announce this so we may not have a lot of people here but i would appreciate if you can have time to pop up for a bit when we start at 18:00 UTC+2
a ping system is useful in larger, open maps that do require exploration and traversing huge distances. using a ping system in smaller maps like the ones used in tf2, specially when we do have the announcer and events are clearly announced by a loud sound, like a payload reaching a point or a dispenser being sapped.
I think the big things I'd want are little bubbles (similar to the Medic call bubble) appear over sapped buildings but only for the team who the buildings belong to and only if they are able to unsap it. So Engineers and Homewrecker/Neon Annihilator Pyros. Maybe calling out "Sentry ahead" when there's a visible Sentry near the crosshair alerts nearby enemies, and so on.
Totally agree. A pinging system is useful for large maps that make assigning specific call outs for most every section you frequently fight in an absolute nightmare. Using it on the smaller TF2 sized maps wouldn't add much benefit over the current system of using your mic. I can see it being useful for people who don't have mics, but... You lose something important to the experience when you don't talk to your teammates. Pings for spotting enemy targets is also pretty unnecessary as the silhouette system and the way the visuals and lighting are done in Team Fortress 2 ensure that you can see your enemy at all times. They don't blend in to the environment, even at distances.
I posted it last page but IDK if it got trumped by other people posting immediately after so I'll post it one more time in case somebody sees it So anyways I want to dip my toe into modding to continue with that plan for a gameplay-improving server in Valve's long absence. But, I want to start simple: The only mod I'm going to start out with is Heavy being able to swap weapons as soon as he starts spinning down his minigun. Would anybody be willing to help me go about this? I know there are probably tons of guides online, and this is presumably going to take 10 minutes at most, but I'd really rather somebody experienced help me walk through the steps.
besides the only pings you could really need in game are already present in the form of voice commands.
I'd be weary about adding more visual clutter, the game doesn't take that long to develop a basic gamesense of what should be done in most given situations anyway
I'd love a callout for "sniper ahead" it's one of the few things I wish I could call out without typing it out.
hello gamers i am looking for feedback specifically about pipebombs https://wiki.teamfortress.com/w/images/thumb/d/d0/Grenade_proj_red.png/34px-Grenade_proj_red.png I've played years on both sides of this thing and I've made some conclusions that probably need changing. Here goes : - pipes are vastly overestimated in their difficulty of use. - pipes' 100 damage only exists because of soldier's threshold and shouldn't really be that high. - pipes benefit the most from fire&forget, got this nasty tendency to play the game for you, even outside of rollers. - pipes cover up the weaknesses of the sticky bomb launcher flawlessly, falsely leading less-able players to believe stickies are the/a problem. - pipes reward shooting at nothing/air/walls on a ridiculous scale that's unhealthy for the game (only rivaled by huntsman). - pipes are only seriously hampered by scout movement, shits on the rest of classes with ease if you got basic prediction nailed down. - pipes are only soft countered by overheals, a perk that's eerily shared with sniper rifles. - gun mettle switch speed was a large >undeserved< demoman buff, allowing faster juggle between the pipe/sticky combo. - Ironbomber double downs on these issues. - pipes could get away with RL ramp-up and fall-off and would certainly be worth a trial run at least. - pipes are not game breaking, however they certainly don't deserve the good reputation they have.
I always thought the idea was 2 pipes should be a kill except if we're talking heavy. Dont think Soldier is related at all Is this why rollers do less damage than directs and you only have 4 of them? Couldn't be a harder disagree. If anything Pipes and stickybombs somewhat overlap too much and make demoman extremely weak at close range. Kinda a design weakness (thats balanced) of demoman is that He has no close range answers and basically has 2 Primary weapons. Theres a reason he doesnt have a shotgun.
Rockets usually need 3 to secure a kill on anything with higher than 125 (and with brains). compared to what? Everything else that misses and do 0? Pipes and stickies don't overlap. They're the perfect combo and every talented demo uses both.
This change made it easier for all 8 other classes to shit on Heavy. It was a HUGE buff to Scout and Demo, and a not insignificant one to Spy, shotgun (or panicking melee) Solider, and (battle) Engie. It was also a buff to Medic, but for different reasons. In fact the faster weapon switch speed was a buff to the already dominant Crossbow. The gun mettle changes also further fucked with the Degreaser, preventing them from being a huge buff to Pyro.
Pipes are fine. At most I think a nerf of ~5 damage per direct pipe would be more than enough. They're hard to aim properly, whether you want to admit it or not, the skill involved in hitting them consistently isn't exaggerated and even if you're great at aiming with the arc you still need to anticipate movement. Pipes become an issue when you begin designing alternatives that focus on doing even more damage or being even more accurate - the skill floor and ceiling are imo perfect for the base pipe launcher. Again, if the base launcher did deserve a damage nerf, I'd say a very minor nerf to direct damage is okay, and it irritates me to no end that the base launcher model (which is great looking) has 6 pipe slots when you have had 4 max in a mag since the game released, which couldn't realistically be fixed in a balanced matter outside of weakening pipes, but the Loch, Iron Bomber, and even Loose Cannon are much bigger issues than the stock GL. Loch tries to raise the skill floor for a weapon that already does insane damage once you break through, Loose cannon tries to raise the skill ceiling on a weapon that already has a super high skill ceiling, and Iron Bomber does nothing except make it easier to abuse pipe traps.
Pipes really shouldn't have zero falloff.
Why would you just -not- use both your primary and secondary weapon. That seems really unrelated to the point you're trying to make. As for the overlap I'm talking about. Both the sticky bomb and the grenade launcher fire timed explosives that work best at mid range. Fire a sticky at a close range enemy, its arm time will take too long and you'll do nothing with it, fire a grenade at close range, and you'll blow a good chunk of your own HP off. If a scout where to get right in your face, even if you're god of pipe aiming, if you land one pipe on him, you take damage yourself (roughly 38-73), this can be powerful enough to put yourself in scout's oneshot range. Lets compare this to Soldier, if a scout is wizzing around his face, he can swap to a shotgun and fight scout at his range, none of demoman's weapons get this luxury as both stickies and pipes struggle to function at close range combat. This is the overlap between Demoman's two weapons that make him really weak at self defense. Just to drive this home, there was a brief time when demoman actually had an alternate primary weapon that started to see pro use over the grenade launcher, and was nerfed because of it. People were equipping the boots to be a faster moving 200 HP sticky only demoman and it was pretty effective. The speed buff boots give was nerfed to only apply if the shield was equipped.
Demo's all-or-nothing certainly plays a big role in his core weakness and I get that. Yeah scout is gonna shit on him (usually with 25 left), however my pipe rant goes beyond this or stickies. It's just the way pipes act specifically. StickyBoots is not good at all and it's basically asking to get taught a lesson. Infact it'd be extremely beneficial for a chunk of the playerbase to try it out for a week and realize how bad it is. No one actually complained about the +10% speed and it's basically just valve doing their own assumptions as usual.
I can't believe I've been playing TF2 for 10 years and I still don't have an unusual
The fun for me goes away after a month or so of having them since you can't see them 24/7.
I still want one to say I have one, it's just a thing I want to accomplish
https://i.imgur.com/sWOviUH.jpg Never change, TF2 community.
https://i.kym-cdn.com/photos/images/original/000/346/436/a75.png
https://files.facepunch.com/forum/upload/143764/96ce3ee4-be34-40d0-a9d3-b17153b290a7/Screenshot_298.png
https://files.facepunch.com/forum/upload/58083/b778ee28-0c5f-4419-b25e-5062b3d6720a/DupD2RnWwAE8wEB.jpg
Have we reached a point of insanity yet?
I mean at most you can get an unusual on the market for (at it's cheapest) $8.
hard disagree plenty of comp players didn't like the booties specifically on mids. literally free mid if u turn up with booties and the enemy demo doesn't, for 0 skill requirement? extremely glad it doesn't do that anymore
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