TF2 General Chat & Speculation Station V17 - Ms. Pauling Won't Stop Calling Me
999 replies, posted
Black Box is definitely going to be kept under the microscope for a bit. Loch-n-Load is definitely really hard to balance, and its model and how jarring it is for readability plays a big part in that. I'm still considering increased reload speed and a flat damage downside with a boost if you hit both grenades as changes to buff it. Iron Bomber is just a very minor band-aid, I think longer reload speed might be the change I stick it with for good. I like it being similar to base GL but I don't want it to be objectively better like it is right now.
I noticed your server doesn't have Fast DL enabled. I can provide a Fast DL server for you if you want.
Why that? Let’s talk about more serious things. For example, about how shitty is STBlackST.
This man did really stoped developing his animating skills, making all his latest videos look literally the same.
Same animation cycles, same face expressions, same unfunny gags (these dance numbers really suck, man), same endings with these unamusing and stupid battle screens, even video’s title and previews have same style!
Yet, every his video get more than 100k views. Tell me, why so many people are still watching the same crap with very little changes made?
I think his stuff is kind of entertaining when he poofs up new stuff. For me my biggest gripe was the overused RPG segments that lasted 1-3 minutes. Stuff got boring real quick when he did that. Though thinking about it I think he could use an improvement on his videos and come up with more interesting plots.
Yeah, that'd be awesome. It'd only be necessary for the additional maps, though.
Add me on Steam and provide me with all the custom maps you need.
https://www.youtube.com/watch?v=3Pyd7lfmSa4
A long time ago, I had suggested LnL being the Scout's FaN for the demoman. I'd strip it of it's extraneous stats to just +50% firing speed and reloading it's entire clip at once but it'll shatter on surfaces.
A high risk, high reward weapon that puts emphasis on landing directs but punishes you for being sloppy and not making your shots count.
I think that's a cool idea but I'm still taking things very slow right now with attributes that are built into the game, right now I think the nerf to its ammo count and a slight buff to reload speed to compensate is working pretty well as a higher skill ceiling pipe launcher, while in contrast the iron bomber has a bit of a lower skill ceiling (I'm testing a VERY minor reload speed nerf to compensate). Messing with built-in variables is also why I don't have a diamondback nerf yet, but I'm making some good progress.
I'm one of the server event guys, feel free to add me on Steam and discuss the upcoming server events (I'm planning something already), and come to the TF2 Facepunch Discord if you haven't already.
Well, after playing around with the Heavy revdown buff in the server, I can definitively state that it is indeed beneficial. I did notice one issue with the plugin, however: It only works if you're currently in a rev state. If you release mouse 2, you won't be able to override the normal revdown animation.
Yeah, I'm trying to figure out if I can fix that with Jug's plugin setup, it seems like an animation issue.
how about +15 HP, hmmm?
The minigun has 4 states, idle (0), revving down (1), shooting with the minigun (2), and holding m2 revved down (3). When the minigun goes to 3 to 0, the game queues up switching to a slot when you try to change from the minigun during the animation until idle. Right now the plugin doesn't do anything about this and I'm trying to look into fixing this.
As an aside, the source code for the plugin can be found here: HeavyMinigunQuickswitch/miniguninstantswitch.sp at master · Juga..
The nerf the black box needed was “15 health on hit, flat” no matter how many people you hit, so you wouldn’t be able to mindlessly spam your health back.
The one it got rewards you with single digit health gains for hitting directs, if your opponent happens to be at low health or far away 😑
Hey friends, not sure where to ask this but since some of them are TF2 servers I thought I'd ask here. I noticed when looking through the Steam servers window from the main client that the favorites tab still populates what I assume are all the servers I've ever favorited in Source games. Some are TF2 servers, some are CS:S I'm sure, some are probably DoD:S, and so on.
Is there any way to punch in the IP and see what the name of the server was in the past? Can you see past registrations of a server IP like that? Maybe a better question for H&S but I thought I'd ask here since this is the most active Source game thread.
Any particular time of day when the server is active?
I snooped around a bit and found nothing. You can get information about the IP address but you can't look up the old Server name. If I'm wrong, would love to see how because half of my favorites are "server not responding" aswell.
I feel stupid because I just figured out the best (and probably only) way to do it. If you copy the IP and paste it into Google with quotation marks, chances are you might get a handful of forum posts or old Steam groups talking about whatever server used to have that IP. I've managed to find the first 8 out of 10 servers I searched this way. The other two had no search results at all. Hope this helps
Since I left it as an aside on another post (and the link I posted is now dead, oops), I released the source code of the Minigun Quick Switching plugin I made a while back which is on TF2RV. It can be found here: HeavyMinigunQuickswitch
I also got around to fix a bug in which the Minigun would glitch out if the player tried to swap to an ammoless weapon (lunchbox item, shotguns...). Unfortunately I haven't figured out a fix for that one bug in which stopping the revved out state won't allow you to switch weapons until it goes idle (I was trying to figure this out for 4 hours to no avail), but now the plugin is stable and shouldn't provide any issues for anyone who wants to use it for themselves. Regardless, if anyone decides to use it, have fun with it!
You know, as dismal as the state of TF2 is, it could be worse. It could be Overwatch, which has reportedly 100 people working on it and is still pulling shit like this:
https://files.facepunch.com/forum/upload/205174/bee458e8-5192-4716-be05-aa7bd2288c32/image.png
(Yep, it's the same damn image as last year with only the date changed.)
at least they're getting mayo this 2019, we'll probably just get 2 crates this year.
I imagine you mean cases because crates were just an experiment all along
I wonder if there is people already saying that vainilla OW was better and that the game is already dead because "its the same event as last year"
Do we still have a poorly renamed/described TF2 weapons thread? If we do, I've lost track of it in NewPunch.
I don't have a screenshot because I was too busy trying to get him kicked but I encountered an interp abusing (and possibly otherwise cheating, it was hard to tell) Spy with a strange Conniver's Kunai. It had SP: Demomen Killed on it and was renamed "Connivers Coon Eye." There's a pretty long and storied tradition of racist strange weapon names with that strange part. The Disciplinary Action is the most obvious example.
Seeing as I know many of my friends dropping the game due to repeated events with nothing new, I'd say so.
My favourite one was a Australium Axtinghuisher called "Sylva's Pussy Shaver". I cannot forget that a person spent money on that thing.
They sound like instant-gratification hungry kids, no offense meant. A lot of gaming is like that now.
Nobody wants to practice aim or skills, just push button, get game impact, wait for cooldown, rinse, and repeat for enjoyment of a game.
eerily similar to mvm.
Honestly? It's more of the instant gratification of receiving rewards, and I'll fully admit I'm part of the problem.
I feel quote the opposite of the gameplay loop you're describing: I think it's boring, simplistic, and dumbs down gameplay. It works in MOBAs because (almost) every character has a resource pool that allows them to use their abilities (just like ammo in TF2 and other FPS games before the MOBA brigade), and so it's not just a matter of whether the ability is on cooldown, it's also a matter of managing your resources well.
I'll stand by my complaint that the worst part of Apex Legends' hero-based ability gameplay is that every ability only has a cooldown to control them, and beyond that you can literally use them whenever. It dumbs down the idea of heroes - the passives are interesting and well-done, gameplay wise, innate traits that change gameplay up slightly to encourage different playstyles is nice, but the idea that skills, and specially ults, are simply on timers and you can use them without fear makes the gameplay feel a lot more reductive.
That being said, that's also why I hate the "Ability"/useable weapons in TF2 that don't have a significant cast time (Jarate, Mad Milk, razorback, drinks, cleaver, sandman, et cetera). Their uses would be a lot more interesting and easier to balance properly if you had to actually choose when to use them and had to manage your resources like you do with your actual guns. Jarate is the only one where at least the timer is feasible - it's not nearly as impactful in a non-competitive scenario, and it's piss in a jar, it kind of makes sense that it has a cooldown.
Imagine how boring gameplay would be if you never had to worry about ammo. Soldiers and Demos could literally just spam down corridors the entire game without moving. Snipers in weird areas would be a lot harder to unseat because they never have to keep their ammo in check.
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