• TF2 General Chat & Speculation Station V17 - Ms. Pauling Won't Stop Calling Me
    999 replies, posted
but tf2 and by extension maps and gameplay are built around limited resources and proper use of them. damage fallout results in ammo shortage and lack of results, forcing everyone to make their shots count, almost all auto weapons have a far less ammo and it dries up way faster, dispensers become extremely vital foward bases and are key for allies to fall back to them, and a long list of etc. its far more than just making eveyone have infinite ammo, because if that was the case for tf2 to become boring then the cowmangler would be op as hell. OW was built in a way that teams don't need to fall back and regroup because they ran out of ammo. pacing is far more faster in response to this, except that all that fast paced non stop action is completely stalled by shields, barriers, and quick respawns. And it means almost nothing when everyone and everything is reduced to the same pool of heroes and everything becomes a scripted event and a race to see who drops an AoE ulti and kills the entire team.
you do manage your ressources by simply having them equipped. You give up a side weapon. You don't just get these abilities for free, unlike hero powers that other games spawn with.
I was talking to this with Exor the other day. That and the fact that it feels like a lot of people seem to pick up this game like it's single player a sense and that every other player is nothing more then an NPC to serve them. If they don't get their way they drop out of the game like it was a bad conversation. Which in the long run I feel will put a hurt on team oriented games because people seem to get less and less willing to work along side one another because of this type of mentality. It also hinders growth in the community as a whole and growth as an individual player since people are less willing to help each other out get better. This is probably why free for alls ( at least for the most part ) like fortnight are striving... Because they're simple and easy to pick up, and you don't have to worry about teammates hindering you in a sense... As of late, I'm finding single player to be more enjoyable in a gaming experience then online ones. I also want to get into the Master chief edition of Halo for the PC for coop purposes outside of single player as well. Doom Eternal is probably the only other shooter I'm interested in, solely for the single player experience...
well, i played both borderlands in single and coop mode. both were fun in their own regard, coop mostly due to the interactions with my partner than to the ingame stuff. wich honestly, can be said about any game with co-op
I assume the OP deleted their account, as opposed to the links being broken. The OldPunch links should auto-redirect IIRC.
https://i.imgur.com/I50WZht.jpg
Nevermind. Tf2 is not dead. This game, however...
This has probably been posted elsewhere. https://i.imgur.com/dnOKTzW.jpg Artifact launch party at Valve. Chilled fog is expensive AF and a PITA. Each instance requires a fog machine (consuming 100s or 1000s of watts) and a chiller (big refrigeration unit, also sucking down the kW.) Compare the above to: https://imgur.com/a/ZbplAoO October 10 2007, Orange Box launch party. Link is an imgur album. No idea how NewPunch will handle it.
incredibly wealthy company has expensive launch party for a videogame same company but back then not as wealthy has a lot less wealthy launch party Is the zinger supposed to be that valve has stirred away from the path of wholesome close-quarters fun and is now wasting the entire electricity of washington
Yeah I'm annoyed by Valve releasing Artfiact as much as the next guy but it seems like you're just trying to stir the pot. The company is at this point a billion dollar company, no shit it's gonna have a giant release party for a game. There's also the 12 year gap you're choosing to ignore, and you're really stretching if the biggest issue you can leverage is "there's a fog machine. that costs a lot." save it for reddit
it's almost like they've made a couple hundred billion dollars between these two events? i think regardless of the release they'd have a decently extravagant party for it
Artifact a dead game? What a Surprise
Valve understands that the single most important thing that tf2 needs is the ability to transfer our unusual hats to the real world. So, don't worry! They're working on that. https://pbs.twimg.com/media/D2R1QN0UcAEInQy.jpg:large
The three of you managed to miss the point completely. I commented on the cost and technical requirements of "Thriller" style chilled fog because I worked in nightclubs doing lighting for 15 years. I actually think ground hugging fog is very neat, but I know it's a PITA and would not want to deploy it myself. All the "reee"ing over it is imagined by you. Cool story bro: In 2007, I helped set up a stage for Rabbit in the Moon, which included chilled fog, pyro, etc. It was a massive ordeal but the end results were pretty spectacular. The Valve "Launch Box" panel has been used an example for "see, they can count to three when they want to" jokes many times over the years. Also, man NewPunch is being SlowPunch today. It's taking bloody ages to load the thread, never mind post in it.
finally we get an unusual JACK hat
Your post is the common denominator.
Jacking Apples? Is that you?
How would people feel about these balance changes related to classes (consider them all as separate ideas in a vacuum) - Spy can no longer ignite while disguised, Spy-cicle gets new stats to compensate (Spychecking is far too easy as Pyro since you literally just have to press M1 and if they ignite you'll instantly know, Spies would still take the same amount of damage from flame they just wouldn't ignite), or Spy base health increased from 125 to 150, both Big Earner and Kunai retain their -health stats Sniper primary base damaged reduced from 50 to 42 Sniper default health increased from 125 to 150 Engineer base health increased from 125 to 150, Funslinger retains +25 health Pyro base health increased from 175 to 200, or Pyro base movement speed increased to 105% ? Trying to come up with general directions to take class balance and make them better-suited all-around, except the Sniper, I'm trying to take him in the direction of being a Sniper and not a class that can one-shot 4 classes with a flick of the wrist, while also trying to keep him from being completely defenseless if flanked. I have changes in mind for Heavy too, but nothing to his base stats, more focused with providing him diverse weapon changes and tidying up his Minigun. I also feel his problem is a lot more about the Classes around him and not him specifically - Sniper can fuck him up something fierce, for example.
disguise changes unnecessary. fixing the numerous bugs around spy disguises is what matters, balance-wise I think they're perfectly fine. health boost is definitely an interesting change, especially in comparison to scout and sniper. perhaps also a corresponding DR nerf, at least to its on-activation supercloak? sniper changes seem pretty heavy-handed, especially when viewed in the context of FPS games at large. snipers in other games are exponentially more potent and easier to play than tf2's, and one-shotting classes is arguably the entire point of the class. even making the "arena shooter" argument, things like the railgun in quake and UT were also far stronger. instead of weakening overall power, I'd suggest reduction to health and, if it can be implemented, more severe aim-judder on hit. this makes him easier to throw off and much more vulnerable to spam and ambushes. 175 gunslinger engineer sounds like AIDS to play against. base health boost might be fine, though it tilts the spy vs engineer battle even more in the engineer's favor. revolver can't keep up with shotty like that. i'd take a pyro health increase over movement speed boost. as it is now, flamethrower range + pyro's running speed means he can actually pursue scouts and DR spies much better than you'd think, especially after the JI changes.
That's severely out of my scope
yeah, I know. I was just saying that's the issue with spy disguises, nothing balance-related (and therefore nothing you should touch, imo)
Also the whole "highlight team mates through walls on respawn" thing severely fucks with spies since it guarantees freshly spawned players who have game sense can tell where Spies are hiding and who they are disguised as. I'm not sure if you have the ability to disable the outline for spies, but I think that would make a huge difference. It's better to know a player is a spy because he's in front of you not outlined, than to know a player across the map in cover is a spy because he is outlined.
It does. The answer, however shitty, is to disguise as a class on your team and cloak. This works if you're looking for a cheeky spawn backstab, it's less effective in other circumstances.
yeah but what did they get for the funeral
so if the point of this isn't "fog machine bad" - what is? Or am I misunderstanding you?
Are you by any chance using custom CSS from app.stylepunch.club? Stylepunch is screwed up and was causing slow loading times on Facepunch for me due to the custom stylesheet having to timeout before the page loads. Disabling custom CSS or removing the import in your preferences should fix loading times.
https://files.facepunch.com/forum/upload/324780/4e31fe9f-7445-41d1-8cb6-e170595af82e/image.png Medal distribution stats for Canteen Crasher. Really puts into perspective how much of the community have played our event. I'm guessing a good portion of the Rust medal (#1) recipients could have joined from the in-game server browser not knowing what this was.
it looks so aliased and terrible too. Wish they'd use the glows from l4d/csgo.
why don't we spend some quality time shooting each other n the fp server, if it still exists?
because facepunch as a whole doesn't have the largest audience that's interested in tf2 in addition to timezones being a factor
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