TF2 General Chat & Speculation Station V17 - Ms. Pauling Won't Stop Calling Me
999 replies, posted
That is how I feel about a Hale's own.
Unusuals get boring after like a week, Strange cosmetics is where it's at
25 more hp with no effective self defense gives mid for free?
i will take your word on it but that does sound ridiculous.
Building loadouts around hats nobody else wears is where it's at*
lilly style cockfighter is my best friend next to ebenezer
Here are some good resources for you to start learning SourceMod:
Installing SourceMod (and how to set up a TF2 Dedicated Server). It's recommended that you test on a dedicated server - listen servers are inconsistent when it comes to plugin execution.
Introduction to SM 1.7: https://wiki.alliedmods.net/Introduction_to_SourcePawn_1.7
SM Scripting: https://wiki.alliedmods.net/Category:SourceMod_Scripting
Making your first plugin: Introduction to SourceMod Plugins
Scripting API: SourceMod Scripting API Reference
If you have any questions, you can visit their IRC or Discord.
And if you're looking for plugin examples, you can check your scripting folder on sourcemod's installation, where you can see the base plugins' source and even test suite plugins.
I'll give you some pointers on how to achieve what you want: the minigun's currently firing status is stored on a netprop (m_iWeaponState - in order to know more netprops from something, use `sm_dump_netprops filename.txt` on the server console). A netprop is a networked property of an entity, in this case, the tf_weapon_minigun (CTFMinigun) entity, that the player owns (which you'll also have to find on your code).
There's also two SDKHooks, SDKHook_WeaponCanSwitchTo(Post), which checks if a client should switch to a weapon, meaning that you could override this result. You can know if a player is also holding a minigun if you check for the client's m_hActiveWeapon netprop as well. I'll leave the rest up to you - good luck!
explanation even so, for people that don't take my word
first factor is stuff like rollouts, on maps like granary and metalworks and gullywash (specific aggressive mids) you can get to mid first with an extra jump and completely lock the other demo out.
for instance on granary demos get to mid on non-full hp quite often depending on the rollout - u have the option to either get to about 130 going top with kit, 150 left without, or 175 with kit
bare in mind, the other demo will always be 200 bottom left and doesn't need to take kit, and he's also gonna be faster than you, by probably 2+ secs if u took kit on either side, or +50 hp on u if you did
that is a pretty big discrepancy & he always has options to beat u. because the health pack is visible to eachother, getting the first sticky onto the pack is essential and it's not outside the realms of possibility for him to have 3-4 sticks on ur side- if he reads u you're pretty much screwed and if u go top that's it ur done u don't even really get to play the mid
any mid where the demo doesn't get to mid on max hp, the discrepancy in health immediately doubles to 50 so that's something to keep in mind for any map where u don't. the majority of maps have rollouts where you don't end up on full hp and mostly with the booties you did. so on any map when u get that first sticky he's gonna be on 150 afterwards and ur gonna be like 100 so you don't even want to trade damage at all, and you can't really do that without giving up position. You are forced into taking passivity and on a lot of maps that can spell disaster, especially if you can't re-punish:
(the 2nd factor is that) Even after the rollout part, its still advantage for the booties guy, u can simply tank the demo across/on the point and he has 300 hp and moves at close to med speed. I was playing roamer in the season where this was happening and it was so miserable to ever try to punish this, the movespeed is super SUPER relevant. it's honestly hard to describe it because you sort of have to have played against it, but you know how when u shoot rockets at a soldier that's always way easier to hit 2 100 rockets than it is to hit 2 75's on a medic? then u just have to imagine that except that the medic has double the health and that's what it's like. I can remember playing against a demo on badlands doing it and he would just walk across with 300 and we'd double bomb him and he just would rarely die. this is a great example of being unable to retake once you're in the passive position, and it pretty much loses you the mid
u genuinely would think, and I completely understand why, because it makes sense, that when 2 soldiers bomb that you'd want to get out the pipes, but if you play demo in 6s you know that when you get bombed, that's the exact moment when the other team is going to walk across and getting out pipes is not the play, the big brainers will be hitting the demos and scouts walking regardless. in the grand scheme your pipe hit is "comparatively" irrelevant damage because the 2 scouts have enough ammo to clean up any bombing soldier anyway, he dies whether you pipe him or not, but putting the walking scouts at no buff is massively relevant damage because it slows them down, stops them taking ground and gives your scouts a much easier time with people that are actually gonna shoot back at them.
And yeah, I know, this is a MASSIVE theory craft and none of you have to believe it. You're absolutely free to take it with a grain of salt and form your own opinions. However, these theories and opinions were formed with relatively decent level play with and against the boots. I have to say I absolutely HATED this weapon in 6s and I genuinely can't think of a single time I found it fun or interesting to play against, so this whole thing definitely comes from a negative place and MAYBE there could have been some positives? but don't think for a second it's just me. At the time there was plenty of discourse about this weapon and plenty of people calling for the ban
in my opinion, I can't speak for anyone else, it's a problem because you're basically giving yourself advantage state and the BEST case scenario for the other team is literally that they equalise it. it's vaccinator all over again. the counter is purely just to take booties aswell so you can go back to trading on point except now you both don't have pipes.
in my opinion that's super problematic in general too, this concept is basically if you have worse pipes than the enemy demo just put booties on to mid to force him to do the same and that's him neutered.
NB. If time had gone on with it staying the same, I'm sure eventually that eventually people would just start taking scouts into these demos but I mean soldiers genuinely had enough he doesn't need to be even worse and nb. 2 I would never equip the boots in a pub purely competitive thoughts from me
the Phlog (no mmph from flares)
This removes the only occasional use of Phlog in high level scenarios, nerfs Pyro's worst Primary and doesn't fix how the Weapon dominates in low level pubs while also being borderline useless in any high level setting.
Phlog needs a rework, not a singular change.
I thank you for taking the time to explain it.
though I must admit that sounds like a 6s specific thing where both teams are expected to do more or less the same tactics and where the same item needs to be used on both sides to counter act benefits, no matter the downsides. like vitasaw. I really don't think this automatically means the booties are worthwhile anywhere else.
i'd be fine with the phlog not taking charge from flares as long as the activation heals him and grants it a resistance(not an uber) like v1 did.
I just dont think free crits based on a meter is a mechanic that should even be in the game. I don't even really like it on things like the Frontier Justice or Diamond Back, just always seems like its a mechanic thats built around punishing the enemy for having bad players on their team.
Phlog needs a complete rework
It's OP against potatoes, and effectively useless against people with a brain
does that include demo targe crits?
have a uber med to make it OP against people with a brain
yeah,
Phlog's alt fire should shoot out like a projectile destruction beam (like short circuits first iteration) and for every projectile you get 25% MMph. MMph give your Melee weapon crits/mini-crits. On 25% minicrits, on 50% full crit. Successful hits take away 50% of your MMPh. (so at 150% you culd do 1 full crit melee hit, then 1 minicrit swing) This would create a better use for some melee weapons for Pyro, and create very good synergy with the 3rd degree.
Overall the flamethrower gaining crits/minicrit mechanic is just too frustrating to go against for many players, even if it is a balanced downgrade.
https://www.youtube.com/watch?v=KIYqLAT6neY
new carpet
Unpopular opinion:
The phlog is a bad weapon that locks the pyro completely into being a flame retardant steering wheel that his primary already lends itself to, and it never should have existed in it's current form, much less grant crits for spamming the scorch shot (another brainless annoyance) and generally having no game impact beyond the suicidal rushdown at full charge.
It needs entirely new stats.
The Phlog has the same problem the Diamondback (and to a much, much lesser extent, the FJ) does: it punishes skilled players for the mistakes of their idiot teammates. On a full pub, it's trivially easy for a Pyro to spam the Scorch Shot until he has mmph and then bum rush a group, taking out 3/4 of them. I've previously mentioned how much I hate the ball of invisible flame particles left behind by a recently dead WM1. This issue is exponentially worse when it's a dead phlog pyro and the particles are crits. Ugh.
This is the complete opposite of an unpopular opinion. Any sane player would agree with you.
I don't know man, I said this both in game and in the steam forums and got chewed out by pyro mains.
Not to be egotistical, but, come on man. Steam forums and in-game at random aren't the best places for sensible balance discussion.
the 1% of comp players that frequent SPUD come up with incredible posts though.
obviously no one is gonna go on an elaborate wall of text in the middle of a game.
plus spud is free of bandwagons and shitrates, there's always new blood (who aren't necessarily new to the game itself) and it's never the same circle of grumpy exhausted users. If you get over the dumb children / pointless threads SPUD is not that bad.
Well in the future you can quote me as a Pyro Main, stating that the Phlog is fucking dumb, useless, boring and lame. It has one gimmick use in Highlander which is fun to watch but must be infuriating to fight against, it makes the game a hellscape for newbies, it's like shooting yourself in the leg before a marathon if you use it against enemies with half a brain, it's the worst designed Pyro Primary and it needs to be reworked as soon as possible.
Debates here are questionable at best, especially considering most people will stick to leaving ratings on posts without adding their own input. I wouldn't mind seeing ratings disabled. Might give an incentive to those that disagree with your opinions to post a response of their own. Suggesting this forum is of an elevated status is a bit far stretched apart from the fact that macro images and shitpost responses get you banned. It would also seem that every time a topic for debate comes up that has been discussed before, someone will inevitably derail it by suggesting "It's already been talked about", even though this does nothing to invalidate it's usefulness. Unless we're to assume this forum is an echochamber where hardly anyone new comes along to share their opinions, I don't think a "Oh great here we go again" is warranted.
While we're on the topic...
I never did get a reply from @Petroklos on why I think more than just the Phlog is fundamentally broken. But I guess I wouldn't know considering I'm not a Pyro Main?
imagine if he had the uber, tho
happy to see hard ass johnny is still active
I mean it's not exactly like hearing pyro laugh and medic start yelling, and the uber sound effects, and all the damn particle effects are exactly subtle. Even with uber phlog pyro has no range and has to sneak up on you, which any competent team should be able to see coming. Ultimately, would you rather have an invulnerable deathray that anybody competent can counter by walking away, or an invulnerable flying man launching explosions everywhere with no escape? Maybe phlog pyro is OP with uber, but that's not because of the phlog, it's because uber is OP period. Phlog doesn't really stand out in that regard, and there are more practical uber targets.
https://files.facepunch.com/forum/upload/1823/a21ebe2b-a0e8-4ea4-873f-9643bf0e31f0/heavyupdateleak.mp4
This is Heavy after programming the changes @Racist Gamer Man wanted to program himself. It does make Heavy feel much more flexible. What do you guys think?
I honestly don't think it helps as much as you'd think. He still suffers from all the same weaknesses, and switching to the shotgun won't really change much if you're already at close range with a minigun revved. Perhaps this would be better suited as a Brass Beast buff.
The particle effects are pretty subtle when they're behind a wall aren't they... Sound hasn't been treating me well either. I've watched Spy's decloak in front of me with absolutely no sound to it. As I understand there is a system in place that attempts to reduce various noises when sounds with more priority play. You can test this out by launching yourself into an empty map with a good amount of ambiance noise. For example:
map powerhouse
sv_cheats 1
join red
bot -class scout -name testme
place a bot behind one of the dump trucks in either garage; tf_bot_warp_team_to_me
go to the pipes spewing water
bot_command testme voicemenu 1 4
Every time you make the bot say something the volume decrease on the ambiance is pretty easy to hear.
Add more layers to this and it'll be come harder to make out the difference to the ambiance, and at some point you won't hear the bot. You don't need an orchestra of TF2 Fight Sounds to cover up the voice of the bot.
I'm also 100% certain that your connection to a server can effect this system. At one point cheats like Lithium/Null/Lmao had a "Silent Decloak" that did just that. It exploited something to completely remove the sound of themselves decloaking.
It's also possible to voice command cancel your "signature" voice line when doing specific things. Medics do this to cover their "ubercharge ready" line. Heavy can trick you into thinking he's not eating a sandvich around the corner. Same with Pyro! Just pull up a voicemenu, and pick an option after you've taunted. If you time it right, no one will be the wiser.
Brass beast might actually be worth it if it could do that.
I've been trying to challenge myself into a way to make it more viable, but also less brain dead as well while still keeping the crit mechanic... The best I thing I could come up with was this, also while addressing the uber issue, which is pretty bad on maps like Dustbowl Stage three where it's just tight narrow paths with loads of garbage in the way to make even blast jumping away difficult. I as thinking about making it that Pyro has a significantly increased knock back from all sources, even when under the influence of uber. To the point where people can knock you away faster then you can run forward. Flares build Uber noticably slower. But In return, the Phlog offers increased movement speed. The increased movement speed was to help flanking.
Could possibly increase the skill ceiling in some reguard iwth the knock back with pyro's who are efficent at using the enemies explosives to blast jump themselves around. Heavy's will still swat them away if they see them lol.
I dunno though, I never really saw the problem still personally... Heavy's will still shred critzed pyro's like nothing, not to mention sentries will shut them down as well. Uber really was the only thing that could potentionally make it work. Reading Phlog pyro's was never difficult either honestly...
It's cool to see this but for me It feels so weird seeing Heavy being able to do this.
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