• TF2 General Chat & Speculation Station V17 - Ms. Pauling Won't Stop Calling Me
    999 replies, posted
TBH, it almost feels a little too fast. Maybe a very slight delay of like .15 seconds after letting go of mouse1? That being said good god can you work with me and make my dreams of a balanced tf2 server happen because there are so many other ideas I want to try out and you finished that in the time it took me to look at one of the links you posted
it feels fast because its the panic attack, the shotgun literally designed to switch fast. the video should've been done with stock shotgun. but anyways it acts like everybody thought it would, and we need it in the game.
That mechanical change would make throwing sandvich to an injured teammate (especially a medic) much more effective. Ironically, it would cement the Sandvich even further as the "stock option.
watch valve slap some ugly "-100% switch speed" on food like all his gauntlets
To those of you that disagree with me, in what instance would switching to a shotgun actually assist you at ranges where a shotgun would actually be useful? This is the inherent problem with shotguns on Heavy, and what makes them completely redundant--your minigun is already a rapid fire shotgun that does more DPS at all ranges and in all situations. Why would you need a shotgun, and moreover, why would you need one over a health kit? This change won't suddenly make shotguns viable.
Give Heavy the Degreaser 2019
chasing of course getting edged too
Give the Heavy the Phlog .
I just saw this on a trade server: https://i.imgur.com/Pt346So.jpg
I'm not against this change, but I don't think it will resurrect Heavy's shotgun. You're still the slowest class in the game, even while toting a shotgun, and in any situation where an enemy is spamming around corners, you're either better off retreating, or just rev jumping around said corner depending on your distance from the enemy.
Give Heavy the shock rifle from UT complete with shock combos.
could the shitposts be kept to a minimum please
I actually wanted to make a shit post but then I realized that a med-range weapon that's capable of burst damage with an additionally moderately skilled additional-damage attack like the SR would actually be kind of neat for the Heavy, hence the treads comment.
the only thing v1 phlog needed was being able to cancel a phlog activation with a knockback force, INSTEAD of allowing the pyro to use it early, just like you could do with any lunchbox item.
this does what exactly? good phloggers taunt outside of view around a corner. it makes airblast a hard counter, and maybe some lee way for mr. soldier and demo while the 6 other classes can just eat a dick
Listen to Exor here on this. The shotgun will almost assuredly be useless amid situations where edging, chasing, or movement are required unless said shotgun speeds him up, and the weapon plays into utility. And even then, the sandvich is likely a better choice without a medic. The spun up minigun is by far the most dangerous hitsscan weapon at shotgun ranges when it comes to stream damage, and at very close ranges, it turns enemies into hamburger while you're already picking the next target. Why, aside from being out of ammunition, would you deploy the shotgun, and not simply spin that thing up? You're meant to, since you have the base health, and often times little choice but to do so, being so slow. That's the reason why the shotgun is useful on other classes, and the sandvich on heavy- coverage. It allows you to broaden your scope of abilities and adapt to situations. Not simply have a less effective version of your primary for times where you're probably already dead.
https://files.facepunch.com/forum/upload/1823/39e1c1cd-f61d-4ec9-95e5-b029082ef883/heavyupdateleak2.mp4 Unfortunately I don't know any Sniper mains that play at 5am and that could help me test if you could switch to FoS on reaction after seeing a Sniper, but this will do. Hit me up on Discord: JugadorXEI#8724.
you also don't engage with shotgun. it's a finisher after your primary softens them up and this here would be no different. see miniguns have this whole "37% move speed and no jumping" downside and sometimes it stops heavy from securing kills. No one really says it would "save heavy". It'd just be a nice thing to have compared to the alternative of "keep shotguns just as useless because you didnt want to accept a straight buff"
Because it replaces the sandvich. In all seriousness though, I answered all those points in my post, and I think exor did too. If if an opponent moves to cover, then a shotgun is not the weapon you are going to want to deploy against this. I have no idea where you’re going on about a straight buff?
the reason why phlog went through all these useless reworks was because people instintively airblasted the pyro, making it being able to kill people early on, so naturally valve though that the best way to solve this was to grant it a mini uber during activation. v1 phlog made it so pyro could go full roamer and would focus exclusively on attack and ambush, even more than any of the reworks of the backburner. so far, the phlog needs: -not to gain charge from flares (but allow it to gain charge from the volcano fragment) -alternatively, make it so the mphh gain is based on extinguished players. -not being able to get ubered while under the effects of mpph. -allow it to regen and get a good damage resistance during activation, instead of an uber. hell, even if you changed the critboost for a good damage resistance i'd be happy about it.
Since I recall having pitched switching from spooled miniguns as far back as 2011 I think I'm qualified to respond to critique of it: It quantifiably doesn't solve any of Heavy's issues directly. When looked at in isolation, it merely allows him a quick-response that doesn't shoulder him with the movement penalties that are associated with the miniguns. The primary concern being heavy's movespeed saddling him with an unfortunate hold-your-ground mentality because if he attempts to flee he would not be able to escape quickly enough and his death wouldn't amount to any consolation prize of having dealt damage -- instead the tactical option is to stay revved and commit to fighting, or at the very least commit to being spun up and slowly backing away in hopes that your healthpool can last you until you can get to teammates for safety or a healthpack/medic to keep you from dying when they can inevitably pursue your slow meandering. To quote myself: "Sure this isn't much, and most heavies will stick with the lunchboxes; but, if you want a viable shotgun, first you need a Heavy that can actually use it without being redundant." As niche as a fallback tool would be, it still holds a worthwhile niche in its own right. Nothing you could do to the Shotgun will make it good for heavy. But there are subtle things that can be done to make it good enough to at least not be a worthless and redundant option. Heavy's other big glaring problem isn't his own fault but resides in the Sniper Rifle's particulars. Not in the damage output or the threat that a Sniper poses, but insofar as the Sniper being able to comfortably headshot despite people's attempts to jar his aim. A heavy that is aware of a Spy will not get stabbed through active consideration on the Heavy's part -- there is no equivalent means for Heavy to engage a Sniper that he is fully aware of. Preventing Sniper from headshotting fullstop during aim jarring would allow people to suppress him and attempt an approach without preventing him from still being a force to be reckoned with. I've also wanted Heavy to have a fully-accurate bullet fired for each ammo unit spent (with damage on each individual bullet adjusted to keep his damage output the same). This would reward better tracking with better damage consistency, plus the ability to consistently jar a Sniper's aim if he keeps a bead on him -- at the obvious expense of getting tunnel vision. This of course also pairs okay with the shotgun hotswapping as it'd allow heavy to save himself from potential headshots by jarring aim and moving to cover in the openings he makes for himself. Also as far as calling it a straight buff, yeah it would buff heavy. The only change it'd be is a tradeoff of literally nothing for the ability to hotswap to his non-minigun weapons. How can that be construed as anything other than a strict buff to him? How do you posit that it somehow makes him weaker as penance for this new niche ability?
Well that would be a straw man; no one claimed that Heavy would suffer repercussions should this mechanic see implementation. I merely contested the notion that such a change would rectify Heavy's design flaws, which is something you already addressed in your post, so it seems we are in agreement
It's not a strawman, the person he was replying to that wasn't you explicitly asked "why are you saying that just the change, on its own, in a vacuum, would be a buff?"
That's still not saying Heavy would be weaker with the change. No one said that.
I don't know how you interpret "how would change x be a straight buff?", but considering such a change is litetally only trending in positive numbers, i think you're just arguing semantics. Call it what you want. A buff. A QOL change. Just a change. It is an idea. A suggestion. A mere tipping of the scales. It's not even put into practice yet.
sadly tf_weapon_miniguns can't bob enemies past a certain range, and it is likely designed on purpose. Seems like a no brainer to get rid of that, but then again it might just be more needed than we think.
Why is there no battle royale mod for TF2? Is it just impossible to implement? I remember counter strike had one before the valve implementation. TF2 even had a splatoon server mod.
I've been waiting for my Exams to end so that I could give it the all the time I'd want, but since you brought it up, here it is. I don't have the time I'd like to write it better, and English is my second language so expect lots of bad reading. My response is more than twice the amount of text Facepunch allows in its posts, so I've put it in a document linked bellow. But I'd like to preface it with this: I've been responding assuming we're on the same page about this, but I've got this feeling that we're not. I base all of my points around the idea that this is a conversation of Current TF2, what should be changed and how. I want what we have and shape it into something better, while keeping in mind that the TFTeam wouldn't rework how the Class behaves or backpedal on their older design choices, as they've proven with JI and Heavy's rampup. You on the other hand, seem to be more focused on how it should be, ignoring what currently is and the improbability of the TFTeam doing such changes. More focused on the idea of a different TF2, a TF3 or a completely different game. If I am correct, then I should make it clear that I agree with you. If TF3 ever happens, they can take most of the Mercenaries' concepts pretty much as they are, but Pyro needs to be thoroughly reexamined, and reworked with a different and clear design in mind and based on more reliable tech, or completely scrapped in favor of another archetype. Response This has been getting unwieldy, so I'll probably stop responding unless we somehow manage to shrink it down. Or if you'd like, we can talk about it over Discord or some other VoIP.
probably because TF2 is already at its limits and there's certainly no room to make every single weapon, hat, particle and hud neutral-colored. and literally 5/9 classes are worthless on their own.
I have seen that, it doesnt seem functional. Is it possible to make one that's good and works, or is interest in tf2 modding just lower than ever
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