• Major Update Speculation/Recap thread
    6,662 replies, posted
[QUOTE=MrCasual;31653585]My predictions: The Steamy update, with Pyro striking a seductive pose like Demoman on top of the title. New Pyro primary: Pros +50% damage Alt-fire charges a fireball that guarantees fire crits (Consumes 150 ammo) 100% more range (Please keep reading before you pass judgment) Cons: -50% afterburn duration Can NOT W + M1 because it will fire similar to this, and each blast consumes 10 - 20 ammo. Basically a flamethrower that shoots fireball projectiles that go out about 15 feet, and then dissipate in thin air. At least I'm thinking of ways of giving Pyro a useful yet still not a W + M1 weapon.[/QUOTE] No, no, no, no, no, no, no, no, and no. That would be HORRIBLY overpowered. Seriously.
[QUOTE=Ian;31653613]No, no, no, no, no, no, no, no, and no. That would be HORRIBLY overpowered. Seriously.[/QUOTE] Ok, are you saying that based on the +50% damage or what? Flame particles do damage really weird, and not being able to W + M1 would make a definite difference in your DPS.
[QUOTE=MrCasual;31653644]Ok, are you saying that based on the +50% damage or what? Flame particles do damage really weird, and not being able to W + M1 would make a definite difference in your DPS.[/QUOTE] It doesn't matter. The intense damage buff, guaranteed crits on altfire, and range buff outweigh all of the downsides. You can just pick up the ammo from the people you kill, and the +50% damage bonus and guaranteed crits make you a fucking unstoppable overpowered machine.
It would need a charge time like the Cow Mangler. Like a high risk / high reward thing. I guess it would be scary for Engie nest camping Pyros though. EDIT: Anyway, how would you fix it? I think the "Fireballs" as projectiles (That only go about 30 feet before disappearing) is a fun idea, and could be potentially balanced to be a good way to promote not W + M1ing the enemy to death
[QUOTE=MrCasual;31653710]It would need a charge time like the Cow Mangler. Like a high risk / high reward thing. I guess it would be scary for Engie nest camping Pyros though. EDIT: Anyway, how would you fix it? I think the "Fireballs" as projectiles (That only go about 30 feet before disappearing) is a fun idea, and could be potentially balanced to be a good way to promote not W + M1ing the enemy to death[/QUOTE] I would say make it guaranteed MINI-CRITS and make it charge up, like the Cow Mangler. Oh and reduce the damage bonus a little, say...30%? Just a couple suggestions, but i have to agree, 50% and full crits would be hell on earth.
Mini-crits I guess would be fine. An airblast shoots at like around once every .75 of a second. In that time, a normal flamethrower could have done around ~100 damage (Provided every particle hit at close range) The flame particles are so inconsistent that I just put a large number up there, I guess 30% would be more acceptable now that I think about it. EDIT: Ok, how does this sound for a new flamethrower? +30% damage Alt-fire shoots a guaranteed mini-crit fireball that consumes 50 ammo. Charge time of 1.5 seconds. 100% more range (Fireball travels at twice the max range of the normal flamethrower before dissipating) Attack intervals of .75 (Like airblast) -50% afterburn duration
well that would be kinda similar to the flaregun but with less range and a larger cone eh?
[QUOTE=Scarabix;31654139]well that would be kinda similar to the flaregun but with less range and a larger cone eh?[/QUOTE] I guess. I think Pyro needs a weapon that can RELIABLY set GROUPS of people on fire without getting in their face. Flare detonator isn't reliable. Its mainly IMO for people that can't aim the normal flare gun normally, or they use it to get a little boost on some maps when jumping. Thats why I gave it extra range and made it a projectile. Being able to shoot a fireball and then run away, rather than have a weapon that just shoots raw flame...too easy to W + M1 with flamethrowers, we NEED something fundamentally different or else it will keep happening.
I came up with this a while ago. [QUOTE][B]Fuel Run[/B]: CTF and PL made sweet love, this came out Cart always moves forward very gradually (about as fast as it moves backward in current PL). BLUs on the cart do not effect cart speed. Upon retrieval of fuel to the cart it moves rapidly toward checkpoint (a rate double that of the current 3x maximum rate), at which point it reverts to snail's pace until next fuel is capped. At any time, if no BLUs are present the cart will immediately (no 20 second wait) start moving backward, a bit faster rate than it does in normal payload. Any enemy (RED) presence will stop the cart, forcing a battle until clear, the cart does not retreat unless devoid of BLUs -[I]optional[/I]: if fuel is capped REDs can only slow it to normal rate until it reaches a checkpoint, where it can be stopped/move back. --Removing enemy presence returns cart to capture speed, allowing BLU to push forward and try to clear nests etc further on the track (Which can open Spies to flanking for cart momentum killing/chainstabs) Fuel spawns at one of several designated, defendable positions. Spawns could be made random and take advantage of building moving, but that may be too advantageous to scout rushes picking up fuel before any defense is mounted. Basically it forces both teams to attack and defend. The REDs have to protect their fuel but they also have to stay on the cart. BLU has to try and get the fuel/break defenses but also stay on the cart to prevent it going back. Opens up engies on PL maps where they can defend either location, chokes or fuel points rather than the same six or seven sentry spots they've always had. Bonus: could modify current (long/large) PL maps (Badwater, Upward, Frontier, Barnblitz) to fit new mode with fuel spawn points[/QUOTE] A bit complex maybe but it sounds damn fun to me.
Should give Demo or Engy some kind of landmine. Like five or so and plant them in a spot. Any more and the oldest harmlessly goes away, like stickies. Has a powerful explosive range. Then again, that'd be a terrible weapon and I've been playing Brink way too much :v:
[QUOTE=Vaught;31654461]Should give Demo or Engy some kind of landmine. Like five or so and plant them in a spot. Any more and the oldest harmlessly goes away, like stickies. Has a powerful explosive range. Then again, that'd be a terrible weapon and I've been playing Brink way too much :v:[/QUOTE] Holy Cow... Give us a claymore landmine, please !!!
[QUOTE=Seibitsu;31647881]Raid mode sounds really cool. The only thing I expect from it is to have rewards. Also the second misc slot will be really usefull since most of the characters have more than 1 misc item.[/QUOTE] While I think some combos would look nice (scarf + whiskers) some would look horrible ( Medic mask + beak) unless they somehow limit what you can wear together I don't think it's a good idea, but there should be a medal slot that is seperate
[QUOTE=Vaught;31654461]Then again, that'd be a terrible weapon and I've been playing Brink way too much :v:[/QUOTE] You're damn right it would be terrible. Too powerful for too little effort on the Demoman's part and then utterly useless against people who know how to avoid a stationary object. :I
[QUOTE=mnyfrsh;31654440]I came up with this a while ago. A bit complex maybe but it sounds damn fun to me.[/QUOTE] Why not just have RED team defend the gas cans against BLU and see how many BLU can add to the engine before time is up and then switch and see which side can get more in a round Sounds familiar? Because it's just scavenge for L4D2 adapted to TF2.
I actually really want there to be some sort of christmas SUPER deal update. Like I want some super sales, and some SIGNIFICANTLY increased drop rates. I'd also really be expecting another update with several packs of class content. There's been alot of stuff submitted lately. I expect that it'll go something like this: Engineer is going to have at least 2 different packs of content release for him alone, some other classes might get a weapon or so here or there like the summer update, and all the classes will likely get a couple new hats. They'll add misc slot 2 (and maybe 3 [b]crosses fingers[/b]), and release the Meet the pyro video. In a perfect world, this would be the next big update. But idk. We'll probably just get more promos in the next few months. Stoked for Halloween though.
[QUOTE=Mentlegen;31652519][img]http://wiki.teamfortress.com/w/images/f/ff/Mirv.png[/img] [img]http://wiki.teamfortress.com/w/images/d/dc/Beta_Demoman_Dynamite.png[/img][/QUOTE] Oh god yes. I've said since the beginning that they should've brought this back for the first Demoman update, but no, they had to go with a shield and sword.
I like the clipping in the kilt. Valve started off on the right foot. Anyway [img]http://i.imgur.com/BbobM.png[/img] So an update is coming tomorrow, but probably nothing major
[QUOTE=Scarabix;31648341]maybe the amplifier could work? EDIT: with an ass load of tweaks Stopped reading there[/QUOTE] Do so, SPUF is too educated for your incompetent brain to handle.
[QUOTE=ned_ballad;31659648]I like the clipping in the kilt. Valve started off on the right foot. Anyway [img]http://i.imgur.com/BbobM.png[/img] So an update is coming tomorrow, but probably nothing major[/QUOTE] Tomorrow's a Thursday. THIS IS OBVIOUSLY PERFECT EVIDENCE FOR A MAJOR UPDATE TOMORROW
[QUOTE=Fatehehhhh;31661990]Tomorrow's a Thursday. THIS IS OBVIOUSLY PERFECT EVIDENCE FOR A MAJOR UPDATE TOMORROW[/QUOTE] [IMG]http://i.imgur.com/XSxxD.png[/IMG]
[QUOTE=Psychopath12;31655004]You're damn right it would be terrible. Too powerful for too little effort on the Demoman's part and then utterly useless against people who know how to avoid a stationary object. :I[/QUOTE] Yeah. I also remember you saying Valve didn't want to give Demo's that kind of weapon as Valve didn't want demo to be that kind of 'fire and forget' class who could easily defend something while not even trying. Not like he isn't now, but still.
[QUOTE=Vaught;31663088]Yeah. I also remember you saying Valve didn't want to give Demo's that kind of weapon as Valve didn't want demo to be that kind of 'fire and forget' class who could easily defend something while not even trying. Not like he isn't now, but still.[/QUOTE] If you want me to bust out my anti-proximity-triggered-detonation rants, I'll bust out my anti-proximity-triggered-detonation rants. But okay, compliance I can work with v:v:v
Theres going to be a new sentry gun. for the soldier
[QUOTE=Mr.face;31663151]Theres going to be a new sentry gun. for the soldier[/QUOTE] shoulder-mounted
[QUOTE=ned_ballad;31659648]I like the clipping in the kilt. Valve started off on the right foot. Anyway [img]http://i.imgur.com/BbobM.png[/img] So an update is coming tomorrow, but probably nothing major[/QUOTE] What Kilt?
[QUOTE=ned_ballad;31659648]I like the clipping in the kilt. Valve started off on the right foot. Anyway [img]http://i.imgur.com/BbobM.png[/img] So an update is coming tomorrow, but probably nothing major[/QUOTE] What is a zombie player?
[QUOTE=Vaught;31663157]shoulder-mounted[/QUOTE] and can only be upgraded with the new wrench. (also for the soldier)
[QUOTE=leonthefox;31663514]What is a zombie player?[/QUOTE] It's more like a dummy player. Essentially, when a player disconnects from the server in that manner, they are still in memory and their object persists because the game is attempting to find if they are hitting a lag spike and will remove them when it believes that they have timed out. This particular case of the "zombie player" is corrected by having the server instantly sever the connection once that player is removed from the player list; the game will not attempt to find out if they are lagging because it's a forced disconnect.
What ever it may be, it won't involve the engineer. Why do they hate my favorite class?
[QUOTE=Rarara;31659760]Do so, SPUF is too educated for your incompetent brain to handle.[/QUOTE] Spuf. Educated. Have you, like, been there? It's full of crying babies with the spelling skills of an 8 years old and is constantly flaming over shit nobody cares about. There's a reason I chose to leave spuf. Hell, these guys would make me look mature.
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