• Major Update Speculation/Recap thread
    6,662 replies, posted
The item issues could be anything, just thought I'd see if it was commonly occuring atm. Steam has gone down during extremely large updates, it went down before the uber update for some people. However, it is probably unrelated this update shouldn't be *that* big
and then nothing happens
[url=http://www.leetchan.org]LEET. TACTICAL. GAMING.[/url] [media]http://www.youtube.com/watch?v=7_Rza7pTy-c[/media] [img_thumb]http://opp.visudo.net/uploads/bashar-al-assad-syria.jpg[/img_thumb] [I]marl, robbie, mtl, boris, moe, aryanpride, h4x0r, horkx3, sti, pie, lolza, quintosh, model & mao[/I] [img_thumb]http://opp.visudo.net/uploads/6a00d834515c6d69e2010534e2ebaf970c-320wi.jpg[/img_thumb] [email]marl@glisp.org[/email] hmu
dlls for the Hydra controller were added in that mysterious beta patch. Maybe Shugo can confirm if the controller works now or not?
[QUOTE=ned_ballad;32630227]dlls for the Hydra controller were added in that mysterious beta patch. Maybe Shugo can confirm if the controller works now or not?[/QUOTE] I'm on my laptop in class, so not until I get home. :(
so more minor things in that beta patch - looks like they fixed Demoman's Sticky launcher and Grande launcher using the wrong voice lines - The Family Business lost it's "Attach to Hands" attribute - The new attribute for increased airblast push force is not longer considered a hidden attribute - Some minor re-organizing of how bodygroups are noted in items_game.txt - They modified a lot of the store UI, behind the scenes
Steam crashed for me when i tried to open TF2 from my library TONIGHT'S TOTALLY THE NIGHT
[QUOTE=ned_ballad;32631764]- The Family Business lost it's "Attach to Hands" attribute[/QUOTE] what But that could only mean it's a v model now, right?
Hrm, as someone who plays quite a lot of Pyro, this increased airblast thing has actually got me a bit worried. This is because I also play a quite a lot as Medic and know what it's like to have ubered teammates who don't kill the guy blasting them away into oblivion over and over and over. Don't get me wrong, the Pyro could do with a few tweaks and/or new weapons, but I'm just hoping that if they decide to introduce it into the game that it'll be really difficult to abuse. Maybe a much slower and vulnerable charge, like the Cow Mangler. Oh, and on topic: my guess is a week and a half. Week and a half for the next update.
[QUOTE=wunderufl;32632171]Hrm, as someone who plays quite a lot of Pyro, this increased airblast thing has actually got me a bit worried. This is because I also play a quite a lot as Medic and know what it's like to have ubered teammates who don't kill the guy blasting them away into oblivion over and over and over. Don't get me wrong, the Pyro could do with a few tweaks and/or new weapons, but I'm just hoping that if they decide to introduce it into the game that it'll be really difficult to abuse. Maybe a much slower and vulnerable charge, like the Cow Mangler. Oh, and on topic: my guess is a week and a half. Week and a half for the next update.[/QUOTE] Yeah, a charged airblast would be good. And I like Pyro, and I also think he has too much control over Ubers. I also think the Loch N Load is OP against Engineers because with aim, you can wipe out an engie, and at least 2 of his buildings with two well placed shots. So much work can be undone in so little time. Granted the Loch N Load requires good aim, but airblasting IMO is too good on Ubers. Maybe they could make an item that makes an enemy impossible to airblast. Like giant iron boots for Heavy or something as a secondary slot. I also think Pyro could use a secondary item that makes him not get flung around like a raggedy-Anne doll when shot by sentries while ubered.
[QUOTE=wunderufl;32632171]Hrm, as someone who plays quite a lot of Pyro, this increased airblast thing has actually got me a bit worried. This is because I also play a quite a lot as Medic and know what it's like to have ubered teammates who don't kill the guy blasting them away into oblivion over and over and over. Don't get me wrong, the Pyro could do with a few tweaks and/or new weapons, but I'm just hoping that if they decide to introduce it into the game that it'll be really difficult to abuse. Maybe a much slower and vulnerable charge, like the Cow Mangler. Oh, and on topic: my guess is a week and a half. Week and a half for the next update.[/QUOTE]It having a longer airblast refire rate akin to the original refire rate or even slower could suffice to keep it from being spammable to the point of annoyance. It's kind of like the Brass Beast in the sense that it reverts something to its original value but gives it some sort of boost, in the case of the BB it'd be the damage and in this case it'd be knockback force.
[QUOTE=MrCasual;32632250] Maybe they could make an item that makes an enemy impossible to airblast. Like giant iron boots for Heavy or something as a secondary slot. I also think Pyro could use a secondary item that makes him not get flung around like a raggedy-Anne doll when shot by sentries while ubered.[/QUOTE] I've often thought that introducing some knockback-negating items into the game would make for an interesting challenge. Both for Pyro and for Pyro's airblast victims. I always wondered if some kind of "anchor Medigun" would be worthwhile. The Medic has immunity to knockback but the patient does not, so it'd definitely behoove the healer to do some fancy footwork whilst ubering.
Frankly I don't see much a point in a stronger airblast, but I would assume such a thing would have a longer cool down time to compensate. Also I think the stats point to the grief blower, as it seems pretty ideal for a leaf blower to be a stronger airblast flame thrower.
[QUOTE=wunderufl;32632386]I always wondered if some kind of "anchor Medigun" would be worthwhile. The Medic has immunity to knockback but the patient does not, so it'd definitely behoove the healer to do some fancy footwork whilst ubering.[/QUOTE]Quick-Fix is crying in the corner since no one reads its attributes.
[QUOTE=Psychopath12;32632862]Quick-Fix is crying in the corner since no one reads its attributes.[/QUOTE] That's because I stopped reading at "no overheal." :v:
I love the Quick-Fix. It's very useful when in a team consisting of many players because it heals really fast. Quite frankly, keeping the team at full health has always been my main goal as a Medic. The Quick-Fix allows me to do that easier and faster, at the cost of overheal. It's a really good trade-off, just as long as the team has at least one other Medic with an Ubercannon.
[QUOTE=Psychopath12;32632862]Quick-Fix is crying in the corner since no one reads its attributes.[/QUOTE] I like the Quick Fix except for the charge rate.
The Beta Quick Fix was better and actually worth using. The key was not pocketing. Now? You charge at the same rate as the Kritz, which remains a viable sidegrade, if situational.
[QUOTE=ned_ballad;32630227]dlls for the Hydra controller were added in that mysterious beta patch. Maybe Shugo can confirm if the controller works now or not?[/QUOTE] [thumb]http://cloud.steampowered.com/ugc/540655515181462695/FF721DB4C2AF3729B1F20420DAADB3B07EDB820C/[/thumb] [b]YEP, IT WORKS[/b] Just do "sixense_enable 1" in console. There's also a fuckload of console commands dedicated to editing every little bit of the Sixense's configuration, [b]independent of the mouse/keyboard binds[/b], so no worries to people who want to customize or switch between control setups. It doesn't work in menus yet, though; it doesn't take over the mouse like it does in Portal 2. I hope that's forthcoming...
[QUOTE=Shugo;32634968][thumb]http://cloud.steampowered.com/ugc/540655515181462695/FF721DB4C2AF3729B1F20420DAADB3B07EDB820C/[/thumb] [b]YEP, IT WORKS[/b] Just do "sixense_enable 1" in console. There's also a fuckload of console commands dedicated to editing every little bit of the Sixense's configuration, [b]independent of the mouse/keyboard binds[/b], so no worries to people who want to customize or switch between control setups. It doesn't work in menus yet, though; it doesn't take over the mouse like it does in Portal 2. I hope that's forthcoming...[/QUOTE] Oh wow, you turned so hard your face merged with your shoulder.
today
[QUOTE=Shugo;32634968][thumb]http://cloud.steampowered.com/ugc/540655515181462695/FF721DB4C2AF3729B1F20420DAADB3B07EDB820C/[/thumb][/QUOTE] I knew it! I knew we would have floating limbs with this thing
[QUOTE=mixshifter;32633463]I love the Quick-Fix. It's very useful when in a team consisting of many players because it heals really fast. Quite frankly, keeping the team at full health has always been my main goal as a Medic. The Quick-Fix allows me to do that easier and faster, at the cost of overheal. It's a really good trade-off, just as long as the team has at least one other Medic with an Ubercannon.[/QUOTE] The QFix is an emergency medigun when you're like on a suicidal 10-people team and Dispensers and healthpacks just won't do the trick. It's for those times where somehow everyone around you is in the red and you can't even get one person up to full health before the next screams "DOC, COME ON, MAN!" in your ear. There are two problems with the QFix, and both more or less concentrate around the uber. First, unless the server is filled with the most exceptional retards our planet has to offer (in which case they should be commended for pulling out early enough to get some heals), autobalance will eventually not only "get rid" of some bad players, the imported good players will make the game for the worse players easier, meaning you'll have less patients to worry about. Alternatively, at some point someone on your team will have the glorious insight of going Medic himself. At this point, you aren't in that much of a stress situation anymore and you could start overhealing people, potentially reducing even more the amount of people coming to you with red health bars. However, you can't really switch Mediguns on the fly, and if you go back to the respawn locker to do so, your team can be left pretty helpless without you, potentially giving that enemy team the chance to steamroll. In addition, a good Medic's top priority, unless you're right within reach of capping that last point, is survival, so it can take a while until you reach the respawn locker for a good reason. Both could be fixed with an uber that rewards you for sticking with the QFix for some time. But that's the real problem of the QFix: Its uber is complete rubbish compared to the tide-turners Kritz and Medigun have to offer. You can't even use it in the same situation. Normally you ideally initiate an uber if your team is in good shape, then you lead the attack with a monster you pocket. Multi Ubers that use multiple targets at the cost of total uber duration can work, but usually require more teamwork and coordination than you can expect from pubs. The QFix' Uber is completely different and almost completely useless in the same situation. One shouldn't use it as a cheap substitute for the Medigun's invulnerability charge (with some knockback protection); its main strength is getting your whole team up to speed within a few seconds because the healing is really rapid when you activate the charge. So it's only useful if the situation is so back not even a normal QFix Medic is enough - and that's really situational. Personally I think this uber problem could be fixed by giving the Medic a dual-uber by default when in ubermode (maybe at the cost of taking away the QFix' increased charge rate?). Left mouse button attaches/detaches the first beam to a target, right mouse button (which has no use when the uber is already deployed) attaches/detaches the second beam to a target. While this allows a Medic to bring up the whole team up to speed very quickly as intended, it also gives you another possibility: Connect one stream to a Scout, the other to a Heavy and all three of you get the speed boost. While this does make for a quick push or even a hit-and-run attack, it's still fairly fragile since that speed bonus is naught if someone leaves the formation or the Medic or Scout is killed (isn't overhealed, so he can't take that much damage, especially in bursts). Even if multiple Medics deploy that charge at the same time for a larger chain I don't think it would be more powerful than multiple ubers, kritzes or an uber/kritz demigod. In pubs you'll still have to worry about getting the team together and comps just ban weapons they don't like anyway. [b]TL;DR[/b] The QFix is a situational emergency kit (for when everyone on your team is constantly in the red and you don't have Medics to assist you) that (A) can quickly becomes useless and (B) has a rubbish uber by comparison. Both could be fixed by making the uber stronger in some way, rewarding you for sticking with the QFix.
Quickfix is fun for me, I mean come on! It's made out of a blender! I mostly play engineer though, so dropping level 3 dispensers in helpful, yet sneaky places is my game.
[QUOTE=Scoot12;32629875]So wait just how much content are we thinking about, cause the uber update didn't have that much stuff and it took a damn year[/QUOTE] December to June isn't a year. It's half a year. :eng101:
Yeah QFix is very, very situational. It isn't like Kritz or Uber where there's several plausible situations to deploy your charge.
Yeah, Quick-Fix needs a buff. Its uber should grant like 50% reduction in damage from all sources rather than really fast healing. Or in ADDITION to really fast healing. With that mega heal + No knockbacks + 50% resistance you have an Uber custom tailored for Pyros, kind of like how Kritz is best for Demos and Soldiers, and traditional Uber is for Heavy.
[QUOTE=Captain Chalky;32635604]I hope they enable the hovering crosshair for other controllers too. I would finally find a use for my USB-Xbox controller with a build in fan (if it even works on TF2)[/QUOTE] Why would you want that with an analog stick? Without some crazy scripts or massive sensitivity settings, it would take you years to turn yourself around in-game.
[QUOTE=Captain Chalky;32635604]I hope they enable the hovering crosshair for other controllers too. I would finally find a use for my USB-Xbox controller with a build in fan (if it even works on TF2)[/QUOTE] I tried using my 360 controller for TF2, and I couldn't make it work. I spend a lot of time fiddling with different controls and such and I still couldn't make it work. However, I'm not a computerwiz so some people can probably make it work, and if so I'd be very grateful.
So basically this Beta Update was this: Fixed things that never happen. Cleared a file nobody reads. Moved some voice files. Broke the Foster's Facade. Added a huge lot of files related to a controller noboby will use but yet you'll have to keep said files for no reason at all.
Sorry, you need to Log In to post a reply to this thread.