Major Update Speculation Thread V4: Tonight's the Night For QR Codes
8,431 replies, posted
[QUOTE=Inigo Montoya;36475265]I'm just brainstorming here: What if when you press and hold M1, it reduces mobility like the Heavy's minigun? It would be kind of like the Brass Beast for the Pyro.
Would that be fun to use?[/QUOTE]
Not fun for some, but balanced enough. Also it could promote the use of other flamethrowers, just like the Brass Beast. It's powerfull and all, but I rarely see someone use it. Oh, Cozy Camper as well.
[QUOTE=VenomousBeetle;36475282]You started some big fuss over reddit several pages ago
Edit:
unnecessary fuss.[/QUOTE]
In my defense, I didn't start it, just maybe fed the flame a little.
[QUOTE=Danzflor;36475299]Not fun for some, but balanced enough. Also it could promote the use of other flamethrowers, just like the Brass Beast. It's powerfull and all, but I rarely see someone use it. Oh, Cozy Camper as well.[/QUOTE]
There's a difference though between your wep and the Brass Beast in that a Heavy can stand miles away and hold his gun out, still doing relatively high damage. A slow pyro who has to rely on m1 and close proximity would get wailed on.
[QUOTE=Mr_Awesome;36475301]In my defense, I didn't start it, just maybe fed the flame a little.[/QUOTE]
Someone bashed reddit and some guy defended it and bashed 9gag then you got uber piss and started cursing over other websites
[editline]24th June 2012[/editline]
End of subject pls
nobody ever mentions Egyptian pyro, sadface
[QUOTE=psyke;36475339]nobody ever mentions Egyptian pyro, sadface[/QUOTE]
Whats that? A pack?
[QUOTE=Cape;36475314]There's a difference though between your wep and the Brass Beast in that a Heavy can stand miles away and hold his gun out, still doing relatively high damage. A slow pyro who has to rely on m1 and close proximity would get wailed on.[/QUOTE]
Yeah, you have a point. Plus the Pyro already has a hard time getting in ambush spots as it is.
[QUOTE=psyke;36475339]nobody ever mentions Egyptian pyro, sadface[/QUOTE]
That pack actually looked pretty cool. I'm not gonna lie.
[QUOTE=Cape;36475314]There's a difference though between your wep and the Brass Beast in that a Heavy can stand miles away and hold his gun out, still doing relatively high damage. A slow pyro who has to rely on m1 and close proximity would get wailed on.[/QUOTE]
You got a good point there. And also I just remembered how fun it's to be a Brass Beast Heavy with Crits, everybody running away from you, good times :v:.
I want a somewhat buff for the stock Flamethrower, the Degreaser outmatches it in every way and most of the Pyro's weapons work better along with the Degreaser's faster change.
[QUOTE=psyke;36475339]nobody ever mentions Egyptian pyro, sadface[/QUOTE]
The extension on the front of the face misc screwed that item, for me. It makes it needlessly incompatible with the gas mask replacers.
[QUOTE=psyke;36475339]nobody ever mentions Egyptian pyro, sadface[/QUOTE]
Well it looks good, but...it doesn't [I]look good.[/I]
It's a quality model but I don't think it's so good on Pyro.
I like it, but just not in game.
[QUOTE=Inigo Montoya;36475357]Yeah, you have a point. Plus the Pyro already has a hard time getting in ambush spots as it is.[/QUOTE]
You could amp up pyro's range to combat the slowness.
"Meet the Fire-Heavy"
Heh.
[QUOTE=ObiWonTwo;36475377]You could amp up pyro's range to combat the slowness.
"Meet the Fire-Heavy"
Heh.[/QUOTE]
The downside is the lower range because of the slowness, what you're saying to do is to unbalance it again, basically.
[QUOTE=evil_mario;36474833][IMG]http://i48.tinypic.com/23r3b5l.png[/IMG]
The Legend of Zelda: Pyro's Awakening CONFIRMED[/QUOTE]
Damn... I was so close. I said Demo.
[QUOTE][IMG]http://fc03.deviantart.net/fs71/i/2012/095/0/6/the_legend_of_the_fortress_iv_by_alpha00zero-d4v2w8j.png[/IMG]
[IMG]http://fc03.deviantart.net/fs70/i/2012/097/2/6/the_legend_of_the_fortress_v_by_alpha00zero-d4v7hrv.png[/IMG][/QUOTE]
[QUOTE=Mr_Awesome;36475390]The downside is the lower range because of the slowness, what you're saying to do is to unbalance it again, basically.[/QUOTE]
Thats assuming you amp up the damage. I was saying nerf the speed, and buff the range. Hence, meet the booletless-Fire-Heavy.
Okay, I'm back from eating dinner and watching "Who Framed Roger Rabbit?" and there's 200 new posts wow! Must have been somethin...
[QUOTE=Creeper120;36473695]Sometimes it's hard to wait for something when people makes that person change the date of the thing to Saturday and make Monday Day 1.
If you don't get it, here's what it is.
It's hard to wait for Meet the Pyro when people force Valve to move it to Saturday and make Monday a start of a multi day unexpectedly.[/QUOTE]
Oh
flamethrower idea:
Damage is tied directly to movement.
Think of a gauge working like the cloak and dagger meter. As you move, it lowers rapidly, but as you stay still, it rises (somewhat quickly, but enough to not be useful mid-battle)
Ideally it'd make players act as the backburner was intended: you're forced to resort to ambushes and quick bursts of flame, rather than chasing and direct attacks.
Ok, since this is speculation, lets have fun with it and try to pass a bit of the time. What out of the whole workshop would you like to see added more than anything else in this update? Bonus points if it's a pyro item.
speaking of the pyro's brass beast
please valve, look at this baby and tell me it you wouldn't marry it
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=7185[/url]
[img]http://cloud-2.steampowered.com/ugc/505763679246153637/8452F2617E322C52753E5D6451B50E2B830382E8/268x268.resizedimage[/img]
[QUOTE=ObiWonTwo;36475350]Whats that? A pack?[/QUOTE]
[img_thumb]http://www.deviantart.com/download/284466620/ancient_arsonist_set_by_rave8259-d4pd3uk.jpg[/img_thumb]
Mention that i misspelled deity and i swear to god.
[QUOTE=igotopinions;36475428]flamethrower idea:
Damage is tied directly to movement.
Think of a gauge working like the cloak and dagger meter. As you move, it lowers rapidly, but as you stay still, it rises (somewhat quickly, but enough to not be useful mid-battle)
Ideally it'd make players act as the backburner was intended: you're forced to resort to ambushes and quick bursts of flame, rather than chasing and direct attacks.[/QUOTE]
Flamethrower damage is already tied directly to movement.
[QUOTE=psyke;36475438][img_thumb]http://www.deviantart.com/download/284466620/ancient_arsonist_set_by_rave8259-d4pd3uk.jpg[/img_thumb]
Mention that i misspelled deity and i swear to god.[/QUOTE]
I still say the muzzle makes it needlessly incompatible. Should've at least had a style option.
[QUOTE=igotopinions;36475428]flamethrower idea:
Damage is tied directly to movement.
Think of a gauge working like the cloak and dagger meter. As you move, it lowers rapidly, but as you stay still, it rises (somewhat quickly, but enough to not be useful mid-battle)
Ideally it'd make players act as the backburner was intended: you're forced to resort to ambushes and quick bursts of flame, rather than chasing and direct attacks.[/QUOTE]
That sounds like it could also work for Pybros defending sentry nests that for some reason don't have a dispenser nearby.
[QUOTE=Grimhound;36475439]
I still say the muzzle makes it needlessly incompatible. Should've at least had a style option.[/QUOTE]
Agreed, the muzzle looks completely out of place.
[QUOTE=ned_ballad;36475425]Okay, I'm back from eating dinner and watching "Who Framed Roger Rabbit?" and there's 200 new posts wow! Must have been somethin...
Oh[/QUOTE]
It never ends.
[QUOTE=psyke;36475438][img_thumb]http://www.deviantart.com/download/284466620/ancient_arsonist_set_by_rave8259-d4pd3uk.jpg[/img_thumb]
Mention that i misspelled deity and i swear to god.[/QUOTE]
Man I want that Blade of Bastet melee weapon, I'm a sucker for shiny, gold, pointy things. I would just stay in the spawn room and play it as a guitar throughout the whole match.
[QUOTE=Grimhound;36475439]Flamethrower damage is already tied directly to movement.[/QUOTE]
Wait, really? I had no idea. Can I hear some more info on this? I don't see anything on the wiki about it.
oh look, 100 pages
woop de doo
But I think they should upgrade the source engine for this multi day update. (if it's really one)
Monday: Battle Monday (new gamemode and new weapons)
Tuesday: Source Engine Tuesday (upgrade to next engine)
Wednesday: Voice Wednesday (new voice engine)
Thursday: Meet the Pyro (not going to bother with it, title explains it)
Any good names?
I think the Winter Sniper Set looks pretty snazzy.
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=53336322"]http://steamcommunity.com/sharedfiles/filedetails/?id=53336322[/URL]
So I had this idea for a community building exercise, promotion for steam, valve and the workshop, plus big changes for their two big games, Dota and TF2.
Basically, they would invite 10 people to their HQ for a week. These 10 would be selected, 5 from TF2, 5 from Dota2. They would be balancers, coders, artists and animators. For one week these 10 would work with the teams of TF2 and Dota2 to release a "Game Jam" (as Bethesda puts it) at the end of the week.
These 10 would have access to the dev tools, they would have interaction with the teams of the games, and for the week, they would be the team leaders of those games. The 10 would be able to change anything in the game (within reason), add anything they want (again, within reason) and do any balancing they want to do.
Every day the 10 would be required to blog about their experiences. Nice, meaty blogs. And at the end of the week, they would have to write a very large blog post about the entire experience, wrapping it up, etc.
Sunday they would be picked up from the airport and settled in the hotel and given their loaner laptops for blogging and general tasks. They would meet each other, and have a nice dinner with Gabe, Robin, IceFrog, etc. They could probably squeeze a Valve tour in on this day, to save time.
Monday they get to work. In the morning they meet the teams they'll be working with, and they make up plans of what they want to accomplish. They figure out the features they want, the changes the want to make, and they make sure the tasks can be accomplished with the team sizes they have and in the week they have.
And then they get to work for the rest of the week until Thursday night when the community collab patch ships!
Friday is the wrap up day, they fix any bugs the community at large found, and ship any last minute changes.
Saturday they have a nice lunch, say their farewells and fly home.
This would provide a lot of benefits to both Valve and the community.
- It would be the first of its kind. Community members being asked to come in, in a very public way, and work on a patch, leading the teams, for only a week.
- It would show the community more of how Valve works. The blogs are a key component as they serve as a community building activity, and also promotion for the company of Valve and their atmosphere.
- It would give the community a direct, hands on, 100% foolproof way to fix what they want, when they want, how they want.
- It would bring fresh air into the aging TF2, and also bring potential, long term, positive plans for Dota 2.
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