• Major Update Speculation Thread V3: Tonight's the Night, forever and always
    7,887 replies, posted
GODDAMMIT FACEPUNCH, don't crash on me now!
I don't want any pyro's pooping on the blog.
[B]SOLDIER ROBOT UPDATE CONFIRMED[/B]
Steam beta just had an update, maybe there will be an update today with all the other shit that has been happening.
[QUOTE=7331;36251817][B]SOLDIER ROBOT UPDATE CONFIRMED[/B][/QUOTE] Please, this is not the steam forums. We don't beat dead horses here. [sp]Tonight's the night[/sp]
[QUOTE=Cructo;36251088]What we actually need is more useful weapons for classes that lack those rather than adding a new sticky launcher just for the sake of having a new one.[/QUOTE] Aye; we need weapons that radically-change the ways we play our classes! Well, ways that are fun, useful and engaging, to be exact. And they'd need to be somewhat connected to the class in question, still being a radically-different subclass whilst still sticking to the modus operandi of the class. Balance is also an important thing to take into consideration, since without balance, other builds would likely be considered weak and/or boring. Potential "radical subclasses" are below. [quote] [B]Techromancer:[/B] an offensive Engineer that utilises mobile drones and deployable powerups to bring the fight to the enemy, dispensing lasers, lightning and ammo packs in his mission to be credit to team. [U]Main item: Techromancer PDA. (replaces regular PDA)[/U] [B]Guardian Engel:[/B] a defensive Medic that relies on auras to heal his allies, as well as being able to tank enemy damage with his all-new bulletproof Shield. [U]Main item: Triage Shield. (replaces Medigun)[/U] [B]Bombtastic Saboteur:[/B] this Spy build eschews the Sapper in favour of deployable mines, good for both base defense and sabotaging enemy supply lines (aka placing mines near the paths where enemies commonly travel). [U]Main item: Landmine. (replaces Sapper)[/U] [B]Painspotter:[/B] Using his handy Binoculars to tag enemies (and buildings), with them appearing behind walls and leaving colourful trails, the Spotter does a good job at marking important enemies, though whether the Scout or Sniper does this, we don't quite know. [U]Main item: Binoculars. (replaces Pistol or Sniper Rifle, depending on which class gets this subclass)[/U] [B]Iron Mann:[/B] Though sacrificing his unrivaled firepower for this role, the Heavy is well-protected whilst wearing this shockingly fashionable suit of IronMann Power Armour, drawing much attention to himself as he clanks and clatters about the battlefield, leaving less durable mercs to do their job without the risk of mass perforation. When working alongside an Iron Mann, always remember; you stay, he go, NO FOLLOWING. [U]Main item: IronMann Suit. (replaces Minigun)[/U] [/quote]
doubt they'd shove such a large update without any warning, especially on a friday. There [B]will[/B] be things that will break and need fast fixing.
The Pyro is revealed to be the Soldier. 5 new Rocket Launchers, 8 new Scout Miscs, and nothing for Pyro, Demo, Heavy, or Engie.
[QUOTE=7331;36251817][B]SOLDIER ROBOT UPDATE CONFIRMED[/B][/QUOTE] Mann vs Maggot?
I wonder if squads are players or the robots.
[QUOTE=ironman17;36251868]Aye; we need weapons that radically-change the ways we play our classes! Well, ways that are fun, useful and engaging, to be exact. And they'd need to be somewhat connected to the class in question, still being a radically-different subclass whilst still sticking to the modus operandi of the class. Balance is also an important thing to take into consideration, since without balance, other builds would likely be considered weak and/or boring. Potential "radical subclasses" are below.[/QUOTE] nice, but we wouldn't need 2 tanks (heavy and medic). That spy thing is amazing, but would it kill on 1 hit? and how many would you be able to place? Still interesting, though. The painspotter is also good but can clutter the game too much with see-through walls and stuff
[QUOTE=Scarabix;36251839]Please, this is not the steam forums. We don't beat dead horses here[/QUOTE] We beat the alive ones and when they die we send them to Steam Forums
Late but [QUOTE=Drury;36251359]Zis Valve employee has already breached our captcha. You see what he's done to everybody. And worst of all... He could be [i]anyone of us.[/i] He could be you! He could be me! He could even be [highlight](User was banned for this post ("What? It was obvious!"))[/highlight][/QUOTE] I actually thought that ban was real :v:
[QUOTE=hogofwar;36251906]I wonder if squads are players or the robots.[/QUOTE] I would predict that it'll be toggled like Left 4 Dead. Either all vs bots or team vs team with bots. We have no idea how it'll play out at this time, so your guess is as good as mine.
I'm losing my shit.
[QUOTE=Psychopath12;36251993]I would predict that it'll be toggled like Left 4 Dead. Either all vs bots or team vs team with bots. We have no idea how it'll play out at this time, so your guess is as good as mine.[/QUOTE] The old raid event-things mention spawning, so I would go towards robots but again, players can spawn too.
[QUOTE=Hell-met;36251885]doubt they'd shove such a large update without any warning, especially on a friday. There [B]will[/B] be things that will break and need fast fixing.[/QUOTE] Australian Christmas 2010 was on a Friday. I believe manniversary was also?
Ah, yes I remember, Manniversay seemed to have come out of absolutely nowhere.
[QUOTE=ned_ballad;36252026]Australian Christmas 2010 was on a Friday. I believe manniversary was also?[/QUOTE] Yeah, but this will (hopefully) be considerably larger than those.
Just need a post on the blog, right now, with "Hai guys lul Janitor here, finally found enter button update monday bring hats".
I don't quite understand the claim that this latest Schema change was on purpose for the benefit of community members. I was always under the impression that when Valve chooses to "leak" something to their fanbase, they do it in a very public and conspicuous way, so as to avoid confusion. I'm much more inclined to believe that this was just a mistake, but this mistake also suggests that Valve is working on something that appears to be nearing release, so that's definitely a good thing!
Maybe they'll just announce it today to build some hype over the weekend.
[QUOTE=Kaze1;36251926]nice, but we wouldn't need 2 tanks (heavy and medic). That spy thing is amazing, but would it kill on 1 hit? and how many would you be able to place? Still interesting, though. The painspotter is also good but can clutter the game too much with see-through walls and stuff[/QUOTE] So either Iron Mann or Guardian Engel. Sounds alright. Concerning the landmine, it'd probably just deal reasonable and possibly slow enemies down, though the slowing could maybe be applied to some sort of Caltrop item instead. Also i'm thinking 3 Landmines would be the max amount to deploy at any one time, and the Spy/Saboteur would take a second or two to deploy each one. Also the Binoculars would also have to be limited in terms of spotting, maybe have it require a recharge in-between spottings. However, it still doesn't allay my concerns as to which class should have it; Scout or Sniper? Sniper would probably fit the role well, since he's looking down a scope all the time anyway, but some people wouldn't want to sacrifice their Rifle for the Binoculars, even though balance dictates that having both a Sniper Rifle and Binoculars would be kinda redundant. Scout would also fit the role very well, since Scouts are meant for recon after all, but... actually I can't think of a reason why not, other than the fact that in terms of aesthetics, the Binoculars would fit the Sniper SOOO well. So Scout is probably the best option for the Painspotter subclass.
Remember when folks loathed the cowmangler? How come Grordbort stuff generates excitement nowadays?
[URL="http://git.optf2.com/schema-tracking/commit/?h=teamfortress2&id=a4660a22dd404d44c18ed0f66d14cd33bf8dd120"]http://git.optf2.com/schema-tracking/commit/?h=teamfortress2&id=a4660a22dd404d44c18ed0f66d14cd33bf8dd120[/URL] [CODE] "origin": 20, "name": "MvM Badge completion reward" "origin": 21, "name": "MvM Squad surplus reward" [/CODE] Scheme got updated and shortly after that deleted. Seems there will be some MvM Competitions with Medals. Greets, Marco [B]EDIT:[/B] Okay, im late.
Okay, I can't keep this anymore. Today I tested a sort of beta MvM. It was a nice round, actually felt like a real invasion. I played sniper, they were damn fast, but weak. And they came in waves, separated in groups of 4-6. Goddamn scary when you go around a corner and there's a whole group of them running at you. We had to work as a team to protect our point, but it wasn't like regular TF2. You know, they weren't tough like normal team, instead there was just too many of them, and I think it somehow boosted our morale and made us stick together and actually work as a team. It was beatufiul. RUGC EU, Granary, the other team went all scouts.
[QUOTE=wunderufl;36252066]I don't quite understand the claim that this latest Schema change was on purpose for the benefit of community members. I was always under the impression that when Valve chooses to "leak" something to their fanbase, they do it in a very public and conspicuous way, so as to avoid confusion. I'm much more inclined to believe that this was just a mistake, but this mistake also suggests that Valve is working on something that appears to be nearing release, so that's definitely a good thing![/QUOTE] The scheme is very public. They know lots of people watch it and understand it
-snip-
[QUOTE=MarcoPixel;36252103][URL="http://git.optf2.com/schema-tracking/commit/?h=teamfortress2&id=a4660a22dd404d44c18ed0f66d14cd33bf8dd120"]http://git.optf2.com/schema-tracking/commit/?h=teamfortress2&id=a4660a22dd404d44c18ed0f66d14cd33bf8dd120[/URL] Scheme got updated, doesnt know if its posted or not. Seems there will be some MvM Competitions with Medals. Greets, Marco[/QUOTE] I don't get it. This thread is revived because of that single fact and you post it anyway. If you're visting a thread, goddammit, read it.
[QUOTE=Drury;36252116]Okay, I can't keep this anymore. Today I tested a sort of beta MvM. It was a nice round, actually felt like a real invasion. I played sniper, they were damn fast, but weak. And they came in waves, separated in groups of 4-6. Goddamn scary when you go around a corner and there's a whole group of them running at you. We had to work as a team to protect our point, but it wasn't like regular TF2. You know, they weren't tough like normal team, instead there was just too many of them, and I think it somehow boosted our morale and made us stick together and actually work as a team. It was beatufiul. RUGC EU, Granary, the other team went all scouts.[/QUOTE] VALVE IS GONNA GET PISSED AT YOOOOOOOOOOOUUUUUUUUUUUUU
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