• Major Update Speculation Thread v12: Layoffs Edition
    5,806 replies, posted
I'm not going to watch the whole thing now. Did he talk about giant penises this time at least?
[QUOTE=Hell-met;39435032]what's up with decal tools there's like a goldmine of opportunities and valve forgets about it[/QUOTE] Agree. They should also fix that painterly filter, so we don't have to use the bug thing.
Well, we all knew they have people to check reddit and facepunch, but now it's sorta confirmed by gaben. [editline]1st February 2013[/editline] "The reddit's ability to detect bullshit is extremely high" HAHAHAHAHAHAHAHA
[QUOTE=Captain Chalky;39435299]Dota 2 has a higher priority because it has an [B]actual[/B] competitive community, unlike the bad joke people call 'competitive TF2' with its frozen-in-time metagame. Very simple.[/QUOTE] What, and we deserve to have to validate the game files every time we try and open TF2?
[QUOTE=Uzbekistan;39435432]What, and we deserve to have to validate the game files every time we try and open TF2?[/QUOTE] Isn't that a problem with steam itself rather than TF2?
[QUOTE=Uzbekistan;39435432]What, and we deserve to have to validate the game files every time we try and open TF2?[/QUOTE] To fix that, every time you turn off your computer you shut down (exit) Steam manually. Right click Steam in the taskbar and click exit Steam. Wait for it to sync and you're done. I have not had to validate since that.
[QUOTE=hogofwar;39435514]Isn't that a problem with steam itself rather than TF2?[/QUOTE] Apparently so, but it's still ridiculous that it's yet to be fixed.
Happened only once to me. They say it has something to do with steam quitting by force when shutting down your computer. It may depend on your version of windows too (XP here) and amount of background processes that are in queue to shut down. If you have tons of them, steam may start quitting when it's too late. Either way, try quitting steam manually before shutting down your computer. It probably won't work. But it might.
[QUOTE=Captain Chalky;39435299]Dota 2 has a higher priority because it has an [B]actual[/B] competitive community, unlike the bad joke people call 'competitive TF2' with [b]its frozen-in-time metagame[/b]. Very simple.[/QUOTE] can't agree enough, it's unbelievable that some tf2 comp leagues still refuses to introduce some unlocks in their tournaments.
They're allowing basic unlocks (gunboats, bonk etc) in some sort of 6v6 league season whatever. Highlander (one of each class) has always been more open in this regard, though. Only the shit unlocks everyone hates are banned there.
Does anyone remember where one of the Valve employees said something about the community doing things 10 times better? I can't find the article where that was originally. [editline]February 1 2013[/editline] I guess this will have to do [quote=Gabe Newell]We’ll go up against Bungie, or Blizzard, or anybody, but we won’t try to compete with our own user base[/quote]
as predicted, there was no update last night maybe tonight!
[QUOTE=Psychopath12;39435989]Does anyone remember where one of the Valve employees said something about the community doing things 10 times better? I can't find the article where that was originally. [editline]February 1 2013[/editline] I guess this will have to do[/QUOTE] That sounds really familiar but I can't find the exact quote either. Would either of these do? [url=http://www.teamfortress.com/post.php?id=3618]This is really exciting for us here at Valve. Starting from our core belief that entertainment products should be services, we've tried to increase the set of ways our community can impact our games, and the ways in which we can reward you for it. From the implementation of features requested by players and mapmakers, to unique community items given to valuable community contributors, to the purchasing and shipping of popular maps, to the ARG-style product announcement of Portal 2, we've tried to include our players in the ongoing challenge of improving our games and their communities. This update represents the next step in that process. The line between developers and players is getting very blurry, and we think that's a great thing. [/url] [img]http://i.imgur.com/n9R6vfy.jpg[/img]
[QUOTE=Captain Chalky;39436146]Highlander is so much better than 6v6. 6v6 is simply not how the game is meant to be played, and it's not just my opinion, it's a fact. Some may prefer it, but in that case, they should play another game. The game is balanced around 12v12 and more importantly, the classes. There are nine classes, all with a purpose (counters, special jobs...) and in 6v6, there isn't even room for all of the classes! Only the 'power classes' are used; Medic, Demoman, Soldier and Scout. (the frozen metagame) Some argue that other classes are played in 6v6 if there is need for them, but that just proves my point. [/QUOTE] During TF2's early lifetime, there was a lot of experimentation when it came to competitive play. No one had an idea of what sort of metagame there would be, people were still learning the kinks and mechanics. The 6-team idea was formulated because it is far easier to manage a team of 6, not only for voice comms, but just for getting everyone in the same place at the same time. While at the same time, it made each player very important: a single death is enough for a team to formulate a push on, especially if it was the Medic or Demoman, whereas in a larger team, deaths are less meaningful because there's still a bunch of other people to deal with. The classes were chosen because they were the mobile ones. Scouts have speed, Soldiers and Demomen have explosive jumping, and the Medic has the ever-important overhealing and Ubercharges. Simply put, no one liked to waddle around at Heavy's speed only to be greeted with a bunch of rockets and a respawn once they get to the front line, no one found the Sniper to be super useful unless he surprised the enemy team because otherwise he'll get spammed down and never get a clear shot, no one wants to waste time setting up as Engineer if the front line is going to move around so often, Spy is so easily shut down by communication on that already-small team, and Pyro was a joke-of-a-class at the time anyway. The format stuck because it worked, and it worked well. Lots of changes have been made that have made some classes more viable in this setup in the forms of items and buffs to the base classes, but none of those additions make them near as versatile as the 3 most-mobile combat classes. Competitive TF2 is fun when things are mobile, you can't try to shoehorn classes that are designed around slowing the game down (ie Heavy and Engineer) into a format that is primarily about moving. People get bored of stalemates, there are reasons people in comp don't like playing classes that create stalemates.
And this is why I love scum. They break down said metagame completely and do well without using it.
my praises were somewhat listened [url]http://etf2l.org/2013/01/31/vaccinator-one-night-cup-on-the-7th-of-february/[/url]
[QUOTE=Psychopath12;39436220]During TF2's early lifetime, there was a lot of experimentation when it came to competitive play. No one had an idea of what sort of metagame there would be, people were still learning the kinks and mechanics. The 6-team idea was formulated because it is far easier to manage a team of 6, not only for voice comms, but just for getting everyone in the same place at the same time. While at the same time, it made each player very important: a single death is enough for a team to formulate a push on, especially if it was the Medic or Demoman, whereas in a larger team, deaths are less meaningful because there's still a bunch of other people to deal with. The classes were chosen because they were the mobile ones. Scouts have speed, Soldiers and Demomen have explosive jumping, and the Medic has the ever-important overhealing and Ubercharges. Simply put, no one liked to waddle around at Heavy's speed only to be greeted with a bunch of rockets and a respawn once they get to the front line, no one found the Sniper to be super useful unless he surprised the enemy team because otherwise he'll get spammed down and never get a clear shot, no one wants to waste time setting up as Engineer if the front line is going to move around so often, Spy is so easily shut down by communication on that already-small team, and Pyro was a joke-of-a-class at the time anyway. The format stuck because it worked, and it worked well. Lots of changes have been made that have made some classes more viable in this setup in the forms of items and buffs to the base classes, but none of those additions make them near as versatile as the 3 most-mobile combat classes. Competitive TF2 is fun when things are mobile, you can't try to shoehorn classes that are designed around slowing the game down (ie Heavy and Engineer) into a format that is primarily about moving. People get bored of stalemates, there are reasons people in comp don't like playing classes that create stalemates.[/QUOTE] I've seen engineers and heavies doing some serious shit in sixes. A heavy appears in every other 6v6 match in case the other team has a strong roamer.
I can't see vaccinator being used in 6v6 ever, maybe HL though. It's just too strong in the hands of a good medic, and since you'll probably not go up against a pyro too often, the fire resist being useless would make it more useful.
Fire resistance is semi-useless in pubs anyway. Works only against one class. It's more about deciding between bullets and explosives.
I love vitasaw and vaccinator together, you get an uber up in like 2 seconds after you spawn.
[QUOTE=Untouch;39436654]I love vitasaw and vaccinator together, you get an uber up in like 2 seconds after you spawn.[/QUOTE] You build at such a rapid rate that having 20% when you spawn is laughable, you'll likely have 3 charges by the time you reach mid in the first place, it's more beneficial to have one of the other melees equipped solely for utility. It literally takes only 26 seconds to go from empty to full. It takes a whole 7 seconds to charge a Vaccinator mini-Uber, if you don't have 7 seconds when you walk out of spawn, you're probably going to be screwed anyway.
Equally, it makes no sense to use ubersaw with the weapon for the same reason, so solemn vow is the way to go?
I just use it with the Medieval set to be almost imprevious to damage.
[QUOTE=Eriorguez;39437239]I just use it with the Medieval set to be almost imprevious to damage.[/QUOTE] If I'm using the regular Medi-Gun, I always use the Medieval Set, simply because I want to be able to survive a bit easier when using the slowest-charging Medi-Gun. If I'm using the Kritzkrieg or Quick-Fix, I go with the Overdose and Solemn Vow. I haven't tried to get used to the Vaccinator, yet, considering how complicated that weapon is for me.
[QUOTE=Zesty McLime;39437208]Equally, it makes no sense to use ubersaw with the weapon for the same reason, so solemn vow is the way to go?[/QUOTE] Solemn vow is always the way to go. The passive buff lets you call out easy targets without needing to break the healing beam. I'd argue it's the best weapon the medic has.
[QUOTE=Damoman;39437345]Solemn vow is always the way to go. The passive buff lets you call out easy targets without needing to break the healing beam. I'd argue it's the best weapon the medic has.[/QUOTE] It really does need a nerf by having all enemies being able to see your health.
[QUOTE=AbeX300;39437436]It really does need a nerf by having all enemies being able to see your health.[/QUOTE] That's too big of a downside. While it needs some sort of downside, that's just simply too much considering how important of a kill the Medic is compiled on top of how weak his weapons are in comparison to those who will be trying to kill him.
I don't think melee upgrades need a downside. The stock melees are all the same weapon (except scout, engineer and spy). They don't do anything. There's no reason to equip them. But they were there when they released the game, Valve had no idea that one they there might be unlocks. I'm perfectly fine with things like solemn vow, amputator or third degree, as their stock counterparts are never used anyway. And yes, if there's a class that needs nerfs... It could be any class, but not the medic.
I think they should have fixed medic/pyros melees initially in the way they did with the blutsauger, by giving the class a passive buff and then nerfing on the other weapon. There are too many melees for that to work now unfortunately, unless you're fine with them all having the same downsides. A passive buff/nerf to medic that could work is uber length, even a second extra on the medigun would get people picking up the bonesaw. Afterburn damage is a similar attribute that could be exploited on the fireaxe, although that's less of a game changer.
[QUOTE=Drury;39437496]I don't think melee upgrades need a downside. The stock melees are all the same weapon (except scout, engineer and spy). They don't do anything. There's no reason to equip them. But they were there when they released the game, Valve had no idea that one they there might be unlocks. I'm perfectly fine with things like solemn vow, amputator or third degree, as their stock counterparts are never used anyway.[/QUOTE] So it's a good idea to let the new players be stuck with the useless stock weapons, in hopes of having it drop, having the ingredients drop, go out of their way to try to trade for an Amputator, or in the worst-case scenario, spend actual money to buy one ([b]LEAST[/b] likely of the scenario, but it can be possible), as the veterans get a complete advantage over the new players, leaving the situation to be a lesser version of the Bonus Set Hats case. Sure. [QUOTE=Drury;39437496]And yes, if there's a class that needs nerfs... It could be any class, but not the medic.[/QUOTE] What if I said the Third Degree needed a nerf? :v:
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