Major Update Speculation XXVI: Much Ado About Nothing
5,023 replies, posted
[QUOTE=Cufflux;48158797]The pistol, SMG and revolver have "spread recovery", the amount of time it takes after a shot to return to 100% accuracy. Most are 1.25 seconds, however the ambassador and enforcer are 0.95 seconds. There may be others with quicker spread recovery, but I did a quick check and couldn't find anything else.[/QUOTE]
I love how the minigun has this too, so if you fire really slowly it's a perfectly accurate peashooter.
i've kind of forgotten all about damage spread. i've only ever frequented servers that have damage spread off.
[QUOTE=_charon;48158811]I love how the minigun has this too, so if you fire really slowly it's a perfectly accurate peashooter.[/QUOTE]
i would have believed you until last summer
[QUOTE=Cufflux;48158797]The pistol, SMG and revolver have "spread recovery", the amount of time it takes after a shot to return to 100% accuracy. Most are 1.25 seconds, however the ambassador and enforcer are 0.95 seconds. There may be others with quicker spread recovery, but I did a quick check and couldn't find anything else.[/QUOTE]
unless they changed it, diamondback has zero spread whatsoever
As someone who uses the Diamondback routinely, I have to say I don't believe that for an instant.
[quote]Fixed Stickybombs not properly having distance fall off for the first 5 seconds of their life time[/quote]
New patch. That explains the sudden increase in sticky spammers I noticed in the past few days.
I hope one day, some day, that we gain the ability to equip as many cosmetics as we want as long as they're not in conflicting equipment regions.
No longer will badges feel like a waste in that situation.
New TF2 metagame, whoever has the best PC Rigs and most hats lags every other player to single digits.
[QUOTE=PSI Guy;48161790]New TF2 metagame, whoever has the best PC Rigs and most hats lags every other player to single digits.[/QUOTE]
Every player could be this though :
[img]http://i.imgur.com/0mrGIWf.png[/img]
Powerhouse Sentry Spots
[url]https://imgur.com/a/Dj1G1[/url]
A few (probably most) of these require Wrangler usage. One of them is just a sneaky teleporter spot. #1 is probably my favorite since it's easy to set up very early in the round, and helps keep a huge pressure on mid without being too risky a spot to place buildings. #7 is great because edging it will get you caught past those boxes, and I think most would die. Note that I haven't tried most of these, I'm just sort of being analytical about where people would be able to edge a sentry. #7 is probably my favorite since the only entrances to that area are the place you can't edge to, spawn (which will be protected in general), and the stairway to the left. Theoretically the sentry should be able to protect that stairway, but I fear it may be easy to edge with rockets or stickies.
Criticism?
repost from stuff that you love
I hope that they will add official map callouts to TF2 when competitive is going to happen
after a bit of use on the new maps i have to say, i'm really enjoying the way they're designed. powerhouse is my favorite symmetrical cp map now that really brings back that hydro charm i've been missing, and snowplow is one of my favorite attack-defend maps now.
the whole train thing, though, really needs to be addressed or explained. half of my team, including my ubercharged medic, got run over by the train yesterday right after the gates opened because nobody knew it was going to rush across the tracks like that, entering the map. the constant countdowns can also be confusing to newcomers to the map too. and the train has an outline, as if it's actually important, when in actuality there's nothing important about the train at all unless it's moving and dangerous. it should've just been one big countdown instead of a bunch of little ones, adding time every time blue captures... yknow, just like every other cp map? simple is best here, imo.
suijin is also flippin' sweet, although some of the player clipping should be a little clearer. i should be able to float with my parachute over some of these tiny red fences from one playable area to another, and should never be blocked by any invisible wall. there is one like that near the cliffs, on either side, and it always catches me off guard once a play.
i speculate that these maps are sick. thanks for bringing them to us.
[QUOTE=Cufflux;48158797]The pistol, SMG and revolver have "spread recovery", the amount of time it takes after a shot to return to 100% accuracy. Most are 1.25 seconds, however the ambassador and enforcer are 0.95 seconds. There may be others with quicker spread recovery, but I did a quick check and couldn't find anything else.[/QUOTE]
Huntsman adds spread to the arrow once you charge the projectile at max power for more than 5 seconds as a penalty.
[QUOTE=Blackavar;48161835]Powerhouse Sentry Spots
[url]https://imgur.com/a/Dj1G1[/url]
A few (probably most) of these require Wrangler usage. One of them is just a sneaky teleporter spot. #1 is probably my favorite since it's easy to set up very early in the round, and helps keep a huge pressure on mid without being too risky a spot to place buildings. #7 is great because edging it will get you caught past those boxes, and I think most would die. Note that I haven't tried most of these, I'm just sort of being analytical about where people would be able to edge a sentry. #7 is probably my favorite since the only entrances to that area are the place you can't edge to, spawn (which will be protected in general), and the stairway to the left. Theoretically the sentry should be able to protect that stairway, but I fear it may be easy to edge with rockets or stickies.
Criticism?
repost from stuff that you love[/QUOTE]
Another really good sentry spot is on those three tanks in the same room as images 3 and 6. You can build up there with a dispenser jump and it's great for taking people by surprise.
A bit late but kinda intresting:
[video]https://youtube.com/watch?v=ueu8M-Czj6Y[/video]
[QUOTE=HiddenShadow;48164992]A bit late but kinda intresting:
[video]https://youtube.com/watch?v=ueu8M-Czj6Y[/video][/QUOTE]
Didn't know Muselk made those videos. Neat.
Is it me or has the stock Revolver's weapon model been made even less detailed with the new reload animations? Seems to lack any shine to it, looks pretty matte and almost made out of plastic on my end. Maxed out graphical settings.
I'll take screenshots later and post them together with the old 2011 screenshots on the TF Wiki for comparison.
It's not the end of the world, but I really doubt that the old weapon viewmodels were a noticeable source of performance drops. Some of them really have been butchered by the switch to c_models.
Time to annoy the TF2 Team with pleas to bring back the old ScoRes model :) Night and day, the old and the current one.
they did fix the scores and stickjumper models
no luck for the quickie tho
and yes revolver lost quality
it also looks like everything uses specular too
[QUOTE=Rajikaru;48165309]Didn't know Muselk made those videos. Neat.[/QUOTE]
Muselk's got a great taste in music judging by his Mythbuster videos.
[QUOTE=Keychain;48165411]Muselk's got a great taste in music judging by his Mythbuster videos.[/QUOTE]
Eh, it could've been quieter, got kind of annoying.
[QUOTE=Keychain;48165411]Muselk's got a great taste in music judging by his Mythbuster videos.[/QUOTE]
Would've been better if it was the original song.
got banned from a server for "attempting to glitch the server". This was probably a result of my suicides near the payload drop being seen as trying to do the payload thing. I guess i probably shouldn't have wanted to change class while on the payload drop-off, so oh well.
freakin glitches ruinin my TF2 experience cause of valve's shoddy patchwork
i got banned for glitching that on a russian server so nothing of value was lost
so about that "Competitive Matchmaking Beta Pass", it has some weird capabilities
i found this by using a schema tracker btw.
[IMG]http://i.imgur.com/W1XKSWt.jpg[/IMG]
does anyone know what some of these mean? it seems like there is something for upgrades, restoring (stats?), adding killstreaks and strange parts, ect.
[QUOTE=villager;48167443]does anyone know what some of these mean? it seems like there is something for upgrades, restoring (stats?), adding killstreaks and strange parts, ect.[/QUOTE]
can_gift_wrap, strange_parts, can_killstreakify and can_consume are fairly obvious, can_craft_mark means it theoretically has craft numbers on it, can_be_restored means you can undo any modifications you somehow would be able to make to it, and I'm not entirely sure what can_card_upgrade means.
Regardless, I wouldn't get excited about it. These are all the same basic capabilities they put on practically every item. If you search [url=http://git.optf2.com/schema-tracking/tree/Team%20Fortress%202%20Schema?h=teamfortress2]the schema[/url] for "can_card_upgrade," there's almost 3000 results.
[QUOTE=villager;48167443]
does anyone know what some of these mean? it seems like there is something for upgrades, restoring (stats?), adding killstreaks and strange parts, ect.[/QUOTE]
"can_consume" means it's definitely a sandvich replacement.
[QUOTE=TheJukebox;48167761]"can_consume" means it's definitely a sandvich replacement.[/QUOTE]
Finnaly new Secondary for Heavy!
fish cake transforming itself into a tiny chocolate bar with mouse2
so good
[QUOTE=Hell-met;48168624]fish cake transforming itself into a tiny chocolate bar with mouse2
so good[/QUOTE]
[IMG]http://i.imgur.com/8sNcKpl.png[/IMG]
You know whats weird now? If we get an unusual action item we will be able to have a full unusual loadout. (Demo only)
Edit:
Just realised theres no unusual grenade launcher skin yet woops
Sorry, you need to Log In to post a reply to this thread.