[QUOTE=qubestf2;53022733]MYM is a great example about how Valve has no idea what TF2 competitive is.[/QUOTE]
True ( too an extent that is, I really love casual match making... I hated Quickplay ), but it's still the direction they're going and probably nothing anyone can say will stop them.
I'm surprised every time that they actually created new voice lines referring to competitive ("Who of us is roamer?", "We're gonna win this match, lads!") and then half-assed every other aspect.
[QUOTE=Stric_Matic;53022552]I'm trying to think of what the ultimate purpose of the catbots is.
Is it so that one catbot account is used by a real, human cheater while the rest are automated buddies that prevent the cheater from getting kicked?
Or is it just the creator and certain users of catbots enjoying ruining servers with the ultimate goal of damaging the game's reputation? Because these catbots always fill a certain server in large numbers and they seem to always go for the most popular maps like Harvest, Hightower, 2Fort etc. Your typical TF2 cheater was usually one guy or a pair using hacks for their personal amusement, and they were actually playing with the intent of just annoying people and getting huge killstreaks. But these catbots seem like automated tools specifically made to completely shit all over Valve servers running popular maps, and to give an impression that the game is full of cheaters. Running into a lone hacker that gets kicked quickly once in a while is one thing, but regularly running into whole groups of cheating bot accounts infesting popular maps and gamemodes really gives a bad impression (especially to new players) and seems effective at damaging TF2's reputation.[/QUOTE]
its just the creator being a dickhead and having "fun"
[QUOTE=Brokkhouse;53022839]I'm surprised every time that they actually created new voice lines referring to competitive ("Who of us is roamer?", "We're gonna win this match, lads!") and then half-assed every other aspect.[/QUOTE]
I wouldn't think it'd be that difficult to come up with simple voice lines... More so when they can just grab stuff used by an already established community competive scene to use.
I do wish they'd have a map over head view that pointed out call out zones and what not so everyone would be on the same page with calling out sections of the map out. It always feels awkward trying to call out something at a specific location, then having everyone who responds go "what?"...
[QUOTE=Kitt Stargaze;53022896]I wouldn't think it'd be that difficult to come up with simple voice lines... More so when they can just grab stuff used by an already established community competive scene to use.
I do wish they'd have a map over head view that pointed out call out zones and what not so everyone would be on the same page with calling out sections of the map out. It always feels awkward trying to call out something at a specific location, then having everyone who responds go "what?"...[/QUOTE]
Yeah updating all the comp map loading screens with an overhead view of the map and callouts would be super helpful for players just getting into comp TF2.
[QUOTE=Kitt Stargaze;53022662]Weird, because outside of puro d pyro fights, which it can be really difficult not to lose a lot of health in. I still find then easy unless I’m distracted or badly possitioned were it would be my fault, or they’re with a medic and are intellegent to know when to back off and when to push. Other wise they’re just as easy like before the JI update.
Regardless, I’m still waiting for upper upper level comps say, since they should get the final say in wither or not pyro is truly broken/op. Preferibly without any bias of course. Since they’ll almost always provide the most facts in the matter. I want to hear from people who can provide us with actual facts, something comp players tend to be good at providing and not ignorance and/or bias information most of everyone else provides.
Also, I pray valve never hears your cries about the phlog. Of all the flamethrowers to cry about you bicker about the worst one. Hell, I’ve seen even B4nny praise it as he feels it’s the best one for DMing.[/QUOTE]
You have a very warped sense of balance.
"You don't lose a lot of health outside pyro v pyro fights"
-That's outright bull. I can show you this in everything from jetpack rushes to simply turning corners, that the flame particles will ensure you take far too much damage for simply getting touched. Which is dumb. Also, just because something doesn't exist in comp play, doesn't mean it isn't an unbalanced mess.
"I'm still waiting for the upper level comp players to have the final say"
-I don't know where you've been for the past few months, but [I]invite/premiership players complain about skilless new pyro thread #195736[/I] has been relatively common since the update dropped. Go take a look at tftv or true TF2/the UGC forums. They hate it.
You also may have forgotten that I'm a tournament administrator too, and that requests from players of basically all skill levels to do something about pyro's utterly absurd group DPS since valve clearly is slacking, are something that's still common to this day.
As for the phlog... Just no. Why you're championing an airblastless tool of critical W+M1 is beyond me... I don't really have an argument against something so painfully obviously bad.
[QUOTE=ComodoreBluth;53022901]Yeah updating all the comp map loading screens with an overhead view of the map and callouts would be super helpful for players just getting into comp TF2.[/QUOTE]
If it comes back, I'd like to see it on the wiki as well, with the ability to click on area's for better view of the places being labeled. The more places it's located, the easier it'll be fore new players to find and the better chances more people will all be on the same page.
Leaving it up to the community though, most people will either have all different names for the same place, thus no one will understand where they're talking about or won't make the callout name quick to spit out, easy to understand, which will help people understand and react quicker in terms of actually doing something about it.
It would be a potential boost in effectively teaching players a bit more. The easier it is to find this information the faster it would spread.
[QUOTE=C. Blades;53022927]You have a very warped sense of balance.
"You don't lose a lot of health outside pyro v pyro fights"
-That's outright bull. I can show you this in everything from jetpack rushes to simply turning corners, that the flame particles will ensure you take far too much damage for simply getting touched. Which is dumb. Also, just because something doesn't exist in comp play, doesn't mean it isn't an unbalanced mess.
"I'm still waiting for the upper level comp players to have the final say"
-I don't know where you've been for the past few months, but [I]invite/premiership players complain about skilless new pyro thread #195736[/I] has been relatively common since the update dropped. Go take a look at tftv or true TF2/the UGC forums. They hate it.
You also may have forgotten that I'm a tournament administrator too, and that requests from players of basically all skill levels to do something about pyro's utterly absurd group DPS since valve clearly is slacking, are something that's still common to this day.
As for the phlog... Just no. Why you're championing an airblastless tool of critical W+M1 is beyond me... I don't really have an argument against something so painfully obviously bad.[/QUOTE]
I don't, even with multiple pyros... and if it's an issue with "skill" then skill indexing is probably what you shuld be giving, as the goal of skill indexing is to make the class require more effort without effectively hurting his potential. Out of what I've heard complaints about, I heard a guy was banned for using Pyro a bit more then normal and people bitched about it till he was unbanned due to backlash. That's about all I've really heard.
Phlog then should be MvM only, but I'm still against any form of change for the weapon... The MvM only thing would keep it good for what it's actually good at, and you wouldn't have to get your nickers in a bunch any more because it would never appear in PvP games lol.
Just make flames hitscan with 150-200 dps and call it a day. If that's too weak, allow penetration. Fire particle physics are obviously too complicated for a small team to get right.
[QUOTE=Blackavar;53023121]Just make flames hitscan with 150-200 dps and call it a day. If that's too weak, allow penetration. Fire particle physics are obviously too complicated for a small team to get right.[/QUOTE]
I think penetration on a flamethrower would be required in order to keep pyro remotely viable... While I don't want a direct nerf to what he can do, I will admit I'd like changes that promote having to use your brain a little bit more to get kills and make it the pyro has to plan attacks ahead instead of just rushing in...
I've seen a few complaints reguarding the fact that flamethrowers, like the minigun never have to worry about reloading, which helps make them easier to work with. As opposed to rocket launchers, stickies, grenades and scattergun shots, which all have clips... Would it be unreasonable for an overheat type feature for at least some of the flamethrowers to up the skill ceiling on pyro, but make it reasonable so that it wouldn't cripple good players?
if any class would need to reload to add depth, it'd be heavy over pyro first tbh
[QUOTE=Hell-met;53023222]if any class would need to reload to add depth, it'd be heavy over pyro first tbh[/QUOTE]
Eh, just kind of tossing it out there... It's probably be suggested to death but I wasn't around when they were made and I'm curious on what people thought on the subject matter...
It sounds reasonable to an extent as well and would up the skill requirement on the class as well.
6 people from EU.
Puts us in NA MvM server.
10/10 Valve quality jokes.
I do look forward to seeing what new toys we get to play with in the Heavy Update.
But if the pyro one is the slightest bit foreshadowing, I'm not looking forward to playing 8 Heavies vs 8 Heavies every single match.
[QUOTE=X marks it;53023366]I do look forward to seeing what new toys we get to play with in the Heavy Update.
But if the pyro one is the slightest bit foreshadowing, I'm not looking forward to playing 8 Heavies vs 8 Heavies every single match.[/QUOTE]
Depends on if they can make him both funner to play with and against personally...
It was a slogfest back when the Tomislav came out and matches were won by who shoved out the most heavies running Tomislav/Sandvich/GRU... Oh god was it boring to play during that time... Matches played out the same way every single time... Think Heavy vs Heavy MGEing, except all the time on every map...
Love to see him get a weapon that isn't a minigun for his primary though, that changes up the class, gives heavy a significantly higher skill ceiling and requires more effort then just holding the crosshair over the target and holding down M1 to kill all while being effective in it's own way.
[QUOTE=Hell-met;53023222]if any class would need to reload to add depth, it'd be heavy over pyro first tbh[/QUOTE]
I've long wanted a primary for both Heavy and Pyro that had a reload mechanic. I was a huge fan of the original Killing Floor. The Firebug class in that game has a flame thrower that uses canisters that require changing every X ammo.
I'd be neat to have a sidegrade for the two classes that don't have to reload that DID require reloading. Upsides for Heavy could be no motor sound, faster spin up (yes, I am describing the Tomis here) and ...no damage or accuracy ramp up. If that's OP, then a reduced ramp up time. "1 second" is such an arbitrary value, and illustrates really sloppy game balance. The stock minigun takes .87 seconds to spin up (I'm going from memory, the wiki will not load for me). The Brass is ~1.4 seconds and Natascha is ~1.13 seconds. Pls don't jump down my throat numbers are wrong, currently I can't get any TF2 related page to load, because Valve. The point here is that Valve carefully tuned the "time to deal damage" numbers for all of the miniguns (even if it took them several tries to get it right with the Tomislav) and then ...shat all over that with the L&W nerf. They've lessened the nerf, slowly, over a great deal of time, but it still persists. I am not optimistic about the arrival of the Heavy update, but I'd love to see the Fat Man get his own version of the Dragon's Fury. A primary weapon that genuinely offered a different play style.
if you jetpack up the turbine vents (from intel) your game will crash lol.
this is a new tier of incredible. i don't even want to know.
[QUOTE=Hell-met;53023648]if you jetpack up the turbine vents (from intel) your game will crash lol.
this is a new tier of incredible. i don't even want to know.[/QUOTE]
I just tried it and no crash
[QUOTE=Hell-met;53023648]if you jetpack up the turbine vents (from intel) your game will crash lol.
this is a new tier of incredible. i don't even want to know.[/QUOTE]
What the fuck? I fucking laughed into tears when I read this.
[QUOTE=Hell-met;53023648]if you jetpack up the turbine vents (from intel) your game will crash lol.
this is a new tier of incredible. i don't even want to know.[/QUOTE]
Do you work for the government or something?
Because you're fake news.
It doesn't seem to be consistent, i'd say it happened about 10-15% of the attempts. You gotta hold "duck" too.
It's not a one-time concidence because i'm on my 4th crash that very specific way.
[QUOTE=Hell-met;53023648]if you jetpack up the turbine vents (from intel) your game will crash lol.
this is a new tier of incredible. i don't even want to know.[/QUOTE]
I tried reproducing it, empty server,valve server and 32 players servers and with the intel equipped. No crash.
Maybe your game has mods of some kind, I run the game vanilla since the last time I tried "cool mods" I was having issues.
[QUOTE=Hell-met;53023729]It doesn't seem to be consistent, i'd say it happened about 10-15% of the attempts. You gotta hold "duck" too.
It's not a one-time concidence because i'm on my 4th crash that very specific way.[/QUOTE]
It's your game. I've tried multiple times in both vents and nothing happened.
Pretty sure backburner is still bugged. I killed a pyro who touched me with a lick of flames and then I turned around right away and died to crit damage.
[QUOTE=Antary;53023858]Pretty sure backburner is still bugged. I killed a pyro who touched me with a lick of flames and then I turned around right away and died to crit damage.[/QUOTE]
"Every flamethrower."
Untill they remove the fire after pyro death all the flamethrowers will be "bugged".
Fuck, they can keep the thing that Pyro flames deal damage after death, but for fuck sake, please nerf the damage of those after-death flames. You get that in your ass + afterburn.
[QUOTE=qubestf2;53023876]"Every flamethrower."
Untill they remove the fire after pyro death all the flamethrowers will be "bugged".
Fuck, they can keep the thing that Pyro flames deal damage after death, but for fuck sake, please nerf the damage of those after-death flames. You get that in your ass + afterburn.[/QUOTE]
Not to mention afterburn lasts the full length every time you're barely scraped with fire, since the particles last so long the game thinks you've made lengthy contact.
Add "fixing afterburn" to the heap of things Valve straight up lied about doing in the JI patch notes.
[QUOTE=Doctor Hunt;53022135]@valve
why is Turbine still in the Competitive rotation[/QUOTE]
Follow-up on this
Why are there no .nav files for Turbine, if a team gets a bot then they just sit in spawn doing nothing when you need any help you can get on CTF
[IMG]https://i.imgur.com/xlg6EZL.png[/IMG]
Don't toy with my emotions like this, Steam Workshop
(It just leads to a pack of taunts that the creator made. Very few of which are in-game, but the workshop just put the entire collection as "Accepted".)
[QUOTE=Doctor Hunt;53022135]@valve
why is Turbine still in the Competitive rotation[/QUOTE]
I'm pretty sure the reason is that CTF and both Turbine and 2Fort are very popular maps with the casual community and Valve wants to bring in as many casuals as possible to comp. Since Turbine would work as a comp map far better Valve is probably testing how it would work.
Of course the current CTF ruleset is awful for comp given how long it takes for the intel to reset.
When we do finally get our comp update it will be very interesting to see what they do. Will they update game modes to make them more comp friendly? Will they update maps based on the pro versions? Will they give us class limits?
I'm pretty excited to see what they do. Hopefully it isn't just elo and placement matches, but they make some improvements to try and make comp TF2 work better than the versions we have now.
[QUOTE=qubestf2;53023876]"Every flamethrower."
Untill they remove the fire after pyro death all the flamethrowers will be "bugged".
[/QUOTE]
I'll take "lingering hitboxes" for 500, alex
it's not a bug lmao
so when we kill soldiers their rockets should disappear? when we kill demos their pipes should disappear?
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