• TF2 Chat and Speculation V5 - Merry Skinssmas
    5,003 replies, posted
mark my words the 11th feb will bring a new cosmetic case in which strangifiers for the new pyro weapons will be featured as a bonus item
[QUOTE=Nebrassy;53059280]SAM still works, you just need to manually type the appid of the game and then you'll see it[/QUOTE] what if the game isn't available due to region locking?
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=1272273343[/url] Got the unusual hat i've been wanting to get since It's release. Feels good.
[QUOTE=Lord Exor;53059310][IMG]https://steamuserimages-a.akamaihd.net/ugc/87095428608901117/B24DE0E258D9274D5239C061A665CB9D86B00B3B/[/IMG][/QUOTE] Didn't see that one. edit: that update I mean
oh man the change of the sandvich not healing the heavy himself when dropped,i remember abusing the shit out of that when it worked.
If Heavy could eat his own *dropped* Sandvich again, but it was only a small health pack, I think it would be fine. For this not to make the Shotguns even more worthless, a change should be made that makes the Shotguns actually useful: Allowing the Heavy to switch weapons while the Minigun is spinning down. Then the Family Business would need to be changed to not be a straight upgrade to stock: Replace "firing speed" with "accuracy".
Maybe Heavy could get the lead pipe he had before they chose the fists as his melee. Could have less damage but a lot of knockback.
[QUOTE=TheBorealis;53059769]Maybe Heavy could get the lead pipe he had before they chose the fists as his melee. Could have less damage but a lot of knockback.[/QUOTE] Why would a lead pipe do less damage than his fists
How about we don't make heavy overpowered as fuck? Heavy for me is already the easiest class I can get 20+ killstreak in casual without breaking a sweat without a medic. I'd want a new weapon for heavy though, -15% damage +Bullet Peneratration, slower weapon change speed, 400 ammo.
[QUOTE=Blackavar;53059775]Why would a lead pipe do less damage than his fists[/QUOTE] Baby weapon. Real men use fists.
[QUOTE=Blackavar;53059775]Why would a lead pipe do less damage than his fists[/QUOTE] Kind of wanted a semi-joke weapon for Heavy like how Pyro got the Hot Hand
[QUOTE=Blackavar;53059775]Why would a lead pipe do less damage than his fists[/QUOTE] [URL="https://wiki.teamfortress.com/wiki/Eviction_Notice"]Why would a pair of spiked brass knuckles?[/URL]
I genuinely feel like a Harpoon Gun that shoots a single shot, rocket-speed fast projectile at medium range and being gravity affected that when hitting people deals 100 dmg and pulls them towards heavy would be really fucking cool
[QUOTE=TheBorealis;53059769]Maybe Heavy could get the lead pipe he had before they chose the fists as his melee. Could have less damage but a lot of knockback.[/QUOTE] Except a weapon with that type of effect would actually be useful for classes that want people to get away from them. Notably Demoman and Sniper. Heavy takes too long to switch weapons for that sort of thing to be meaningful to him.
[QUOTE=Spectre1406;53059205]is it still possible to get the Black Rose these days? will SAM work?[/QUOTE] I thought that game, AVA, is still around?
[QUOTE=qubestf2;53059791]How about we don't make heavy overpowered as fuck?[/QUOTE] He's arguably the second-weakest, Spy being the weakest. Pyro recently overtook Heavy. He needs plenty of changes. [QUOTE=qubestf2;53059791]Heavy for me is already the easiest class I can get 20+ killstreak in casual without breaking a sweat without a medic.[/QUOTE] That's Casual. Do that in a HL match and come back to me. Demoman and Sniper both trash Heavy right now. Also, what map is this? [QUOTE=qubestf2;53059791]I'd want a new weapon for heavy though, -15% damage +Bullet Peneratration, slower weapon change speed, 400 ammo.[/QUOTE] That weapon would be worthless. Bullet penetration is worthless, extra ammo doesn't mean much if you're doing well, and the rest are downsides. [editline]17th January 2018[/editline] [QUOTE=GLH;53059843][URL="https://wiki.teamfortress.com/wiki/Eviction_Notice"]Why would a pair of spiked brass knuckles?[/URL][/QUOTE] I don't like that either, and I've suggested changes that fix that.
Effective 450 health Sandvich Heavy does not need to return. We just got the Second Banana, literally the only secondary to rival the Sandvich since its very birth.
[QUOTE=qubestf2;53059791] I'd want a new weapon for heavy though, -15% damage [I][B]+Bullet Peneratration[/B][/I], slower weapon change speed, 400 ammo.[/QUOTE]i have a feeling this would break many things
[t]https://i.imgur.com/XbmPKJA.jpg[/t] It's done. After this i have two things i want to mention. 1. Whoever thought the point defending objectives were a good idea deserves to get slapped 2. I still don't like mercenary park.
[QUOTE=Blackavar;53059942]He's arguably the second-weakest, Spy being the weakest. Pyro recently overtook Heavy. He needs plenty of changes. That's Casual. Do that in a HL match and come back to me. Demoman and Sniper both trash Heavy right now. Also, what map is this? That weapon would be worthless. Bullet penetration is worthless, extra ammo doesn't mean much if you're doing well, and the rest are downsides. [editline]17th January 2018[/editline] I don't like that either, and I've suggested changes that fix that.[/QUOTE] Every time I see you, you always say "do that in hl match, do that in comp match". Do you realize that more than half of TF2 players dont even play competitive? Comp leagues have their own ways of balancing shit, and no one gives a flying fuck about HL. Heavy does not need to be buffed at all.
You're missing the point. In situations where the two players are of roughly equal skills, Heavy loses to Demoman and Solider more than he doesn't. He loses to Scout a lot of the time as well. (He alway loses to Sniper, but that's a different issue.) Post-JI, Heavy loses to a pyro player with an [I]order of magnitude less skill.[/I]
[QUOTE=Lord Exor;53059310][IMG]https://steamuserimages-a.akamaihd.net/ugc/87095428608901117/B24DE0E258D9274D5239C061A665CB9D86B00B3B/[/IMG][/QUOTE] Why is the Sandvich dead? Because of that update that made it so dropped sandviches were picked up by heavies instead of becoming a health pack? I honestly prefer it that way, a big part of Tomigruvich's strength was how hard it was to unseat him, and being able to instantly heal ~80 health without having to slow himself down was a huge bonus. It's not like they fucked up the balancing of it either, it still works as a medkit for other players.
[QUOTE=Spectre1406;53059349]what if the game isn't available due to region locking?[/QUOTE] same for me, use a vpn, I got the black rose using SAM, and obviously the game isn't available in my country just like every fucking thing else [editline]17th January 2018[/editline] [QUOTE=qubestf2;53060014]Every time I see you, you always say "do that in hl match, do that in comp match". Do you realize that more than half of TF2 players dont even play competitive? Comp leagues have their own ways of balancing shit, and no one gives a flying fuck about HL. Heavy does not need to be buffed at all.[/QUOTE] Yeah dude i once got 40+ killstreak on dustbowl rolling to a spawncamp, heavy op af
[QUOTE=qubestf2;53060014]Every time I see you, you always say "do that in hl match, do that in comp match". Do you realize that more than half of TF2 players dont even play competitive? Comp leagues have their own ways of balancing shit, and no one gives a flying fuck about HL. Heavy does not need to be buffed at all.[/QUOTE] You can get 20 killstreaks in casual, without breaking a sweat, on any class. Scout and Soldier especially, Demoman if you're playing a bit further back. Saying you can do so on Heavy means pretty much nothing. Casual is full of new players. You want to talk about what's actually balanced and unbalanced? You look to competitive matches. Casual is meaningless in discussion about balance.
[QUOTE=Blackavar;53060110]You can get 20 killstreaks in casual, without breaking a sweat, on any class. Scout and Soldier especially, Demoman if you're playing a bit further back. Saying you can do so on Heavy means pretty much nothing. Casual is full of new players. You want to talk about what's actually balanced and unbalanced? You look to competitive matches. Casual is meaningless in discussion about balance.[/QUOTE] On the contrary, there is 1 particular part of balancing that's relevant to casual modes: the skill floor. The skill floor is the expected effectiveness achievable at the barebones-minimum level of competency. This is not to be confused with the skill ceiling, which is the exact opposite scenario (the maximum effectiveness at the maximum competency). When you have an assortment of players who all have low to middling experience, a character with a high skill floor will be extremely easy to overcome most situations they may encounter, mostly because their targets are sitting at a comparatively lower skill floor or are somewhere along the skill curve that has yet to tap into the higher potential that their tools provide. Something that has a mostly-flat skill curve has extremely limited potential for growth as a player improves their abilities. Looking at TF2's combat class lineup, the classes with the highest skill floors are Pyro, Heavy, and Engineer. Since it doesn't take particularly much raw skill to defeat other classes with comparable low skill. They do require positioning and gamesense to perform amiably at higher skill levels, but their core principles are more or less the same across the board (and it's not like other classes don't also require positioning and gamesense, it's just that they're punished more severely for not developing those skills, that has more to do with their opponent's tapping into the potential to punish mistakes than it is on themselves having bad positioning or awareness although it is still a 2-way street). There's a reason the Phlog was stupid at its conception. It effortlessly buttfucked players who don't have the core competency necessary to defeat Pyros walking at them. When a skill floor is already high, all the Phlog wound up doing was raise the floor even higher. It was the same problem that day 1 Backburner had, but more threatening. Sure it was a joke against skilled players, but the sheer imbalance it caused at lower skill brackets was something that needed to be addressed. Sure, don't make high-level balancing decisions on the lowest-common denominator, but don't entirely discredit their environment, it could be indicative that something is wrong with the skill curve.
Doing a taunt kill with the hot hand also gives you the slap kill
Speaking of the Hot Hand, I thought of a tauntkill for it besides the hadouken. The Pyro holsters their weapon and starts to rub their hands together until the glove's fingertips start smoking, than the Pyro does an open palm thrust forward, kind of like the Gunslinger's tauntkill. Optionally when the Pyro pulls their arm back they could be holding a burnt gib. edit: fun fact, there's unused particle effects for the Hot Hand called "flaming_slap, 2, and 3", the flame trail gets longer with each level.
[QUOTE=Psychopath12;53060147]Looking at TF2's combat class lineup, the classes with the highest skill floors are Pyro, Heavy, and Engineer. Since it doesn't take particularly much raw skill to defeat other classes with comparable low skill. They do require positioning and gamesense to perform amiably at higher skill levels, but their core principles are more or less the same across the board (and it's not like other classes don't also require positioning and gamesense, it's just that they're punished more severely for not developing those skills, that has more to do with their opponent's tapping into the potential to punish mistakes than it is on themselves having bad positioning or awareness although it is still a 2-way street). Sure, don't make high-level balancing decisions on the lowest-common denominator, but don't entirely discredit their environment, it could be indicative that something is wrong with the skill curve.[/QUOTE] There are certainly ways to lower the skill floor of each of those classes while simultaneously raising the skill ceiling. For Pyro, the flames need to be fixed. The ability to flail and do full damage (i.e. not aim) ought to be fixed. [B]Change flames from particles to hitscan[/B]. Jetpack (I still think it needs its own slot) needs some modifications (airblast too, honestly), lots of weapon balancing... [I](increased skill required to output damage, hopefully more damage overall)[/I] For Engineer, increase hauling movement speed, give him all mini-buildings (PDA menu that can be changed at resupply, alter gunslinger), and balance weapons that let him entirely fight off pushes (short circuit, wrangler, rescue ranger). Also, [B]decrease building health while increasing power of each building significantly[/B] [I](increased positioning skill required to output good damage and area denial).[/I] For Heavy, [B]add a single bullet to the Minigun's spread, make it shoot straight down the middle of the crosshair, and reduce damage accordingly[/B]. Allow him to do a little hop while revved, increase movement speed while revved and not revved (slightly), and do massive balancing to all his weapons [I](less damage done, but more accurate [therefore more consistent], and greater skill required to get the most out of it through better ability to dodge damage)[/I]. See more [URL="https://facepunch.com/showthread.php?t=1503809&p=52928717&viewfull=1#post52928717"]here.[/URL]
[QUOTE=Blackavar;53060326][B]Change flames from particles to hitscan[/B])[/QUOTE] The flames just need its bugs fixed, the TF2 Team does not need to do another rework. Besides, hitscan weapons travel instantly and I'd assume it's almost impossible to give them a "travel time". Not to mention, although it could be possible to make hitscan "wider" to accomodate the particles, they would just generate even worse visual mismatch than pre-patch flames.
[QUOTE=JugadorXEI;53060373]The flames just need its bugs fixed, the TF2 Team does not need to do another rework.[/QUOTE] The problem is that I don't think the flailing issue is a bug. I think the TF2 Team for some reason thought that Pyro would only be viable if his flames could constantly hit the enemy, even if he was off with the crosshair. So, to fix that issue alone might require a massive rework.
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