[QUOTE=Blackavar;53060458]The problem is that I don't think the flailing issue is a bug. [B]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.[/B] So, to fix that issue alone might require a massive rework.[/QUOTE]
That's exactly what I meant by fixing the bugs the flamethrowers have: even though this might be speculation, flames should not be hitting people multiple times, since they didn't do so in the past. The Bison [I]did[/I] and it's a weapon which projectiles used the flame particles as a base, which is why the new flame particles are considered to be bugged in that aspect in the first place. Getting hit by two particles by 20 damage, instead of getting hit by those very same 2 particles constantly because you're inside the flames dealing 110 damage, would fix the annoying flailing bug everyone dislikes. Along with that, the "[URL="https://www.youtube.com/watch?v=GmxSwv2SO44"]tapping attack for invisible flames[/URL]" issue needs to be fixed as well, and that would cover all the big issues the flamethrowers have.
It's just a matter of time since these are fixed. I feel like the TF2 Team are holding the fixes until their next update since it's been a while and they probably want to give a good impression. FYI it [I]might[/I] be possible to make flame particles touch the hitboxes instead of the players' bounding box, but I feel like it's really out there as a change and wouldn't actually change much (I know this isn't what you want, but hitscan flamethrower isn't as doable as you think, either).
Make all flamethrowers clones of Dragon's Fury with alternate strengths and weaknesses.
[QUOTE=Mockingbird;53060556]Make all flamethrowers clones of Dragon's Fury with alternate strengths and weaknesses.[/QUOTE]
Not all, but I think changing Phlogistinator to a Dragon's Fury-type Flamethrower and making it different in some way would be a good change.
Remove all flamethrowers that aren't the Dragon's Fury.
Question: Is the visual particle for The Dragon's Fury attached to its hitbox? Because, if not, I think that's the reason why, next to the cart, etc, the visual particle "hits" the enemy but does no damage. The visual particle is just a consistent animation while the hitbox is this massive box that, if it touches any object, it disappears, while the visual particle finishes its animation.
Maybe Mercenary Park's last would be better if this window was opened up?
[t]https://i.imgur.com/s4Yhd7o.jpg[/t]
[QUOTE=ComodoreBluth;53059290]We'll get a 25% off sale on Something Special for Someone Special for Valentine's Day.
The blog post will reuse this image:
[IMG]http://www.teamfortress.com/images/posts/the_mines.jpg[/IMG]
That image will haunt the top of the blog for months, long after the sale has ended.[/QUOTE]
now I'm just sad
would melee weapons be less shit if they all had instant hits like spy's knife? (no wind up delay)
[QUOTE=Hell-met;53060956]would melee weapons be less shit if they all had instant hits like spy's knife? (no wind up delay)[/QUOTE]
give default melees that quality since they're all basically useless, but keep it for weapons like the market gardener and such so that they actually require timing to be beneficial
[QUOTE=Hell-met;53060956]would melee weapons be less shit if they all had instant hits like spy's knife? (no wind up delay)[/QUOTE]
How about they stop hitting your own teammates?
Probably been shown in the tf2 section before, but there's a bug with hitboxes. [URL="https://www.reddit.com/r/tf2/comments/7r4iac/hitbox_lagcomp_issue_pose_parameters_are_not_lag/"]Pose parameters are not lag compensated.[/URL]
[QUOTE=Psychopath12;53060963]How about they stop hitting your own teammates?[/QUOTE]
why not both
Make projectiles stop hitting teammates. I'm tried of my Cowmangler charge shots blowing up on big ass teammate Heavies and my stickies bouncing back into my face.
I forgot how annoying bind spam was until I saw two people spamming racial slurs and lenny binds. Most unpleasent experience I've had in a pub for a while. Atleast I was top scoring on my team.
[QUOTE=Fruitpunch;53061122]I forgot how annoying bind spam was until I saw two people spamming racial slurs and lenny binds. Most unpleasent experience I've had in a pub for a while. Atleast I was top scoring on my team.[/QUOTE]
In a common sense world flooding the chat would be disabled upon detection like sourcemod does, and enough client side mutes or reports of someone's behavior should silence them globally.
Ta-da, I've just fixed 70% of TF2's toxicity problems by implementing things community modifications already do.
But no. This is valve we're talking about here.
If Valve were to update weapon models with more moving parts, like slides on the pistols or the barrels on the Iron Bomber, would it break war paints?
Yes. Very yes.
[QUOTE=Rajikaru;53061235]Yes. Very yes.[/QUOTE]
Aw, hope that doesn't mean that models never get improved again.
[QUOTE=TheBorealis;53060924]Maybe Mercenary Park's last would be better if this window was opened up?
[t]https://i.imgur.com/s4Yhd7o.jpg[/t][/QUOTE]
it would be better if you couldn't build a sentry on top of the crates.
[url]https://developer.valvesoftware.com/wiki/Pyro_vision[/url]
somone wanna tell me how the [I]heeeckkk[/I] i edit and fix the lines of codes like this in TF2? i've figured out how to make textures, and edit textures, but im stumped when it comes to what i do next to get those dang unsupported pyroland maps fixed up. also who would i even give the fixes to? steam workshop somehow?
Are the mods that add moving slides to the pistols compatible with paints/old style skins?
[QUOTE=Fruitpunch;53061122]I forgot how annoying bind spam was until I saw two people spamming racial slurs and lenny binds. Most unpleasent experience I've had in a pub for a while. Atleast I was top scoring on my team.[/QUOTE]
I don't think lenny binds are as problematic as the former.
[QUOTE=Ultravod;53060033]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]
it's also worth noting that heavy doesn't really require any skill to beat
that's the problem, a good player and a bad player fighting a heavy are essentially interchangeable. All you have to do is peak a wall and shoot a big target, it's completely flowchart-esque
honestly ever since they did that spin up damage nerf heavy has just been awful, you can't jump rev at people abusing corners and you lose to scouts SO hard, it's total bs. heavy has zero counterplay to the flowchart and can do nothing surprising at all
I mean everyone else has advanced movement, a secondary that has an impact on actual fighting instead of utility, and heavy has a primary that needs to be spun up and then spun up again to have any chance of doing enough damage to kill people, it's inflexible and turns him into an aim cannon that doesn't even really reward aiming nearly as well as sniper or scout
like do you remember when staying spun up was the sign of a [I]bad heavy?[/I]
I honestly just feel bad for heavy mains they have to deal with so much shit on the most inhumanely boring class with so much potential to be fun
random shower idea I came up with just now, to combat hackers, with possibly good side-effects:
sort of an invisible voting system for every individual. basically, if you're fighting a hacker, and you really, really hate it, you can downvote the user. whenever you queue up for a casual server, if the server you're about to be added to contains that player, the game will ask if you'd like to wait for a different server so you don't have to deal with them. if you really like a player, you can upvote them, and the game will send you to servers with that player (on either opposing or same team) whenever possible.
i was thinking about mentioning something to the effect of "if enough people downvote a user, players that haven't met said user would also be asked if they would like to wait" but I feel like that would be abused very quickly. so it should be an individual thing.
bad side effect: good players might end up getting into full servers less often as people downvote them for beating them constantly
good side effect: good players end up in servers with better players that didn't downvote them.
also: if you re-enter the server with a person you voted for, it won't show you whether or not you voted for them, so if you don't remember them, and they play well when they didn't before, you might upvote them (so that consistently-downvoted players [for being bad] won't stay that way forever). votes reset a month after you do the vote? that could work
I say "downvote" and "upvote" but it's more "do you want to stay away from this player" and "do you want to get in games with this player more often". so more of a whitelist and blacklist system.
That's kind of how I feel about sniper, a one dimensional twitch aim minigame within TF2 that is monstrously boring compared to say, other games that are just about sniping.
Particularly, one that has no capture, support or defense presence and only takes a break to deal with spies (which he has several counters to) and when either enemies or yourself have overextended out of position.
The class feels tacked on in a game about midrange combat. No counterplay or team utility for the other classes, no counters he can't deal with.
And he does the assassin job so much better than spy. Boo.
[QUOTE=C. Blades;53061357]other games that are just about sniping.
[/QUOTE]
I'm curious to know what these are, in almost every game sniper is one of many classes or weapons to choose from. The only difference is how well these games integrate snipers into their metagame.
[QUOTE=Metaru;53061251]it would be better if you couldn't build a sentry on top of the crates.[/QUOTE]
It is kinda strange you can build on those crates at final but they don't let you build on the shipping container by the first point.
[QUOTE=Blackavar;53061356]random shower idea I came up with just now, to combat hackers, with possibly good side-effects:
sort of an invisible voting system for every individual. basically, if you're fighting a hacker, and you really, really hate it, you can downvote the user. whenever you queue up for a casual server, if the server you're about to be added to contains that player, the game will ask if you'd like to wait for a different server so you don't have to deal with them. if you really like a player, you can upvote them, and the game will send you to servers with that player (on either opposing or same team) whenever possible.
i was thinking about mentioning something to the effect of "if enough people downvote a user, players that haven't met said user would also be asked if they would like to wait" but I feel like that would be abused very quickly. so it should be an individual thing.
bad side effect: good players might end up getting into full servers less often as people downvote them for beating them constantly
good side effect: good players end up in servers with better players that didn't downvote them.
also: if you re-enter the server with a person you voted for, it won't show you whether or not you voted for them, so if you don't remember them, and they play well when they didn't before, you might upvote them (so that consistently-downvoted players [for being bad] won't stay that way forever). votes reset a month after you do the vote? that could work
I say "downvote" and "upvote" but it's more "do you want to stay away from this player" and "do you want to get in games with this player more often". so more of a whitelist and blacklist system.[/QUOTE]
My thoughts are to make the vote system more annoying for hackers.
A brand new account that's only just played TF2 maybe requires one less vote to kick for hacking than the majority vote normally needed.
Does you account get a lot of reports for hacking and get kicked a lot for hacking? Fewer votes needed to be kicked for hacking (considering Valve does 1 year Valve server VAC bans for community reports I'm sure they can look at their data and know how often a hacker will get reported/kicked and can go from there). Maybe it could even get to the point where an account only needs one yes vote to be kicked.
You of course have the issue of parties. If your party members have a lot of kicks for hacking/reports of hacking or are a brand new account with only TF2 their no vote should probably count for less than other people on the server.
Just basically annoy the hackers by making it so easy to kick them that they go to some other game. I'm sure it wouldn't stop all hackers but some of them probably couldn't be bothered with TF2 anymore, and it would give more power to the players to kick hackers.
[QUOTE=_Pai;53061423]I'm curious to know what these are, in almost every game sniper is one of many classes or weapons to choose from. The only difference is how well these games integrate snipers into their metagame.[/QUOTE]
The entire sniper elite franchise, Hitman, Sniper: Ghost warrior, Arma (although that's a military sandbox, sniping is often the whole point in popular missions), the list goes on.
There are a lot of FPS games that feature scoped sharpshooting as the main gameplay element.
I'd rather play it in one of those games, or as you said a game where sniping is a vastly broader and better balanced part of play than the one guy in TF2.
[QUOTE=Kincaid1;53061069]Make projectiles stop hitting teammates. I'm tried of my Cowmangler charge shots blowing up on big ass teammate Heavies and my stickies bouncing back into my face.[/QUOTE]
Didn’t the developers do that to prevent people from using their teammates as shields while shooting projectiles through them?
But that also happens to normal rockets too,which can end up blowing yourself up when a rocket decides to colide with a teammate at the worst possible time.
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