[QUOTE=Curly Bill;53080024]i have some scripts that will add the missing texture that dont get replaced :P i can get newer maps update to look nicer but i need to know a way to test it on tf2, as it crashes if you replace the vpk files for me. also im being told it can give you a VAC ban? idk[/QUOTE]
Perhaps packing them in their own .vpk and putting that file in the custom folder would work, don't know if that supports the files you're trying to replace but it's worth a shot.
Also if you don't want to risk being VAC banned, add "-insecure" (without the quotation marks) to the game's launch options.
[QUOTE=Curly Bill;53080024]i have some scripts that will add the missing texture that dont get replaced :P i can get newer maps update to look nicer but i need to know a way to test it on tf2, as it crashes if you replace the vpk files for me. also im being told it can give you a VAC ban? idk[/QUOTE]
What exactly do you mean by "scripts"? From the Dev wiki page you linked previously it seems like they're just VMTs, which means you should be able to just put them in your custom directory in their respective folders.
[QUOTE=Hell-met;53079169]but why
it's already the best secondary for non-pockets[/QUOTE]
its a worse version of the banana as of now. the upside of 50hp+ base hp is useless when you have to sacrifice mobility and recovery to eat it every 30 seconds. it doesnt really add to your survival if you can just regen 100hp on demand instead.
I'd rather have either the dalohks grant you pasive regen for a set of time or be able to eat it on the move, so it would fall between the sandwich and the banana.
[QUOTE=TheBorealis;53079594]Also apparently Hydro and Powerhouse are two sides of the same dam. Would be really cool to see Hydro and Powerhouse merged into a huge mega map. The Mann Dam.[/QUOTE]
Hmm.
[IMG]https://i.imgur.com/6oZ1DuI.jpg[/IMG]
[IMG]https://i.imgur.com/eIKeMub.jpg[/IMG]
I don't feel it.
As a side note, from a quality standpoint, the two maps are like day and night. Hydro is incredibly well optimized (at least if you consider the size and gamemode). There's literally nothing on the map that you can't see from somewhere on the play area(s).
The two maps share a lot of assets and definitely feel like they are part of the same location, but I couldn't find any specific parts of the two maps that look like they belong together.
[QUOTE=The_Funk;53079989]I'm quitting tf2 and raffling some of my skins.
Rate as follows:
[img]https://facepunch.com/fp/ratings/tick.png[/img] [t]https://i.imgur.com/mGkwtMG.png[/t] [img]https://facepunch.com/fp/ratings/funny2.png[/img] [t]https://i.imgur.com/9XedV0d.png[/t]
[img]https://facepunch.com/fp/ratings/cross.png[/img] [t]https://i.imgur.com/az3qJy6.png[/t]
I'll announce the winners on friday 10pm pst.[/QUOTE]
Just out of curiosity; why?
[QUOTE=TwoYearLurker;53079839]here's a comment on the video by UEAKCrash that got buried:[/QUOTE]
Kinda like map archaeology. We can only guess what might be what from the remnants left behind, and some leave stronger clues than others. This map could have originally been a different gamemode, such as 5CP or CTF, but repurposed. For example, Doublecross was originally 5CP, yet it shows very little evidence of that.
[t]https://i.imgur.com/Wn3UBe1.jpg[/t]
Here's an example of what might have been: the interior of the two lower rooms are messy and look like they've been stripped out, and it's pretty obvious they were intended to be windowed. My gut says this was intended for the novelty of bases seeing into each other. My guess is that they might have been intel rooms because teams could communicate and anticipate defenses, which is pretty interesting. Other than that, maybe a final cap or spawn room. I doubt the doors in view were usable.
[t]https://i.imgur.com/yicZHMJ.jpg[/t]
Next, there's the mysterious doors and ramps into the water directly behind. My gut says this was intended to be a sort of flank path. Note how a scout could double jump as a shortcut, but every other class would have to take a longer route to get by. This makes me believe it was designed and intended for use.
What these connected to may have been the upper area where the blocked windows are. Maybe that room even held a control point at one point. Maybe you could even swim under that area through the canal. As for the water canal past the fences, either it was blocked completely past the fences, or maybe players could jump out those side doors from earlier to swim there. My money's on the former.
[t]https://i.redd.it/pem0rd5qza801.png[/t]
Lastly, the geometry outside the blocked doorway on the right is mirrored exactly (excusing the building facade in the background). This could mean either it was at one point part of the gameplay space, or it was just lazy/efficient detailing.
We could also ask the designer what the development history was. I'm sure they'd be willing to fill us in.
the designer would probably answer "lol idk".
I only just started using the Iron Bomber a few days ago and [i]holy shit why didn't anyone tell me this was so much fun[/i].
I used my Plaid Potshotter warpaint on it and wanna give it a new name/description.
Any thoughts on these?
[t]https://i.imgur.com/7Pqg4JQ.png[/t]
[QUOTE=BanthaFodder;53080491]I only just started using the Iron Bomber a few days ago and [i]holy shit why didn't anyone tell me this was so much fun[/i].
I used my Plaid Potshotter warpaint on it and wanna give it a new name/description.
Any thoughts on these?
[t]https://i.imgur.com/7Pqg4JQ.png[/t][/QUOTE]
Last one is p gud
Geel pls fix scrap.tf, I need to scrap my shitterinnos :(
[QUOTE=BanthaFodder;53080491]I only just started using the Iron Bomber a few days ago and [i]holy shit why didn't anyone tell me this was so much fun[/i].
I used my Plaid Potshotter warpaint on it and wanna give it a new name/description.
Any thoughts on these?
[t]https://i.imgur.com/7Pqg4JQ.png[/t][/QUOTE]
What is this naming site everyone are using btw?
[QUOTE=qubestf2;53080504]What is this naming site everyone are using btw?[/QUOTE]
[URL="http://tf2tags.com/"]tf2tags.com[/URL]. It is pretty fancy if you want to look for item names.
[QUOTE=BanthaFodder;53080491]I only just started using the Iron Bomber a few days ago and [i]holy shit why didn't anyone tell me this was so much fun[/i].
I used my Plaid Potshotter warpaint on it and wanna give it a new name/description.
Any thoughts on these?
[t]https://i.imgur.com/7Pqg4JQ.png[/t][/QUOTE]
"Toilet Roll" is a must-have, I gotta say.
[QUOTE=Fluury;53080380]Just out of curiosity; why?[/QUOTE]
I've had about as much fun as I can have out of this game. I've learned a lot, improved a lot of skills that I have carried over into other games and have a lot of good memories. But almost all those memories and good times are from [i]years[/i] ago. All the friends I made playing the game have moved on, and the skill level of the typical pub player is just not on a level that is fun to play with or against.
The most egregious flaw of tf2 is the way matchmaking doesn't encourage people to stick around in a server. Now, you're thrown into and out of servers and you only get to play each side once as each team, that's it. It's a comparatively rapid-fire pace that I think is to the game's detriment, considering how the old system (quickplay and earlier) let you stay on any map you pleased for as long as you wanted, or at least vote on it. Not only do you get the chance to actually learn a map at a better pace that way, but you built up a rapport with the people you met there. I met a lot of people who frequented specific maps, forming these small communities similar to those in community servers. All that got thrown out the window in favor of matchmaking, and every game since has been a revolving door of newer players who I assume just don't get much time to learn mechanics or maps because of the pace.
I'll still keep the game installed to hop in on the off chance any friends are playing, or when facepunch has their server up. Otherwise, I'm done, with multiplayer shooters in general really. Everything else on the market is so samey compared to tf2 that I doubt anything will steal as much of my time and effort, or be as much fun.
[QUOTE=BanthaFodder;53080491]I only just started using the Iron Bomber a few days ago and [i]holy shit why didn't anyone tell me this was so much fun[/i].
I used my Plaid Potshotter warpaint on it and wanna give it a new name/description.
Any thoughts on these?
[t]https://i.imgur.com/7Pqg4JQ.png[/t][/QUOTE]
Ahh, TF2Tags. I was a regular tagger there for 2 years, still make a tag every now and then. There was a dark time of like half a year when the majority of tags were just in-jokes and not actual useful names and descs, but that's been over ever since Jesse got banned.
The only decent tag here is the last one, and even then, it's only decent. Like holy fuck the other 4 are regrettable. A good name and desc should be a joke or reference that most people would understand quickly and have a brief chuckle at, not something from a corner twitter account that looks like a nonsensical shitpost. The only thing worse would be lyrics from your favorite edgy indie band or text written in a foreign language.
Also every Demo main and their grandma has been running and advocating the Iron Bomber for the last forever now. It confounds how you didn't try it sooner.
High quality rip coming up
[video=youtube;s246jVd6kJ0]https://www.youtube.com/watch?v=s246jVd6kJ0[/video]
The TF wiki seems down, does Valve just forget they host the site?
edit: yep it's [URL="https://www.reddit.com/r/tf2/comments/7sypi4/tf2_wiki_is_down_again/"]down[/URL]
[QUOTE=Metaru;53080477]the designer would probably answer "lol idk".[/QUOTE]
Considering it was (allegedly) designed when the game originally came out, never finished, then the dev rolled into the TF Team and finished the map for release, it could very well be "lol idk" because he forgot why it was there.
[QUOTE=Fluury;53079861]Sniper's biggest counter is a good map tbh
Apart from that, sniper has been such a massive part of shooter culture in general a lot of the changes suggested here would be incredibly drastic and ruin him for a bunch of people. The points being made are all fair and completely reasonable but there is a reason people clench their fucking butt in high level comp when a scout goes Sniper on last and people go N U T S when he gets that med-pick instead of going "oh boy here we go sniper zzzz":
The sniper you are discussing is the theoretical one - the aimbot one. 99% of the Snipers you will encounter will not be able to headshot you through that slit where they see you for 5 frames.
The only game that I think invented a good sniper counter is Overwatch with Winston, a class that can jump the sniper with no fear of dying to him.
Makes me think that the Buffelo Steak should allow Heavies to leap at people so we have our own Winston to take care of Snipers - without the shield of course.
Here is another radical idea which is probably awful: The Fist of Steel allow the heavy to traverse sightlines without the fear of instantly getting smonked - [b]what if we gave every class the Fist of Steel?[/b] Sounds insane I know but what would, by raw theory, happen? Demomen, Soldiers, Engineers etc. can now traverse sightlines without fear and the only thing that will kill light classes his a largely charged Shot. The biggest playmaker would of course be the Medic but that would require him to stop healing people and give up the Ubersaw.[/QUOTE]
i dont care how many years a game has been played the same way; if the design is bad, you change it. people who enjoy the game will find a new way to enjoy it, or enjoy it just the same despite the changes.
We cant keep acting like things HAVE to play out and feel the same simply because they've been this way for so long. TF2 is not infallibly designed, there have been many design flaws since launch. Competitive titles with developer support change tremendously over the years sometimes to near-irrecognizability, but people who enjoy the game at its core still play them.
Do you think they'll ever fix Hydro's map logic being bugged in casual?
"Sniper is an archetype in FPS" and "Sniper is fun to watch in e-sports" are both really shitty arguments to keep the class as it is in TF2.
Team Fortress 2, at least for most of its existence, has been an iconoclast in the world of FPS. It eschews many of classic FPS tropes. There are no thrown grenades. There is no sprint mechanic. There is no aim-down-sights. Only one class scopes in. There are no assault rifles. The only SMG is a bit of pea shooter.
Sniper was in theory balanced at launch because the playerbase did not have the mechanical skills to pull off endless quickscopes and sick airshots. We've been at this shit for a decade. There are stupidly good snipers who still play TF2. There are really bad snipers who are hardscoping and pulling off 150 damage bodyshots (or ruining your day with the Machina.)
There are over 100 official maps in TF2 at this point. There is exactly zero chance that the sniper sight lines in all of them are going to be fixed ...ever. If the problem with how OP and unfun to play against sniper can be to play against, it will be fixed by addressing the core mechanics of the class.
[QUOTE=Ultravod;53081580]"Sniper is an archetype in FPS" and "Sniper is fun to watch in e-sports" are both really shitty arguments to keep the class as it is in TF2.
Team Fortress 2, at least for most of its existence, has been an iconoclast in the world of FPS. It eschews many of classic FPS tropes. There are no thrown grenades. There is no sprint mechanic. There is no aim-down-sights. Only one class scopes in. There are no assault rifles. The only SMG is a bit of pea shooter.
Sniper was in theory balanced at launch because the playerbase did not have the mechanical skills to pull off endless quickscopes and sick airshots. We've been at this shit for a decade. There are stupidly good snipers who still play TF2. There are really bad snipers who are hardscoping and pulling off 150 damage bodyshots (or ruining your day with the Machina.)
There are over 100 official maps in TF2 at this point. There is exactly zero chance that the sniper sight lines in all of them are going to be fixed ...ever. If the problem with how OP and unfun to play against sniper can be to play against, it will be fixed by addressing the core mechanics of the class.[/QUOTE]
Or maybe Spy buffs? Since Spy was meant to be the hard counter to Heavy, Sniper, and Engie. Thinking about it it's kind of weird how one class was meant to counter 1/3 of the roster.
But anyway would Sniper being nerfed to no longer do 150 quickscope damage make him as used as Pyro in 6s?
[QUOTE=ikes;53081493]i dont care how many years a game has been played the same way; if the design is bad, you change it. people who enjoy the game will find a new way to enjoy it, or enjoy it just the same despite the changes.
We cant keep acting like things HAVE to play out and feel the same simply because they've been this way for so long. TF2 is not infallibly designed, there have been many design flaws since launch. Competitive titles with developer support change tremendously over the years sometimes to near-irrecognizability, but people who enjoy the game at its core still play them.[/QUOTE]
Some suggestions here would essentially complete the delete the concept of the sniper as a whole and everything that makes him fun to play as; This isnt a "people that enjoy the game will find new ways" - this is a game where people main people for hours, essentially fucking over the sniper's main design would fuck over several hours that people invested into a class.
What makes Sniper annoying to fight against is that you aren't exactly involved in your death sentence apart from staying away from sightlines - quite literally the only way of solving this issue is map design or essentially the removal of the sniper concept which would once again would fuck over a massive amount of people and would be met with extreme backlash.
Offer a way to fix Sniper in a way that keeps his concept and the like in-tact and we'll talk, however I have trouble seeing one apart from that insane "give every class the fist of steel" idea I had.
[QUOTE=Ultravod;53081580]"Sniper is an archetype in FPS" and "Sniper is fun to watch in e-sports" are both really shitty arguments to keep the class as it is in TF2.
[/QUOTE]
If these are the only things you got from that post you might wanna read it again.
i'm all in about banning snipers and we might as well ban anyone else that kills me.
fuck that shit dying sucks.
[QUOTE=Fluury;53081608]What makes Sniper annoying to fight against is that you aren't exactly involved in your death sentence apart from staying away from sightlines - quite literally the only way of solving this issue is map design or essentially the removal of the sniper concept which would once again would fuck over a massive amount of people and would be met with extreme backlash.[/QUOTE]
What if we made it so that all hitscan automatic weapons (smg, pistol, minigun, etc, also revolver, etc) had perfect accuracy at all times? If the "all classes are now sniper" problem arose, we could simply increase the effect of falloff so that less damage was being done. And nerf Cozy Camper.
I'm of the "change sniper completely" mindset, but this change would make Sniper much easier to deal with.
[editline]25th January 2018[/editline]
[QUOTE=Metaru;53081647]i'm all in about banning snipers and we might as well ban anyone else that kills me.
fuck that shit dying sucks.[/QUOTE]
We've already been over why Sniper is less fun to fight than all the other classes.
[QUOTE=TheBorealis;53081596]Or maybe Spy buffs? Since Spy was meant to be the hard counter to Heavy, Sniper, and Engie. Thinking about it it's kind of weird how one class was meant to counter 1/3 of the roster.
[/QUOTE]
Easy Spy buff against Sniper: remove the current razorback from the game entirely, and replace it with a completely different weapon ALA the new Darwin's.
[QUOTE=Fluury;53081608]Some suggestions here would essentially complete the delete the concept of the sniper as a whole and everything that makes him fun to play as; This isnt a "people that enjoy the game will find new ways" - this is a game where people main people for hours, essentially fucking over the sniper's main design would fuck over several hours that people invested into a class.
[/QUOTE]
I dont care if they spent every waking hour since day one practicing sniper, they're practicing a flawed design and that's their problem, not the rest of ours to deal with
How about we buff the Caber? +150% damage to Snipers. -50% damage to Medics. While weapon is deployed: 50% bullet damage resistance.
Players not understanding or utilising the games movement mechanics to avoid being sniped is not a reason to nerf sniper. if you're being sniped often then you need to improve your movement. People don't get this because usually improving your chances against a class relies on hitting more shots, but there is no reason why improving your movement is any less valid of a way to fight players.
people love to complain about not being able to do anything about getting sniped, but in a world where people always hit their shots you're just bringing it down to a maths game where you can't anything as soon as you're in a fight where you're at a disadvantage, and tf2 has multiple ways for classes to initiate on you when you are. It's up to you to minimise the amount of times you get in disadvantageous fights and it's up to you to minimise enemy snipers opportunities to kill you
I don't understand why in the tf2 spheres it's socially acceptable to call people that get backstabbed repeatedly bad, but it seems to be widely agreed that getting sniped repeatedly is unavoidable. It's the same shit and both are marks of bad players
[QUOTE=Mould;53081755]Players not understanding or utilising the games movement mechanics to avoid being sniped is not a reason to nerf sniper.[/QUOTE]
Please tell us more about utilizing the game's movement mechanics to avoid being sniped. I bet a lot of us will be very interested.
[QUOTE=Mockingbird;53081795]Please tell us more about utilizing the game's movement mechanics to avoid being sniped. I bet a lot of us will be very interested.[/QUOTE]
do sharp stops, ducks, turn your playermodel around, one duckjump here and there. use hitscan to bob their aim. combine all of those at frequent intervals but not too predictably.
I know it seems like hitscan is unavoidable, but the truth is you would be surprised how many top snipers actually just scope at a specific spot and shoot from there, rather than flawlessly track people around like it seems.
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