Does anyone find using the machina makes them far better at sniping? Using the tracers means you can see where you missed and what adjustments you need to make, unlike the regular rifle where you get very little information about your shot if it didn't hit someone.
[QUOTE=_Pai;53088005]Does anyone find using the machina makes them far better at sniping? Using the tracers means you can see where you missed and what adjustments you need to make, unlike the regular rifle where you get very little information about your shot if it didn't hit someone.[/QUOTE]
I used to use the Machina only because of this reason.
I kind of wish we had the ability to add client-side tracers to your own shots. Back when the item schema could be modded, I actually added the tracer shots to all hitscan weapons, and the effects only appeared for yourself and not everyone else for some reason. It was actually super useful as I could see the spread of my minigun bullets, pistol shots, etc.
What if the reason Valve is so slow is the same as Grey Newell's "they don't know anything" anecdote, devs just give duties to other devs, who then do the same, a cycle of nothing getting done.
"eh, i'll tell bob to add elo to the comp matchmaking, and bob's like, eh, i'll tell stan, and stan's like eh, i'll tell jeff"
[QUOTE=_Pai;53088005]Does anyone find using the machina makes them far better at sniping? Using the tracers means you can see where you missed and what adjustments you need to make, unlike the regular rifle where you get very little information about your shot if it didn't hit someone.[/QUOTE]
Outside of the name having Star in it. I ended up picking up a Shooting Star just because of the fact you can't hip fire it as easily as normal rifles. Also why I only pair it up with backpacks as well. I did it mainly for the sake of handicaping myself and trying to get better at twitch shooting, more so close ranged ones...
In that fashion I feel I've improved a lot over the years, although I don't use it exclusive ( I still run my Festive Aussie Sniper Rifle quite a lot as well ).
[QUOTE=_Pai;53088005]Does anyone find using the machina makes them far better at sniping? Using the tracers means you can see where you missed and what adjustments you need to make, unlike the regular rifle where you get very little information about your shot if it didn't hit someone.[/QUOTE]
that is pretty much the reason behind using tracer rounds irl.
[QUOTE=Ghostlier;53088024]I used to use the Machina only because of this reason.
I kind of wish we had the ability to add client-side tracers to your own shots. Back when the item schema could be modded, I actually added the tracer shots to all hitscan weapons, and the effects only appeared for yourself and not everyone else for some reason. It was actually super useful as I could see the spread of my minigun bullets, pistol shots, etc.[/QUOTE]
It would be amazing if they had this kind of tracer effect, or a more subtle tracer effect like with the Classic.
[video=youtube;yZjTzPbxG48]https://www.youtube.com/watch?v=yZjTzPbxG48[/video]
I had a lot of fun playing at the FP event. I only had two major complaints. The first was the idiot spewing racist garbage that I had to mute locally. The second was that CTF Sawmill was the final map after 3 hours and everyone was tired (of TF2) at that point, including myself. In retrospect, we would have done well to put rd_astroid as the final map. It really kind of bogged things down.
besides waiting hours for matchmaking to find me a hydro map, is there any possible way to find a hydro server?
(yes i am one of those rare weirdos who actually likes hydro)
I'm only just now realizing how fucking annoying the vaccinator is
"oh, you successfully ambushed me and I should be dead meat? too bad haha nice 17 damage rockets fucker"
[QUOTE=Kiwi;53087600]
If you’re going to put the full blame on me without a proper understanding or a triage report that’s actually really disappointing considering I provide these for free and I have made an effort to make sure people can play. I don’t know what happened so I’ll be investigating when I am not running on 1 hour sleep.
The server was ready 12 hours prior.[/QUOTE]
I was under the assumption that you made the slot for yourself to join later as planned, didn't do that, and then forgot to disable it. People weren't shutting up about it to Contra (for good reason) so we got fairly annoyed.
Given I know the reality of the situation, sorry for posting that.
[QUOTE=Ultravod;53088294]I had a lot of fun playing at the FP event. I only had two major complaints. The first was the idiot spewing racist garbage that I had to mute locally. The second was that CTF Sawmill was the final map after 3 hours and everyone was tired (of TF2) at that point, including myself. In retrospect, we would have done well to put rd_astroid as the final map. It really kind of bogged things down.[/QUOTE]
That idiot was muted later(if we are talking of the same one.)
rd_asteroid was chosen as the second last because that's the one most people were excited about, putting it at last when everyone's tired would be a bad idea imo.
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As far as the rest goes, thanks everyone for taking part(and obviously kiwi for setting up) in the event and making it really fun! The event worked out pretty well, and if any of you have interest or ideas for future events, feel free to suggest em.
Mandrill maze is a good addition for any map rotation
The true woke choice is 24/7 clocktown
[QUOTE=Ultravod;53088294]I had a lot of fun playing at the FP event. I only had two major complaints. The first was the idiot spewing racist garbage that I had to mute locally. The second was that CTF Sawmill was the final map after 3 hours and everyone was tired (of TF2) at that point, including myself. In retrospect, we would have done well to put rd_astroid as the final map. It really kind of bogged things down.[/QUOTE]
You were the other Heavy, huh? Good games.
[QUOTE=rolfum;53088358]I'm only just now realizing how fucking annoying the vaccinator is
"oh, you successfully ambushed me and I should be dead meat? too bad haha nice 17 damage rockets fucker"[/QUOTE]
For a medigun that is so rarely used, It's really OP.
It's an amazing kritzkrieg counter, basically a "fuck you" to whoever is using a kritzkrieg on the enemy team.
after using quick fix for 6 years I also just realized it's an awful medigun that gets nothing done.
a tiny wee bit more healing is never worth the overheal loss. the locomotion mimic is a worthless gimmick even if valve makes it seem like such a big deal. megaheal isn't even good and gets outdamaged by alot of things.
that thing needs a rework to focus more on fast healing and less on stupid gimmicks.
[QUOTE=qubestf2;53088819]For a medigun that is so rarely used, It's really OP.
It's an amazing kritzkrieg counter, basically a "fuck you" to whoever is using a kritzkrieg on the enemy team.[/QUOTE]
Vaccinators are also deeply annoying to snipers as well. Want to support your team by taking out someone and the enemy uses a vaccinator to stop your heavy from aerating his team? Well, tough shit, bullet resistance to you too, sniper. This is of course outside their popular use on pocketing snipers for the garbage play on 2fort too.
Next time the fp server is active, can wer play the workshop Powerhouse? (Also why is it so rare for tf2 servers to host workshop maps?)
[QUOTE=TheBorealis;53088868]Next time the fp server is active, can wer play the workshop Powerhouse? (Also why is it so rare for tf2 servers to host workshop maps?)[/QUOTE]
My guess is that they're not popular enough so people tend to vote/play en masse for the maps they know really well than have to struggle through mediocre games as they slowly learn/explore a slightly less common map. As a result, to keep player counts high, they just don't experiment at all and go for what they know works.
I'll be free for most of the next month, I hope you guys will host another event soon?
[QUOTE=snookypookums;53088870]My guess is that they're not popular enough so people tend to vote/play en masse for the maps they know really well than have to struggle through mediocre games as they slowly learn/explore a slightly less common map. As a result, to keep player counts high, they just don't experiment at all and go for what they know works.[/QUOTE]
Also there's another problem, unlike in CSGO where workshop maps are listed "workshop/cs_arena" or whatever, its "workshop/104840149" for the tf2 maps, in the browser and playing them through the console (can't play workshop maps in tf2 through the create a server window)
I feel like one possible fix for the vacc could be a reduced heal rate. The idea could be that you can avoid taking damage in the first place, but you're not very good at actually healing after the damage has been taken. This means that you're punished harder for using the wrong resistance and from taking on multiple damage types at once, AND you're less sustainable in a long engagement. If your pocket takes damage there's no fast way to get them healed back up, so even if you save their life with a resistance you'll still have to fall back, giving the enemy a chance to push. I'd also probably get rid of the thing where the medic is healed when the pocket is damaged, as that goes against this design. You might even want to reduce the medic's passive heal when vacc is out/equipped
[QUOTE=Mort Stroodle;53088953]I feel like one possible fix for the vacc could be a reduced heal rate. The idea could be that you can avoid taking damage in the first place, but you're not very good at actually healing after the damage has been taken. This means that you're punished harder for using the wrong resistance and from taking on multiple damage types at once, AND you're less sustainable in a long engagement. If your pocket takes damage there's no fast way to get them healed back up, so even if you save their life with a resistance you'll still have to fall back, giving the enemy a chance to push. I'd also probably get rid of the thing where the medic is healed when the pocket is damaged, as that goes against this design. You might even want to reduce the medic's passive heal when vacc is out/equipped[/QUOTE]
Sure, fix Vacc after nerfing Pyro.
[QUOTE=Lord Exor;53088711]You were the other Heavy, huh? Good games.[/QUOTE]
No. I was medic on 5Gorge and Cactus Canyon, then demo, pyro and soldier for a bit. I was the one that popped that clutch uber when we were both sub-20 HP. :P
[QUOTE=Hell-met;53088853]after using quick fix for 6 years I also just realized it's an awful medigun that gets nothing done.
a tiny wee bit more healing is never worth the overheal loss. the locomotion mimic is a worthless gimmick even if valve makes it seem like such a big deal. megaheal isn't even good and gets outdamaged by alot of things.
that thing needs a rework to focus more on fast healing and less on stupid gimmicks.[/QUOTE]
With the silent nerf that the QF (it builds uber more slowly now) got when JI arrived, that medi gun is all but useless.
Yes, the Vax is annoying to play against ...and I love it. Fuck snipers. Fuck kritzed demos. Above all, FUCK phlog pyros.
[QUOTE=Mort Stroodle;53088953]I feel like one possible fix for the vacc could be a reduced heal rate. The idea could be that you can avoid taking damage in the first place, but you're not very good at actually healing after the damage has been taken. This means that you're punished harder for using the wrong resistance and from taking on multiple damage types at once, AND you're less sustainable in a long engagement. If your pocket takes damage there's no fast way to get them healed back up, so even if you save their life with a resistance you'll still have to fall back, giving the enemy a chance to push. I'd also probably get rid of the thing where the medic is healed when the pocket is damaged, as that goes against this design. You might even want to reduce the medic's passive heal when vacc is out/equipped[/QUOTE]
The main issue with the weapon is the 4 uber bubbles, allowing the Medic to save anyone if they're skilled enough with the gun. The weapon also throws away any concept of uber counting, since you'll just always have one of the bubbles to blow at your friends. Here's a concept of the Vaccinator I made a while ago, that does include the healing penalty you speak of here:
[QUOTE=Blackavar;52899312]--Vaccinator:
The Vaccinator is banned because it keeps single players from doing much damage at all, making 1v1 encounters completely unfair. In an environment like 6s where there are few players, the weapon becomes very powerful. So a change to the weapon should reduce its ability to keep a player alive in a 1v1 environment.
(i) Übercharge provides an 8 second resistance bubble that blocks 75% base damage and 100% crit damage of the selected type to the Medic and Patient.
(i) Press your reload key to cycle through resist types.
(+) While healing, provides you and your target with a constant 20% resistance to the selected damage type.
(+) 67% increased Übercharge rate
(-) 25% reduced healing rate.
Notes: There is now only 1 charge, instead of 4. This is balanced by the extreme speed in which you'll gain the uber, as well as the constant 20% resistance instead of the 10% previously. But the Medic must be very careful which of the 3 resistances he chooses to uber his patient with.[/QUOTE]
having literal MvM tier of resistances in standard TF2 where each shot is supposed to count is just flat out a terrible idea.
[QUOTE=Hell-met;53089066]having literal MvM tier of resistances in standard TF2 where each shot is supposed to count is just flat out a terrible idea.[/QUOTE]
Seems all the weapons from the Mecha Update have balance issues
[QUOTE=Hell-met;53089066]having literal MvM tier of resistances in standard TF2 where each shot is supposed to count is just flat out a terrible idea.[/QUOTE]
I suppose we could make a new Medigun, but I'm not really sure where we would go with it. If Quick-Fix were finally fixed as a weapon, Kritzkrieg would beat Quick-Fix, Quick-Fix would beat Ubercharge, and Ubercharge would beat Kritzkrieg. All Vaccinator does at the moment is beat Kritzkrieg on a dime, and doesn't really have a place in the rock-paper-scissors that is Medigun choice. And I'm not sure what concept of Medigun could be given that would improve upon a strength or weakness of the Medic.
A couple of ideas (may be bad):
Split Healing Medigun:
(+) Multiple targets can be healed and ubered
(-) Healing and uber effect are split between targets (50%, 33%, 25%, 20%, etc)
(-) Medic is not ubered upon Ubercharge
Note: The Ubercharge involved is the standard Medigun Ubercharge. Generally, the effect of this weapon is 100% damage resistance from all sources. If you were healing 4 people and ubered, they would all gain 25% damage resistance from all sources, and the Medic gets nothing.
Defense/Offense Medigun:
(i) On Reload: Switch between Offense and Defense
(i) Uber is split into two sections, 5 seconds each
(+) During Offense ubercharge, target gains 25% reloading and firing speed, and does minicrits.
(+) During Defense ubercharge, target gains 50% damage resistance from all sources.
(-) 25% reduced ubercharge rate
Notes: In 6s, switching between offense and defense is a key part of the game's strategy. This weapon allows the tactical Medic to keep their team from dying, and push into the enemy when a pick is made.
[QUOTE=TheBorealis;53089114]Seems all the weapons from the Mecha Update have balance issues[/QUOTE]
Was there ever an update which released perfectly balanced weapons, though?
[QUOTE=agrastiOs;53089145]Was there ever an update which released perfectly balanced weapons, though?[/QUOTE]
No.
[QUOTE=agrastiOs;53089145]Was there ever an update which released perfectly balanced weapons, though?[/QUOTE]
Yeah, it's just that the mecha weapons were probably made for mvm first, not the main game.
edit: based on this from the steam thread
[QUOTE=aiusepsi;53089085]VGUI is just full to the brim with jank. Like, it was originally designed for game UI, so it re-renders every single frame[/QUOTE]
I hope TF2 and all other Source games get this improvement from the Steam beta update that added high-dpi scaling.
[QUOTE]Reduced CPU usage of Steam when redrawing the UI, such as when the mouse is moved back and forth over part of the Library view[/QUOTE]
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