[QUOTE=tekt;52900220]Does it seem rather obvious to anyone else that they will make another update making the rest of the weapons paintable?
Because there's some really odd weapons left out, like the Force a Nature and such.[/QUOTE]
They added an inspect animation for every weapon for a reason
[QUOTE=Zadrave;52900285]They added an inspect animation for every weapon for a reason[/QUOTE]
And that process had a level of effort which hasn't been seen in ages.
Even the shady stuff like sharp dresser or objector or original have their own suited animations. Nothing was forgotten. It is impressive. Well maybe the PDAs but that's fine.
I feel like PDA animations will come once there's things for the slots, whether it's be new weapons or weapon reskins.
[QUOTE=Zadrave;52900336]I feel like PDA animations will come once there's things for the slots, whether it's be new weapons or weapon reskins.[/QUOTE]
there is no room for them in the loadout screen
[IMG]https://files.catbox.moe/jmgxiw.png[/IMG]
As much as I'd love to see BFB buffed, I can't help but feel people will complain about it none-the-less unless it's an entire rework.
Every state of BFB till now (that it's completely garbage) has had players complain about it.
The speed boost alone is insanely powerful for an already mobile class, but the current fact chip damage from a spraying heavy from across the map drops your boost to 3/4 is god awful.
I used it a crapton, less now as it's only in my joke loadouts.
The only things I can see making it fair but viable would be to either:
[B]1.)[/B] Bump the amount of damage it takes to deplete the speed boost, let's say 90+ drops the entire bar.
Or
[B]2.)[/B] Having time spent in midair depletes the speed gauge over time. That way explosive knockback, falling, jumping or airblast that juggles the scout would deplete it rapidly. In a sense creating a counter to BFB users.
In addition, I'd like to hear peoples opinions on what people thought of BFB when it originally had an +40% accuracy stat. Do you think it was stupid? Could it make a return if we kept the 4 slug capsize and return the damage reduction?
instead of stacking terrible changes ontop of previous terrible changes and making zero progress, how about you revert it to v1 where everybody loved it from either side of the fight. then make small tweaks from there.
I don't recall hearing anyone aside from people using it enjoying v1 BFB.
That's why it got nerfed to oblivion in the first place.
How about this.
Baby Face's Blaster
(i) On Hit: Builds Boost
(+) Run speed increased with Boost
(-) -34% clip size
(-) 10% slower move speed on wearer
(-) Cannot double jump
(-) Boost meter drains over time (beginning 3 seconds after not doing any damage)
Instead of rewarding the Scout for dodging enemy fire, which can be extremely difficult to do, we reward the Scout for consistent damage output. The meter drains completely in 5 seconds.
The bfb v1 has been permanently nerfed by the new crit a cola's lack of speed buff.
[editline]17th November 2017[/editline]
[QUOTE=Blackavar;52900620]How about this.
Baby Face's Blaster
(i) On Hit: Builds Boost
(+) Run speed increased with Boost
(-) -34% clip size
(-) 10% slower move speed on wearer
(-) Cannot double jump
(-) Boost meter drains over time (beginning 3 seconds after not doing any damage)
Instead of rewarding the Scout for dodging enemy fire, which can be extremely difficult to do, we reward the Scout for consistent damage output. The meter drains completely in 5 seconds.[/QUOTE]
Scout is a burst damage class. You spend plenty of time not dealing damage while you evade your enemy's attacks.
My experiences from 2015's spring were scarce, but I remember playing with the pre-nerf BFB. It was a weapon I knew was quite insane, which led me to eagerly wait for the thursday's RNG drop to give me one. And when I did get a gangster gun of my very own, it felt amazing. Even if I was a new player, it felt like a straight upgrade. By running so fast with your hitbox being so screwed you could easily beat any non-BFB Scout in a 1v1. It felt good for a while, but the servers soon filled up with other BFB Scouts and as I was struggling hitting the buggers back, playing Heavy using the Natascha seemed like a natural choice.
Later on, the BFB really became a pain in the buttocks when I was trying to grasp the concept of advanced class mechanics, like rocket jumping basics. I don't miss the old BFB today, but as with any overpowered item, you're bound to have fun messing with it until you move on.
[QUOTE=jonu67;52900223]Hopefully if it does come they update existing paints to be compatible, I'd love to have a Civic Duty Flare Gun.
Honestly I'm not entirely sure why they chose certain weapons and missed out on other weapons that would have made some amount of sense to include, like certain things make sense to miss out, like for example heavies fists, or the two scout drinks, jarate, mad milk, but there are other things that just boggle the mind as to why they just didn't do it, like every Demo melee weapon besides the Eyelander or the bottle?[/QUOTE]
Pained Jarate/Milk would be fucking weird. Painted milk? Painted bottle? Then you can't even see what's in the bottle!
Another reason is obviously identification. A painted Rocket Launcher and a painted Rocket Jumper would be near impossible to tell apart (and the jumper weapons are also supposed to be obviously colored in the first place), as would a painted Bonk and Crit-a-Cola (unless the painting is very minimal)
[QUOTE=Fluury;52899059]EDIT: Also seems like well be getting the update tomorrow then[/QUOTE]
What do you mean?
Also, obligatory "New thread smell" post.
[QUOTE=socks_;52900833]What do you mean?
Also, obligatory "New thread smell" post.[/QUOTE]
The update intended for yesterday was postponed for today.
[QUOTE=X marks it;52900460]I don't recall hearing anyone aside from people using it enjoying v1 BFB.
That's why it got nerfed to oblivion in the first place.[/QUOTE]
It didn't get nerfed to oblivion from V1, it got buffed to be pretty much a better stock, completely losing its character in the process. [i]Then[/i] it got nerfed to oblivion.
V1 was a perfectly fine weapon. In fact one of my favorites at the time. It absolutely didn't need to be buffed at all.
[IMG]https://image.prntscr.com/image/3k_qhVWLQvSeM6tz-ZfToA.png[/IMG]
As you can tell i'm fond of the new thread smell.
[QUOTE=Fluury;52900861]The update intended for yesterday was postponed for today.[/QUOTE]
They might wait till Monday in case something needs hot fixing.
Anyword on if the TF Team has fixed the Hitbox mismatching problem?
[QUOTE=X marks it;52900460]I don't recall hearing anyone aside from people using it enjoying v1 BFB.
That's why it got nerfed to oblivion in the first place.[/QUOTE]
V1 had alot of whining from the scout side about how those bad players couldn't press jump at all.
it was otherwise the perfect midrange scattergun and was very fair in the sense that you basically unbind your jump key and get super scout speed in return, not to mention its piss damage was difficult to use but it was also softened by better spread.
It wasn't the best choice for straight-up brute div1 scouts but it was a very solid sidegrade. That's the perfect balance. It made using combat bats actually reliable too.
beautiful design. RIP
Right now the BFB is uh... a stock scattergun that makes every enemy feel like they shoot a natasha. And -2 shells. woo fun
[QUOTE=Fluury;52900387][IMG]https://files.catbox.moe/jmgxiw.png[/IMG][/QUOTE]
Underpowered weapons? For the best classes in the game? The ones that have the most weapons in the game? What a terrible tragedy.
Update incoming, email received.
[quote]Team Fortress 2 Update Released
November 17, 2017 - TF2 Team
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Fixed the scoreboard not displaying the proper images for Jungle Inferno Campaign Pass owners
Fixed a Pyro animation bug related to jumping
Fixed the Spy-cicle not giving the Spy fire immunity
Fixed the animation for The Second Banana plate
Fixed a Scout bug where mini-crits were granted to weapons other than The Atomizer while jumping
Added the Titanium Tank Participant Medal
Updated the Mann Co. Store to support the new foreign currencies added to Steam
Updated the localization files
Updated pl_enclosure_final
-Fixed a buildable area in BLU spawn for stage 1
-Updated materials for foliage props
Updated plr_bananabay
-The train will now pass at its maximum frequency after both payloads make it up the large hill
-Fixed players getting pushed into the underwater tunnel and ceiling over right spawn exit
-Fixed spawn gates trapping enemy players
-Amplified train engine sound
-Reworked left spawn exit
-Added small barrier near final cap
-Improved performance in some areas
-Reduced push force near outer rocks
Updated cp_mossrock
-Fixed small area where Engineers could build in initial BLU spawn
-Fixed area where you could fall in the pit and not die
-Fixed cases where you could block the train without dying
-The train now doesn't kill you if your toe touches it
-Optimized FPS around the last point. Should be significantly better.
-Brightened the underside of last point slightly
-Improved clipping around the ramp to last point
-Fixed a case where your view would glitch out on the sign near cap A[/quote]
I've been curious, is Eric Smith still the E-mail guy for Valve or is it just a case of laziness and not wanting to waste resources for the e-mail system? Is he a guy at all?
[QUOTE=Rajikaru;52901167]I've been curious, is Eric Smith still the E-mail guy for Valve or is it just a case of laziness and not wanting to waste resources for the e-mail system? Is he a guy at all?[/QUOTE]
Eric smith is a real humon. He has been described as a "Rocker-type Dad" and has been with TF2 since the game was released if my memory is correct.
So, if you're reading this SediSocks or any of the other workshop people who helped make it, would you mind telling us what the [B]Titanium Tank 2017 Participant[/B] medal is?
Nobody has any idea what it's for.
[QUOTE=C. Blades;52901216]So, if you're reading this SediSocks or any of the other workshop people who helped make it, would you mind telling us what the [B]Titanium Tank 2017 Participant[/B] medal is?
Nobody has any idea what it's for.[/QUOTE]
[URL="http://steamcommunity.com/groups/potatomvmservers#announcements/detail/2918758521444094194"]Yo[/URL]
[QUOTE=Hell-met;52901064]V1 had alot of whining from the scout side about how those bad players couldn't press jump at all.
it was otherwise the perfect midrange scattergun and was very fair in the sense that you basically unbind your jump key and get super scout speed in return, not to mention its piss damage was difficult to use but it was also softened by better spread.
[/QUOTE]
All I could remember from when I used to use it was how insane it was, scout battles were leaned in my favour.
The greater accuracy meant midrange battles could happen farther away and running from combat? Pfft, was a joke.
The only disadvantage it felt like in my hands was starting off with it, but once you had max boost you were pretty much unstoppable until a choke point caught you, a crit or explosives.
Might of been how much it fucked with hitboxes from the speed as many people claimed (I don't really know how true that was) but it felt better than stock in many situations.
Not so much now though, can't get into combat to get any charge without losing it constantly from an engineer spraying with shotgun from across the map.
[QUOTE=C. Blades;52901216]So, if you're reading this SediSocks or any of the other workshop people who helped make it, would you mind telling us what the [B]Titanium Tank 2017 Participant[/B] medal is?
Nobody has any idea what it's for.[/QUOTE]
[quote]This badge is proof that you have earned your mettle against a raging horde of robots! Good job, sport! Awarded to all participants of Potato's MvM Server's community MvM events![/quote]
Fuck, late.
Disappointing, at first glance I thought it was part of some community map-making event and we'd actually get a new MVM map or something like the Art Pass Contest way back when.
Some hidden gems of the update:
The Flamethrower incorrect "Direct Damage reduces healing" has been changed to the afterburn one.
Banana Bay now has $TreeSway!
Banana Bay has updated sounds!
(Haven't got the time to test other maps yet)
Edit:Enclosure also got $TreeSway.
I cant open the console without joining a server, anyone else?
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