Are we gonna ignore the fact that MvM haven't been touched for years? I see no one talking about this.
we've given up hope.
[QUOTE=Lord Exor;52928061]Speaking of which, what do you think our next major update will be themed around?[/QUOTE]
I'm hoping for space themed.
[QUOTE=qubestf2;52928072]Are we gonna ignore the fact that MvM haven't been touched for years? I see no one talking about this.[/QUOTE]
Hey they did give some of the new Pyro weapons MVM upgrades so Valve hasn't completely forgotten about it (though I heard the Gas Passer is super OP so I don't know if they even play tested the upgrades).
But yeah there's so much community MVM content that it's crazy we aren't getting MVM updates with community maps and missions.
[QUOTE=agrastiOs;52927851]Nullcore is now detected. Lots of accounts have been banned, including a 2500$ in TF2 items one.[/QUOTE]
It's so good to see all these people using Nullcore getting what they deserve.
[video=youtube;grKmwO0zbfM]https://www.youtube.com/watch?v=grKmwO0zbfM[/video]
Mr. $2300 backpack rage hacking days before his ban.
[video=youtube;8R5BYVAQygk]https://www.youtube.com/watch?v=8R5BYVAQygk[/video]
Bonk and Sandman slowdown effects are broken. Moving diagonally negates the effects entirely or partially, depending on the severity of the slow. This makes the Sandman practically worthless.
The speed value is shown in the top right corner of the video.
exactly like v1 bonk. nothing new really
[QUOTE=Blackavar;52899312]- Competitive 6v6 Banned Weapon Balance -
This post assumes that weapons changed in the Jungle Inferno update will be unbanned (barring some exceptions which I will not go over [Pretty Boy's Pocket Pistol]). I will give a short foreword for each of the 11 remaining banned weapons, discussing why the weapon was banned, and why I think my change would alleviate that issue.
[B]Scout:[/B]
--Soda Popper:
The Soda Popper is banned because, at the touch of a button, the Scout can destroy the Soldier and Demoman by becoming extremely difficult to hit. It also has better burst damage than stock. This weapon, I think, needs to be altered in a way that doesn't require the Scout to get a certain amount of damage to gain such a powerful effect. I think it should create a different playstyle, something the Scatterguns don't seem to do much.
(i) On Hit: Builds Hype
(+) 50% faster firing speed
(-) 66% clip size
As the Hype meter increases, jump height increases, to a cap of 100% increased jump height at 300 damage. If no damage is done in 3 seconds, the Hype meter starts slowly draining.
This weapon reloads its entire clip at once.
Notes: Hype meter takes 5 seconds to drain completely. This weapon would still allow Scout to have some advantage over Soldiers and Demomen, but the Scout's jumping ability would not be a mystery to them. Also, since the weapon's increased reload speed has been removed, the Scout would be in significant trouble if he didn't manage to aim his shots through the first clip in the fight.
--Mad Milk:
The Mad Milk is banned because of the little skill required to get its massive benefits. It has a massive splash radius that can affect the entire combo if they're relatively close together. I think it should be used to grant the team an advantage against a single player while the Scout can't really do much himself.
(i) Use M1 to splash someone with milk! Players heal all of the damage done to an enemy covered with milk.
(-) This weapon holsters 300% slower (there's an animation of Scout putting the milk away, so using a different weapon to bypass the holster penalty won't work)
Basically, instead of throwing the entire bottle/jar, you just throw the contents at a single enemy. The downside is that it takes a while to holster, so in 1v1 fights you better be able to dodge enemy fire, and in teamfights you need to get out of the way so that you don't get beat up by the enemy that knows you can't do anything.
[B]Soldier:[/B]
--Disciplinary Action:
The Disciplinary Action is banned because, for no downside, the Soldier can get any slower class to mid at a rather quick pace. Heavy is usually the biggest offender in this area. Instead of removing the ability to whip teammates to make them faster, I think a severe downside should be implemented to in some way harm the user. Here's what I've come up with.
(+) On Hit Teammate: Boost both players' speed for several seconds.
(-) On Hit Teammate: Hit yourself, reducing your max health by 25. This health will begin to regenerate 5 seconds later.
(-) 25% reduced damage
Note: This reduced max health does not regenerate until you've stopped hitting whoever you've been hitting. The max health regenerates at the same speed at the GRU regen speed. In other words, if you use this weapon to get a Heavy to mid instead of them using the GRU, it will be you, the Soldier, getting wrecked at mid. Probably needs tweaking.
[B]Heavy:[/B]
--Buffalo Steak Sandvich:
The Buffalo Steak Sandvich is banned because it allows the Heavy to get to mid for no downside. The problem is that, besides it's use for speed, it's an entirely useless weapon, locking you to melee. So I think it needs a more powerful purpose.
(i) After consuming, attacks minicrit, damage taken is minicrits, and movement speed is reduced by 15%. (NO LONGER LOCKED TO MELEE)
(i) Alt-fire: Share with a friend (Medium Health Kit)
Basically, it's a slightly worse V1 Crit-a-Cola. By reducing Heavy's movement speed, explosive classes can easily take out the Heavy under this effect, but classes that find themselves out in the open, at even mid-long range will find themselves quickly losing health.
[B]Engineer:[/B]
--Short Circuit:
The Short Circuit is banned because it keeps explosive classes from destroying the Sentry Gun and makes fighting the thing an unfun drag. I think the weapon needs a completely different purpose.
(i) On hit: "Target" effect is applied for 10 seconds. While under this effect, an enemy, if available, will be constantly targeted by the Sentry Gun, even if other enemies are closer.
(i) Per shot: -25 ammo
(-) Uses metal for ammo
Notes: Fire rate is likely the same or slower than the Shotgun. The gun is a perfect accuracy hitscan weapon, and the weapon probably does around 50 damage per shot. This weapon would be good for keeping the Medic out of a fight against the Sentry Gun.
--Wrangler:
The Wrangler is banned for the same reason as the Short Circuit: it makes fighting the thing an unfun drag. To fix this, the penalty for switching to the Wrench or Rescue Ranger to heal the Sentry Gun should be greater.
(i) Take manual control of your Sentry Gun.
(i) Wrangled sentries gain a shield that reduces damage and repairs by 50%. Sentries are disabled for 4 seconds after becoming unwrangled, during which time the shield will be gone.
Notes: Under this change, the Engineer that needs to heal his Sentry Gun while wrangling it would be entirely destroyed. The Wrangler would now be used to keep long-range attackers from heckling the sentry, which seems to have been the weapon's original purpose.
[B]Medic:[/B]
--Quick-Fix:
The Quick-Fix is banned for its ability to keep the team at a constant uber advantage, as well as its tendency to cause stalemates. This could be fixed by making the weapon more vulnerable to a kritz switch by the other team.
(+) ÜberCharge increases healing by 500% and grants immunity to movement-impairing effects
(+) 50% increased heal rate
(-) 50% decreased ÜberCharge rate on Overhealed patients
Overheal can be gained in its entirety again, but now, the instant overhealing begins, uber rate goes down immensely, especially when they hit that magic 142.5%. Great for a team that's taking a lot of damage from spam and better DM, but is absolutely destroyed by kritz, and since the uber rate is decreased, it's safe for the enemy team to switch to kritz in the middle of a match.
--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.
--Solemn Vow:
The Solemn Vow is banned because it allows the Medic to call out enemy health and snipe low-health targets with the Crusader's Crossbow, for no downside. I think the weapon needs a complete redesign.
When weapon is active:
(+) Movement speed increases as user's remaining health decreases.
(-) User is marked for death
Note: This weapon is a part of the set that includes the Overdose and Quick-Fix, so I think it would be fitting for the weapon to be an escape method. Not much to this.
[B]Sniper:[/B]
--Sydney Sleeper:
The Sydney Sleeper is banned for its increased charge rate, allowing Snipers to bodyshot Medics faster, therefore requiring less skill, and for the Jarate explosion, which is almost as unskillful as Jarate itself. Balancing the weapon properly would require the fixing of both of those things.
(+) 33% increased firing speed
(+) On Scoped Hit: Jarate target for 2 seconds
(+) On Headshot: Jarate target for 8 seconds
(-) No headshots
(-) No charge
The benefit of this weapon would now be the ability to quickly tag the whole team with Jarate, if the Sniper had the skill to do consistent headshots.
--Jarate:
The Jarate is banned for the same reason as the Mad Milk. Its usage requires no skill. So I will apply the same effect.
(i) Use M1 to splash someone with Jarate! Players deal minicrits to a player covered in Jarate.
(-) This weapon holsters 300% slower (put-away animation)
Note: This change removes Sniper's ability to combo with the Bushwacka, so said weapon will need to be altered.
---[/QUOTE]
x-post weapon fixing megathread. that thread doesn't get much attention at all so I came here wondering what you guys think.
How weak-minded do you have to be to use cheats, especialy when you have inventory you have probably spent tones of money on over the years.
Its just soo.. Dumb
[QUOTE=Creeps;52928636]How weak-minded do you have to be to use cheats, especialy when you have inventory you have probably spent tones of money on over the years.
Its just soo.. Dumb[/QUOTE]
I've seen people hack in TF2 using their main accounts. It's fucking hilarious to see them do what and watch them get banned :v:.
[QUOTE=qubestf2;52928072]Are we gonna ignore the fact that MvM haven't been touched for years? I see no one talking about this.[/QUOTE]
There is apparently some contest going on for it now.
[QUOTE=ASIC;52928712]There is apparently some contest going on for it now.[/QUOTE]
They mean by the TF team
I feel like MvM is a feature that only the TF2 Team from 4+ years ago was willing to support and expand for more than just one year alongside the core PvP modes. TF2's gone through so many changes in recent years and you can clearly see that from Gun Mettle onward, the philosophy changed in many ways.
CSGO-style weapon skins, cases and Contracts, the attempt to make an official Competitive MM mode, going from drop-in-at-anytime Valve servers to Casual MM etc.
It's likely that most of the people who worked on MvM and were especially attached to the idea are no longer on the TF2 Team. It's also possible that the subsequent MvM content (Smissmass 2012 and the Two Cities update) was giving diminishing returns in terms of profit, but required a ton of work that could otherwise be spent on the core PvP aspect of the game. We know how limited Valve's resources are for this game and how slow/downright inefficient (depending on your stance) the current team is at churning out new content and noteworthy updates in a timely manner. I'm guessing that pushing out both regular Two Cities-sized MvM updates (and the mode really needed 'refreshing' every year or so to stay relevant due to its repetitive nature) [I]and[/I] the kind of PvP additions they've done in the past 2.5 years was simply too much work, so they decided to shelf MvM entirely.
I also found out just a few days ago that, apparently, the Replay feature stopped being supported (among other reasons) because the guy that developed it left Valve pretty soon after Replays were introduced. Granted, it probably wasn't destined to catch on anyway, but we all remember how the thing sort of used to work for the first year or so and then it just became more buggy and broken with every TF2 update. Because no one was left that had any motivation to keep fixing it.
You can't even upload Replay videos on YouTube anymore, and they still keep those ridiculous YT views achievements in the game.
[QUOTE=-Banshee-;52928505][video=youtube;8R5BYVAQygk]https://www.youtube.com/watch?v=8R5BYVAQygk[/video]
Bonk and Sandman slowdown effects are broken. Moving diagonally negates the effects entirely or partially, depending on the severity of the slow. This makes the Sandman practically worthless.
The speed value is shown in the top right corner of the video.[/QUOTE]
I'm not shedding any tears.
We should support valve by buying lootboxes so they can staff the TF2 team with more people and feel a sense of pride and accomplishment for ourselves.
Jokes aside, what is the actual reason why Valve doesn't hire any TF2 devs?
[QUOTE=qubestf2;52929135]Jokes aside, what is the actual reason why Valve doesn't hire any TF2 devs?[/QUOTE]
They're stingy about hiring to all their teams, and apparently if one team starts asking for hiring the others will also start asking and valve's income will suffer SO MUCH
[QUOTE=qubestf2;52929135]Jokes aside, what is the actual reason why Valve doesn't hire any TF2 devs?[/QUOTE]
They don't hire for an specific team, people get hired to work for Valve and then the employees work in whichever projects and games they like the most.
Yep, as Jugador says, it's been confirmed that Valve's employee system has no actual "leader" or boss to to say, Gabe is the head of the company but it's kind of like a "do what you want when you want" thing. It's great for employee morale and general company perception, but it also means the more boring jobs like customer support (which I believe is now being outsourced?) and older games such as TF2 get left on the wayside because everybody wants to be involved with the bigger games like DOTA2 and CS:GO.
[QUOTE=qubestf2;52929135]Jokes aside, what is the actual reason why Valve doesn't hire any TF2 devs?[/QUOTE]
Extremely hard to develop for 10 year old ancient engine: Check
TF2 isnt the newest game on the market and thus not hip: Check
It's mainly that its difficult to develop for, really. + what the others have said of course
[QUOTE=qubestf2;52929135]Jokes aside, what is the actual reason why Valve doesn't hire any TF2 devs?[/QUOTE]
TF2 is held together by duct tape and string, making one medium-sized content update for it takes as much time as making three content updates for other valve games and those games make way more money
[QUOTE=Judas;52929367]TF2 is held together by duct tape and string, making one medium-sized content update for it takes as much time as making three content updates for other valve games and those games make way more money[/QUOTE]
Dont [URL="http://store.steampowered.com/sale/2016_top_sellers/"]underestimate[/URL] how much money TF2 makes.
For your information, that was a year with a single major update that didnt even add any content/had anything big to give money for.
If they do this thing again this year, I guarantee you TF2 will be in Platinum given the new cases, war paints, and most importantly, campaign.
[QUOTE=Fluury;52929404]Dont [URL="http://store.steampowered.com/sale/2016_top_sellers/"]underestimate[/URL] how much money TF2 makes.
For your information, that was a year with a single major update that didnt even add any content/had anything big to give money for.
If they do this thing again this year, I guarantee you TF2 will be in Platinum given the new cases, war paints, and most importantly, campaign.[/QUOTE]
Yeah while obviously TF2 doesn't make DOTA or CS money it's not like Valve running and updating TF2 is a charity out of the kindness of their hearts, they make plenty of money on the game.
Valve are easily one of the most profitable companies in the industry due to their monopoly on PC gaming. TF2 still makes a large amount of money, probably more than most f2p games, but compared to CS:GO, DOTA2 or their storefront, it probably isn't much.
How do I learn better stickybomb usage? Is spamming still the thing after the Nerf or is it better to lay a few down at a time
[QUOTE=_Pai;52929870]How do I learn better stickybomb usage? Is spamming still the thing after the Nerf or is it better to lay a few down at a time[/QUOTE]
same as any projectile - shoot where people are going rather than where they are
[QUOTE=Magypsy;52929476]Valve are easily one of the most profitable companies in the industry due to their monopoly on PC gaming. TF2 still makes a large amount of money, probably more than most f2p games, but compared to CS:GO, DOTA2 or their storefront, it probably isn't much.[/QUOTE]
They could make far more if the TF2 development team was larger. Imagine if we still have two to three big updates a year (including one for MvM), plus cosmetic cases every few months or so. Who wants to bet TF2 would be a platinum seller every year?
[QUOTE=Hell-met;52929882]same as any projectile - shoot where people are going rather than where they are[/QUOTE]
Yeah I don't struggle with the mechanical bit, I have really good pipe aim. It's just the strategy of when I should be using stickies vs pipes and how I should be using them, spamming or using multiple at once that I need to figure out
[QUOTE=_Pai;52930066]Yeah I don't struggle with the mechanical bit, I have really good pipe aim. It's just the strategy of when I should be using stickies vs pipes and how I should be using them, spamming or using multiple at once that I need to figure out[/QUOTE]
Woops, forgot to do my initial reason why I posted. But yeah, it's all about getting used to the time it needs to arm the bomb mostly... Also remember you can hold M2 so that the stickies will detonate as soon as they arm. It's fairly easy to get accustomed to it after a hour or less of playing on Demomen though.
As of late, I've been finding Vaccinators to be the most annoying medigun to run up against... Nothings funner then going after a key character in a push, only to have the medic popper the VAC's uber and pretty much nullify you as a threat. I think it's more along the lines that when I run into these medics I can never get a teammate with me who can cover other forms of damage at the time ever though and not the medigun itself lol. Doesn't help that it's always up too when you run into the medic combo hah...
Been running to them a lot on upward and thank god I can still shove them off the cliff with pyro's airblast...
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