[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]
Gotta do both.
[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]
Stickyspam still works.
[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]
Trap chokes, use GL for single targets and stickies for larger groups. Stickies are better for long range because of the charge mechanic, while GL excels midrange. Stickies are easier to deal chip damage with than GL so if you know an enemy is at low health you can finish them with sticky splash (ew).
gee I sure enjoy my medibeam being all sticky, unstable, unreliable, changing target on its own or just refusing to latch on since JI.
It's a bit sad that almost every game, any kill might as well be suspicious.
I did my Mannpower contract on the first round, so I'm quite happy. Speaking of contracts. What do you think about replacing the current random weapon drop system for a contract-based one?
[QUOTE=FalconHBFS;52930694]I did my Mannpower contract on the first round, so I'm quite happy. Speaking of contracts. What do you think about replacing the current random weapon drop system for a contract-based one?[/QUOTE]
I mentioned in a while ago, but I think it'd be more productive as long as the contracts they provide are reasonable... It would get more people actively playing casual matches as an incentive and it would screw over bots who farm items for metal. Although, I wouldn't expect it to magically make keys cost less metal for quite a long time regardless...
Also, these will always feel nice to get when you get them...
[t]https://steamuserimages-a.akamaihd.net/ugc/860614561616117550/F9D073E251866216ED3642D4E2156380A50A2248/[/t]
[QUOTE=FalconHBFS;52930694]I did my Mannpower contract on the first round, so I'm quite happy. Speaking of contracts. What do you think about replacing the current random weapon drop system for a contract-based one?[/QUOTE]
I find it a very common criticism among people who stopped playing TF2 that there are too many weapons and how there's no reasonable way to get them all and learn how they work. A contract system for unlocking weapons would alleviate these problems. If Valve's not going to do a tutorial, this is the next best thing and would take much less effort on their part.
I spent the last 30 minutes going through all the competitive and rank-related voicelines on the TF2 Wiki and listening through them (the Wiki having issues again being the reason it took so long..) Still great writing. I wish you could hear them outside of Valve's shitty comp matchmaking system. The mercs seem to be more aware of how comp should be than the devs themselves.
[QUOTE=Kitt Stargaze;52930749]I mentioned in a while ago, but I think it'd be more productive as long as the contracts they provide are reasonable... It would get more people actively playing casual matches as an incentive and it would screw over bots who farm items for metal. Although, I wouldn't expect it to magically make keys cost less metal for quite a long time regardless...
[/QUOTE]
[QUOTE=Drury;52930758]I find it a very common criticism among people who stopped playing TF2 that there are too many weapons and how there's no reasonable way to get them all and learn how they work. A contract system for unlocking weapons would alleviate these problems. If Valve's not going to do a tutorial, this is the next best thing and would take much less effort on their part.[/QUOTE]
Bot/Idling farming could suffer (at least for a while) a great blow if the TF2 Team introduced contracts for weapons. Players and bots alike should actively play on Valve Servers to earn the weapons, and instead of being completely random, the player chooses which contract he wants to complete. Bonus/Advance objectives earn more points, but they require using the weapon as intended.
[IMG]https://i.imgur.com/4oSsdQnl.jpg[/IMG]
So my brother and I were on our favorite Harvest server today, and this dumbass hacker showed up. He was easily the worst I've ever seen, cause he had absolutely no situational awareness and didn't know how to use his cheats very well. I got autobalanced to his team early on, so I decided to just go scout and pan his face, distracting him as much as I could so my bro on blue could wreck him as soldier with his vaccinator medic buddy. Occasionally he would change classes, and every time he would get even more utterly destroyed by either my brother or one of his teammates.
Eventually, he got vac banned, and came right back with another burner account. I continued my shtick until a spot opened up on blue, and then proceeded to dominate him as spy, even though he had wall-hack and could see through my cloak. At that point he was clearly pissed, in no small part because my brother was making fun of him on voice chat. Then he got vac banned again, and we all had a good laugh.
patch inbound
edit: "This update was part of updating some internal protocols for talking with the Steam datagram network -- there are no user-affecting changes, other than some localization changes that snuck in. They can't be stopped, really." -Jill on r/tf2
How do you dominate a cheater as a spy? Your primary strength is in stealth, which you have none against someone who can see you 100% of the time.
[QUOTE=LZoleee;52930873]How do you dominate a cheater as a spy?[/QUOTE]
[QUOTE=LZoleee;52930873]Your primary.[/QUOTE]
[QUOTE=LZoleee;52930873]How do you dominate a cheater as a spy? Your primary strength is in stealth, which you have none against someone who can see you 100% of the time.[/QUOTE]
Because he was so bad he literally never spy checked. I just had to decloak a mile away and sneak up behind him. He got the backstab every single time.
I've been wondering about VAC. As it is known, it will not ban you the moment it realizes you are cheating, cause then the cheat makers could easily find a way around it.
So, what if there was a system that worked in two steps. First, of course, the mighty VAC-acation god realizes the player is cheating or something, and second, it will only ban after there has been an X amount of reports in X amount of time.
Could anything like this work?
a required tutorial for new players before they can be placed online could likely both slow hackers down and teach new players how to actually play the game
So do we think it's possible to balance flame particles without completely redesigning them again?
I suspect that they don't deal damage individually because it would strain performance to track every particle's collision independently. If that's true, then what could be done to create a difference in dps between 1% accuracy and 100% accuracy?
Looks like Valve did matchmaking bans based on reports today, when I logged in I got 2 messages saying someone I reported was banned.
[QUOTE=Drury;52930758]I find it a very common criticism among people who stopped playing TF2 that there are too many weapons and how there's no reasonable way to get them all and learn how they work. A contract system for unlocking weapons would alleviate these problems. If Valve's not going to do a tutorial, this is the next best thing and would take much less effort on their part.[/QUOTE]
Crafting and buying is far more convenient than completing contracts. I hated every second of having to complete them during the launch of Jungle Inferno, particularly because of the awful stuttering and immense difficulties even finding a match.
[QUOTE=Mockingbird;52931073]So do we think it's possible to balance flame particles without completely redesigning them again?
I suspect that they don't deal damage individually because it would strain performance to track every particle's collision independently. If that's true, then what could be done to create a difference in dps between 1% accuracy and 100% accuracy?[/QUOTE]
As far as I'm concerned, that ship sailed already, unless you want them to spend another year working on fixing issues from a previous major update (that should have been ironed out in that 470 day period of nothing).
All I want from flames is the flail glitch fixed, and make the particles less noisy. They blind me much more compared to the old flame effects.
I say fire particles as of now are mostly fine and all that's needed are a few tweaks, like how many times the last particle can hit before dissapearing, like how the current bison works now
[QUOTE=rolfum;52931046]a required tutorial for new players before they can be placed online could likely both slow hackers down and teach new players how to actually play the game[/QUOTE]
This would probably help a little bit but I'm sure hackers would build a bot that could beat the tutorial for them so they wouldn't have to do it themselves every time.
[QUOTE=ComodoreBluth;52931131]This would probably help a little bit but I'm sure hackers would build a bot that could beat the tutorial for them so they wouldn't have to do it themselves every time.[/QUOTE]
Still, it'd be easily an hour long tutorial if it teaches about all 9 classes and likely even longer if it were to teach about certain gamemodes, and it's pretty easy to say that hackers hate waiting
[QUOTE=DrCactus;52931127]All I want from flames is the flail glitch fixed[/QUOTE]
This is my question though: is it even possible to fix? As I understand it, the problem is that damage is taken as long as a flame particle is colliding with the hitbox, and the damage is the same if it's one particle or hundreds.
I believe it works the way it does because it was the only way they could deal with a rapid stream of projectiles, performance-wise. If it were possible to have the particles deal damage individually, why wouldn't they have done that to begin with or at least fixed it shortly after launch?
Why can't war paints be used on the Market Gardener or Equalizer aaaaaaahhhhhh
seems the invisible medigun has been fixed from my part, but it still produce no sounds
this is pretty weeeeird
[QUOTE=Intermission;52931276]Why can't war paints be used on the Market Gardener or Equalizer aaaaaaahhhhhh[/QUOTE]
Equalizer war painted would be impossible to distinguish from the Escape Plan. If that were also paintable. And assuming the war paint covered up the Equalizer's blood splatters.
Also the Equalizer is just bad.
[QUOTE=Kincaid1;52931370]Equalizer war painted would be impossible to distinguish from the Escape Plan. If that were also paintable. And assuming the war paint covered up the Equalizer's blood splatters.
Also the Equalizer is just bad.[/QUOTE]
Same applies for MG in its current state, it would bu almost impossible to tell it apart from the stock shovel at a distance.
[QUOTE=Kincaid1;52931370]Equalizer war painted would be impossible to distinguish from the Escape Plan. If that were also paintable. And assuming the war paint covered up the Equalizer's blood splatters.
Also the Equalizer is just bad.[/QUOTE]
Dont really need to see the texture of the Escape plan since the soldier has a mark for death on his head and is running at 200 mph.
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