• TF2 Chat and Speculation V5 - Merry Skinssmas
    5,003 replies, posted
[QUOTE=Pagliacci;52934140][t]https://cdn.discordapp.com/attachments/298470828519981056/385596897446068224/image.jpg[/t] I got it[/QUOTE] I didn't know scout posted on facepunch.
[QUOTE=Pagliacci;52934140][t]https://cdn.discordapp.com/attachments/298470828519981056/385596897446068224/image.jpg[/t] I got it[/QUOTE] Now I must clean vomit out from my keyboard.
[IMG]https://files.catbox.moe/im3j3h.png[/IMG] First time I saw a tier 3 player. How frequent are they?
I played with one today, I don't think they are very common.
[QUOTE=Kincaid1;52935736]Now I must clean vomit out from my keyboard.[/QUOTE] your keyboard must have been really messy when tough break was released, and she was on the home screen 24/7
[QUOTE=DrCactus;52935829]your keyboard must have been really messy when tough break was released, and she was on the home screen 24/7[/QUOTE] At least she wasn't on a spunk pillow
[QUOTE=Hell-met;52934251]sharp dresser has a low chance special inspect anim :v:[/QUOTE] [video=youtube;pMvTslCQoJA]https://www.youtube.com/watch?v=pMvTslCQoJA[/video] It was in the game for more than a year i think look at the date of the video.
[QUOTE=Fluury;52935817][IMG]https://files.catbox.moe/im3j3h.png[/IMG] First time I saw a tier 2 player. How frequent are they?[/QUOTE] pretty common, you just don't notice it, the ones who own the pass have a darker background, so it's more noticeable, in your screenshot the bottom 2 are both tier 2+, I'm tier 2, my friend is a tier 3 and almost 4, you can't tell them apart, I think the one in the middle here is at least tier 4 because of the much darker background
[QUOTE=Kincaid1;52935736]Now I must clean love goo out from my keyboard.[/QUOTE] ftfy
[QUOTE=Nebrassy;52935870]pretty common, you just don't notice it, the ones who own the pass have a darker background, so it's more noticeable, in your screenshot the bottom 2 are both tier 2+, I'm tier 2, my friend is a tier 3 and almost 4, you can't tell them apart, I think the one in the middle here is at least tier 4 because of the much darker background[/QUOTE] What? The bottom one is Tier 2, the one in the middle Tier 3. I brainfarted and wrote Tier 2 instead of 3. At first I thought you dont notice a different but tbh I can see one alright.
[QUOTE=Mitchel.;52935294]My TF2 seemed to crash, with "engine: out of memory" error It seemed strange, but then i noticed that my console was getting spammed with "Failed to create decoder for MP3 [ ]" error before the crash. Seems like this memory leak is still not fixed although its been mor than a year since then [url]https://facepunch.com/showthread.php?t=1528873[/url] Someone should re-email TF2 Team about this[/QUOTE] Yeah I can't play on Watergate because of this bug, I'm just glad there's not a Watergate contract with Jungle Inferno.
So I was in a pub a few weeks ago playing Pyro when I noticed an interesting interaction with the Phlog specifically and spamming the +attack command instead of just holding down whatever button it's binded to. [video=youtube;GmxSwv2SO44]https://www.youtube.com/watch?v=GmxSwv2SO44&feature=youtu.be[/video] Bear in mind, this does [B]not[/B] increase damage output at all, but it's still an interesting, quirky interaction. Basically, Spamming the command (i used both my mousewheel scroll directions, but I imagine it'd be just as usable if, say, binded to two buttons or even if you have quick enough fingers) uses significantly less ammo to the point where 5 at most is necessary to kill, ~10 for Heavies, the sound coming from firing isn't nearly as loud, and, most noticeably, [B]if you spam it fast enough, absolutely no particles appear.[/B] I tested this with every other Flamethrower variant, only the ammo reduction works on Degreaser, Stock, and Backburner, and nothing works on DF because it's a completely different mechanic, but, still an interesting thing to experiment with.
[QUOTE=Fluury;52935817][IMG]https://files.catbox.moe/im3j3h.png[/IMG] First time I saw a tier 3 player. How frequent are they?[/QUOTE] I'm almost tier three and I don't play at all during the workweek. It's the same amount of exp 1-150 each tier, so its not that hard.
[QUOTE=Flash_Fire;52935333]Spray idea spray this (or something like it) on the floor outside spawn [T]http://gkxd.info/wp-content/uploads/2015/12/boostpad_test.gif[/T] then stand next to it as a soldier with the Disciplinary Action and give people a speedboost when they run over it :v:[/QUOTE] [t]https://i.imgur.com/Ia7yHQW.gif[/t][t]https://i.imgur.com/F6NZ5cS.gif[/t] This was the best I could do with the current spray limitations of 5fps and a 500kb size limit ([I]without [/I]reducing its dimensions to the point of looking like total garbage): [url]https://drive.google.com/open?id=1CUpf0rCz_ygvG5Bd14XjG9co4vcBTqJ7[/url] Comes in 6 different colours (red/blue/green/yellow/magenta/black) + a no background version, all with N/S/E/W orientations. 28 variants in total.
[QUOTE=Fluury;52935817][IMG]https://files.catbox.moe/im3j3h.png[/IMG] First time I saw a tier 3 player. How frequent are they?[/QUOTE] Which of these is tier 3? Why couldn't they just put numbers on the badges? There's no way to understand this mix of colors, stripes, stars and whatnot. If you have to learn a set of rules to understand such simple information as the level of a player you're doing it wrong.
Here's a nice video showcasing if Valve fixed the problems listed in "From Pyro With Love" website: [video]https://youtube.com/watch?v=dqCH0t_cYbI[/video]
[QUOTE=agrastiOs;52937434]Here's a nice video showcasing if Valve fixed the problems listed in "From Pyro With Love" website: [video]https://youtube.com/watch?v=dqCH0t_cYbI[/video][/QUOTE] While it's nice that most of those issues have been fixed, I can't help but feel like the video deliberately overlooks the major issues brought on by the very same flamethrower reworks - or maybe the author just wasn't properly aware of them at the time, the video is from almost a month ago, only 2 weeks after the update hit? Some of the fixed problems imo pale in comparison to how ridiculous damaging multiple targets at once for full damage now is, how crazily forgiving flame aim now is, and how the particles linger long enough to kill people that walk into them long after the owning Pyro has already died or backed away. Not to mention that the ''made flames less obstructive for the Pyro player'' fix is terrible when you're on the receiving end, as Pyro's new flames in your face really fuck up your vision - I can't tell where to aim my Minigun/Scattergun/Shotgun/Revolver when half of my screen is blocked by opaque flames, hiding the enemy Pyro and their movement entirely. I know I'm beating a dead horse at this point, but I'm not entirely sure fixing those quirks in the video (however annoying and long-lasting they were) could be viewed as an improvement over a 'consistency' change that makes flames so profoundly dumber to aim and easier/forgiving to use at a core mechanics level and all player skill levels, that there might as well be no difference in flame damage output between a total newbie and a skilled player.
[IMG]https://scontent.fcgy1-1.fna.fbcdn.net/v/t1.0-9/24068122_1935058956510820_893491214982762465_n.jpg?oh=42b9c8263296e050e19076063bcac86d&oe=5A8CB8C1[/IMG]
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[QUOTE=Stric_Matic;52937498]While it's nice that most of those issues have been fixed, I can't help but feel like the video deliberately overlooks the major issues brought on by the very same flamethrower reworks - or maybe the author just wasn't properly aware of them at the time, the video is from almost a month ago, only 2 weeks after the update hit? Some of the fixed problems imo pale in comparison to how ridiculous damaging multiple targets at once for full damage now is, how crazily forgiving flame aim now is, and how the particles linger long enough to kill people that walk into them long after the owning Pyro has already died or backed away. Not to mention that the ''made flames less obstructive for the Pyro player'' fix is terrible when you're on the receiving end, as Pyro's new flames in your face really fuck up your vision - I can't tell where to aim my Minigun/Scattergun/Shotgun/Revolver when half of my screen is blocked by opaque flames, hiding the enemy Pyro and their movement entirely. I know I'm beating a dead horse at this point, but I'm not entirely sure fixing those quirks in the video (however annoying and long-lasting they were) could be viewed as an improvement over a 'consistency' change that makes flames so profoundly dumber to aim and easier/forgiving to use at a core mechanics level and all player skill levels, that there might as well be no difference in flame damage output between a total newbie and a skilled player.[/QUOTE] I wonder what pyro would be like right now with oldflames + all the other changes and new weapons. I don't relish the thought of going back to them, but the new flames are demonstrably less skill-based on a class that had a longstanding complaint of having a low skill ceiling.
Personally I think the new flames are fine and still dont get how they block your vision? You sure you arent using 60FOV viewmodels? Either way, I want it sooner, but knowing the TF Team well get the pyro fix soonest on smissmas alongside of that casual option enabled.
I had no trouble getting used to the new flames. The two most noticeable changes imo that are a deal breaker is that pyros will still suffer an extra tick of afterburn with all flanethrowers and that in certain terrains you will get blinded by a pyro heading right at you from a certain distance. The former most likely due to lingering flame particles still around by the time you die, wich means that you can walk into hot air and die if you're unlucky. The later is more noticeable on maps with varying degrees of height, such as banana bay, where a pyro can walk down a slope and stream its fire on your face. Hiven how the flames are fired from the hip, on even terrair they'll rarely ever get in your vision.
[QUOTE=%%;52937587]blacked[/QUOTE] [B]C Y C L O P S E D [/B]
[QUOTE=Stric_Matic;52937498]While it's nice that most of those issues have been fixed, I can't help but feel like the video deliberately overlooks the major issues brought on by the very same flamethrower reworks - or maybe the author just wasn't properly aware of them at the time, the video is from almost a month ago, only 2 weeks after the update hit? Some of the fixed problems imo pale in comparison to how ridiculous damaging multiple targets at once for full damage now is, how crazily forgiving flame aim now is, and how the particles linger long enough to kill people that walk into them long after the owning Pyro has already died or backed away. Not to mention that the ''made flames less obstructive for the Pyro player'' fix is terrible when you're on the receiving end, as Pyro's new flames in your face really fuck up your vision - I can't tell where to aim my Minigun/Scattergun/Shotgun/Revolver when half of my screen is blocked by opaque flames, hiding the enemy Pyro and their movement entirely. I know I'm beating a dead horse at this point, but I'm not entirely sure fixing those quirks in the video (however annoying and long-lasting they were) could be viewed as an improvement over a 'consistency' change that makes flames so profoundly dumber to aim and easier/forgiving to use at a core mechanics level and all player skill levels, that there might as well be no difference in flame damage output between a total newbie and a skilled player.[/QUOTE] The whole spaz out and hit everyone issue doesn't seem to come into play that often, or at least the fact that majority of the people would never even consider it an issue unless someone actually pointed it out for them. This is probably the main reason where I list it as unhealthy, but not problematic enough to take too much consideration on the subject matter. I do agree though it's not the most healthy decision to allow, more so when you spaz a 360 spin and hit everyone for capped damage though. As for visibility issues, while I don't have too much trouble killing pyro's with it. Don't flamethrowers sort of do that, in real life in a sense? A Constant stream of fire generally is sort of disorienting as it does obstruct your view. I know people have an issue with it, but it feels like it's something the flamethrower should technically be doing along with damage. It's like saying rockets shouldn't deal splash damage in a sense. I'm just saying this always felt like a weird argument to me is all. TF2 does it a shit ton better in the sense of screwing with ones vision as well. They can maybe tone it down, but I think flamethrowers should obscure vision to some extent as well is all. I do wish it was easier to distinguish a BLU pyro's fire particles from a RED Pyro's fire particles though. I mean, mediguns have different beam colors why can't Pyro's fire do the same? On a side note, is it possible to get that "Box" for the new air blast by chance? I want to see precisely what the size of it is now so I can better understand where I should be standing when I airblast. Is it possible now that it's a cone and not a box that is?
It's not as big of an issue as virtually everything about the old flames, but I hope it's high enough on the priority list so it doesn't go unfixed for another 10 years.
what do you want from santa jill this smissmas chumps
[QUOTE=Fluury;52938101]what do you want from santa jill this smissmas chumps[/QUOTE] the last years unlocked case removed from the mann co. store
[QUOTE=Torterra;52937573][IMG]https://scontent.fcgy1-1.fna.fbcdn.net/v/t1.0-9/24068122_1935058956510820_893491214982762465_n.jpg?oh=42b9c8263296e050e19076063bcac86d&oe=5A8CB8C1[/IMG][/QUOTE] Bots aren't this good that picture is FAKE
i just reinstalled tf2 after a 5 year hiatus what are some good servers to join and is vanilla dead because i can't find any active vanilla servers
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