[QUOTE=Derposaurus;52938395]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[/QUOTE]
Furry Pound is a good server if you don't mind furries.
[QUOTE=Derposaurus;52938395]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[/QUOTE]
If you are in EU I recommend Trigger Happy Gamers. They are usually full 2 hours or so every night starting from 19:00 - The tryhard server that is.
The fun one is alive but also extremely full every night for 4-5 hours.
[QUOTE=SuicidalFaget;52938411]Furry Pound is a good server if you don't mind furries.[/QUOTE]
That's still around? Holy shit I remember people joking about those servers back when I started playing.
[QUOTE=Kitt Stargaze;52937984]
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?[/QUOTE]
You'll have to ask sigsegv for that, since he did it using a build of TF2 he reverse engineered himself.
Furry Pound is a surprisingly reliable simple rotation server (ignoring the sprays), it's one of the only ones I've found that consistently has people playing and also isn't some meme thing.
[QUOTE=Drury;52938436]That's still around? Holy shit I remember people joking about those servers back when I started playing.[/QUOTE]
Mock them all you want, it's warranted, but they have a very dedicated fanbase, the worst of the server can be removed via the "remove sprays" option and muting any roleplaying furries, and a LOT of good players frequent the server, including Melissa and B4nny.
It's kind of sad though, TFP#4 is like, the only stock community server still populated, and even then it's nowhere near as big as it was before quickplay was introduced, back in 2013 it was almost always completely full and you had to wait like 10 minutes to get in, nowadays it's usually empty during non-peak hours.
I still love the server to death though.
Also, getting pretty sick of people abusing that contracker glitch (especially snipers)
[QUOTE=Derposaurus;52938395]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[/QUOTE]
Your quick-fix rename is like travelling back in time
[QUOTE=DrCactus;52938601]Also, getting pretty sick of people abusing that contracker glitch (especially snipers)[/QUOTE]
Gotta love the argumentation that ''it's just for fun'' from people that do it over and over for a long time, intentionally.
Just like with the various stuck-in-a-taunt-loop glitches in the past. It's funny to see for the first time, for about a minute, then it just becomes obnoxious to everyone on the opposing team. You're fighting guys with messed-up player models that don't match the hitboxes, that move in a weird way, and you have no way to tell when they're reloading or doing a specific action with their weapon (like spinning up a minigun). It's jarring, disrupting and messes with other people's aim.
It's just exploitative behavior that only provides 'fun' for the abuser that's intentionally pissing off the whole other team, stop selling the BS story of how it's an amazing source of amusement for the whole server. At least I hope there aren't people that actually find it 'funny' for longer than a few minutes, I can't imagine what kind of a drooling simpleton you'd have to be to not find the whole thing annoying and disruptive when someone on the other team's using it all the time.
[QUOTE=Fluury;52938101]what do you want from santa jill this smissmas chumps[/QUOTE]
Smissmas wish? Festive PDA and Invis Watch, so a full festive set starring all 9 classes is possible. I don't know how the latter would work personally but I would hope that if the former becomes a reality, it takes things a step further and puts string lights on all of engies buildings, even the mini-sentry if he has the gunslinger equipped.
[QUOTE=Fluury;52938101]what do you want from santa jill this smissmas chumps[/QUOTE]
Ms. Pauling body pillows on the Valve store :smug:
[QUOTE=Kitt Stargaze;52937984]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.[/QUOTE]
It's not that it's so common to hit a large number of people at once, it's that dealing maximum damage requires so very little accuracy whether you're up against one opponent or a crowd.
Like imagine if they had changed scatterguns to do full meatshot damage regardless of how many pellets connect. Even in an alternate reality where scouts had been underpowered for years, even if they somehow remained underpowered afterward, such a change would be a poor foundation for improving the class.
[quote]We're working on a mandatory update for Team Fortress 2. It should be ready in a few minutes. The notes for the update are below.
-Eric
-----------------------------------
- Added the Chapelaria 6v6 Season 3 tournament medals
- Contract loaner items no longer have an expiration date
- Players viewing their ConTracker can no longer move or attack
- Fixed the main menu not updating its layout after a resolution change
- Fixed the Engineer's ConTracker animation
- Fixed the Medic, Sniper, and Engineer not un-hiding their weapons at the end of the ConTracker animation
- Fixed item collections sometimes incorrectly marking items as owned
- Fixed rendering issues with the Infernal Flames, Infernal Smoke, Cloudy Moon, It's A Secret To Everybody, Ancient Eldritch, Eldritch Flame, and Death by Disco unusual effects
- Updated the materials for Mandrew's Munificent Mug[/quote]
This is just an appetizer for the biggest update of all time arriving mid-December!
[QUOTE=HoundFromHell;52939367][/QUOTE]
Still no invisible medigun fix
[quote]- Fixed rendering issues with the Infernal Flames, Infernal Smoke, Cloudy Moon, It's A Secret To Everybody,[B] Ancient Eldritch[/B], [B]Eldritch Flame[/B], and Death by Disco unusual effects[/quote]
This is news to me. I didn't submit any fixes for those effects (didn't even realize there was a problem). FWIW.
[QUOTE=Fraklin;52939448]Still no invisible medigun fix[/QUOTE]
Could this be why there's invisible mediguns?
"Fixed the Medic, Sniper, and Engineer not un-hiding their weapons at the end of the ConTracker animation"
[editline]1st December 2017[/editline]
The [URL="https://www.humblebundle.com/yogscast-jingle-jam-2017"]Yogcast Jingle Jam Bundle[/URL] is up with 2 TF2 badges.
[QUOTE=Mockingbird;52939089]It's not that it's so common to hit a large number of people at once, it's that dealing maximum damage requires so very little accuracy whether you're up against one opponent or a crowd.
[/QUOTE]
The entire point of new Pyro is to do high damage with low accuracy. I can understand people being upset that this mechanic works the way it does, and that it feels like he shouldn't be doing full damage if she can just flick his mouse back and forth like that, but I'm not really seeing where the inherent problem is with Pyro as a class because of this. If his flames did less damage per person hitting or depending on how he's swinging it, what good would he be as an AOE damage class? She'd just be a less stealthy Spy with more utility.
If the game is genuinely unbalanced because of this small part of Pyro's kit, I'm completely fine with the TF team nerfing it, but as it stands, all i can really see is people complaining because that video is up and treats the fire AOE as a bug, not an intended feature.
[QUOTE=Rajikaru;52939554]If his flames did less damage per person hitting or depending on how he's swinging it, what good would he be as an AOE damage class?[/QUOTE]
???
"If demo's sticky-bombs did less damage depending on how far they were from their victim, what good would he be as an AOE damage class?"
Look, there's nothing outlandish about expecting TF2 to present a contest of skill that yields a range of results. A soldier with 80% accuracy is probably going to win vs. a soldier with 50% accuracy, but both will take damage. They'd probably win vs. one with 70% accuracy, but take more damage. Movement or any other relevant skill you could name also shift the results.
The situation with the flamethrower now is that 5% accuracy gets the same results as 100% accuracy, and the victim's movement mostly doesn't matter. There's no spectrum of results. You get within range of a flamethrower>>you take flamethrower max DPS, period.
[QUOTE=Rajikaru;52939554]The entire point of new Pyro is to do high damage with low accuracy. [/QUOTE]
there's a difference between a flamethrower and an aura
[QUOTE=Rajikaru;52939554]The entire point of new Pyro is to do high damage with low accuracy. I can understand people being upset that this mechanic works the way it does, and that it feels like he shouldn't be doing full damage if she can just flick his mouse back and forth like that, but I'm not really seeing where the inherent problem is with Pyro as a class because of this. If his flames did less damage per person hitting or depending on how he's swinging it, what good would he be as an AOE damage class? She'd just be a less stealthy Spy with more utility.
If the game is genuinely unbalanced because of this small part of Pyro's kit, I'm completely fine with the TF team nerfing it, but as it stands, all i can really see is people complaining because that video is up and treats the fire AOE as a bug, not an intended feature.[/QUOTE]
You can literally spin around in a circle and as long as one particle hits them the entire time it'll register like you were hosing them down directly the entire time.
I can understand if they were aiming within a small cone to have them take full damage, but not to the point of spinning around rapidly is just as effective against a single person, and more effective against large groups of people that are spread out.
[QUOTE=Lord Exor;52939433]This is just an appetizer for the biggest update of all time arriving mid-December![/QUOTE]
I can't tell if you're being optimistic or just being sarcastic.
Either way, I hope we get a Comp fix update in December.
[QUOTE=Mockingbird;52939578]???
"If demo's sticky-bombs did less damage depending on how far they were from their victim, what good would he be as an AOE damage class?"[/QUOTE]
That's not an argument I'm making, so why bring it up?
[QUOTE=Mockingbird;52939578]???Look, there's nothing outlandish about expecting TF2 to present a contest of skill that yields a range of results. A soldier with 80% accuracy is probably going to win vs. a soldier with 50% accuracy, but both will take damage. They'd probably win vs. one with 70% accuracy, but take more damage. Movement or any other relevant skill you could name also shift the results.[/QUOTE]
Why are you presenting accuracy as Pyro as an argument? Skill can be more than just accuracy. Heavy fights are almost always about positioning, same with Spy fights, and hell, Pyro fights pre-update were about who start firing first too. Not everything in the game has to be about skill focused on accuracy.
[QUOTE=Mockingbird;52939578]The situation with the flamethrower now is that 5% accuracy gets the same results as 100% accuracy, and the victim's movement mostly doesn't matter. There's no spectrum of results. You get within range of a flamethrower>>you take flamethrower max DPS, period.[/QUOTE]
And why is this a bad thing? How is this breaking the game? If you want to make the argument about Demo and Soldier need accuracy to deal damage, they aren't the same class and the same rules don't apply. Soldier is also a very strong class over-all that has high mobility tools, higher HP, actual range, and even the ability to heal with the Black Box or Conch. Demoman has much higher AOE control, pills that do 100 damage on contact, and, again, much higher range.
"You don't have to do anything to get the bonus damage" is also completely wrong. You have to shake your screen, and if you've actually tried that in-game, you'll know how disorienting that can be, and how, unless you're using thirdperson_mayamode, it'll be impossible to see what you're actually aiming at. I've tried this in-game and I see no reason why this is suddenly the biggest problem that needs to be addressed.
[QUOTE=Hell-met;52939587]there's a difference between a flamethrower and an aura[/QUOTE]
You say that like Pyros can just press a button and instantly have an aura of fire surrounding them. They can't exactly see while they're spazzing out with people around them, because, you know, they're spinning themselves around. Again, that's disorienting and you can't even see what you're aiming at or where you're walking.
[QUOTE=Kitt Stargaze;52939599]You can literally spin around in a circle and as long as one particle hits them the entire time it'll register like you were hosing them down directly the entire time.[/QUOTE]
Like I said, you still have to throw away your vision and disorient yourself to do this. If you can do this and still see what you're doing or actually do this in a feasible environment that isn't you, the Pyro, spinning around 3 afk players or 3 people that for some reason are huddled around you without seeing you, I'd be willing to believe this is an actual problem, but I'm still not seeing anything.
for what it's worth the only player I've encountered trying to exploit the spinny bullshit did nothing the entire game but jump directly into the entire enemy team, start spinning around completely stationary (killing maybe one person each time), and then getting promptly shot down by anyone standing outside of his range
Was pyro ever a viable class in TFC?
[QUOTE=Rajikaru;52939633]
"You don't have to do anything to get the bonus damage" is also completely wrong. You have to shake your screen, and if you've actually tried that in-game, you'll know how disorienting that can be, and how, unless you're using thirdperson_mayamode, it'll be impossible to see what you're actually aiming at. I've tried this in-game and I see no reason why this is suddenly the biggest problem that needs to be addressed.[/QUOTE]
What "bonus damage" are you talking about?
Flamethrowers have always had a lower accuracy requirement than nearly all other weapons, but there was still a difference between hitting occasionally and hitting constantly. Now there isn't.
Any situation where a flamethrower has a target in range becomes a dps-race where the pyro doesn't need to make much effort at all, but the opponent still does (unless they're also a pyro I guess). If that seems ok to you, we'll just have to agree to disagree.
[QUOTE=TWKUK;52939644]for what it's worth the only player I've encountered trying to exploit the spinny bullshit did nothing the entire game but jump directly into the entire enemy team, start spinning around completely stationary (killing maybe one person each time), and then getting promptly shot down by anyone standing outside of his range[/QUOTE]
"Spinny bullshit" is only brought up as an example of how completely aim doesn't matter. You don't actually have to spin like an idiot. You can just keep your target more or less in sight and still behave like a rational person: max dps!
[QUOTE=Mockingbird;52939662]
Any situation where a flamethrower has a target in range becomes a dps-race where the pyro doesn't need to make much effort at all, but the opponent still does (unless they're also a pyro I guess). If that seems ok to you, we'll just have to agree to disagree.[/QUOTE]
Why is this a bad thing? Tell me why. Explain to me in what context this is a bad thing, where a Pyro in a realistic situation, spasming, to hit enemies with his flame particles, is such a bad thing. A Pyro, which historically in TF2 been about avoiding being in his advantage range or being punished, getting in range and spasming about, losing his ability to see or walk straight to put damage out in a bit wider of a radius, is a bad thing. It seems like something that people shouldn't be freaking out about nearly as much as other things in the game, like the state of the Diamondback or the Cleaver.
Oh it's the daily "Pyro is broken pls nerf" talk
Don't worry people said the same thing even before JI, pretty much learned to stop arguing about it because it'll never go through.
Eventually people will adapt to the changes instead of getting constantly angry at each other, because let's face it, these changes are going to stay for years.
[QUOTE=Torterra;52939658]Was pyro ever a viable class in TFC?[/QUOTE]
Pyro was more annoying and chip damage oriented for the most part. He was a least effective soldier most of the time and best at annoying classes like sniper with after burn.
I believe he was a bit weaker in QWTF though, as I saw pyro's accomplish more in TFC then in QWTF...
But regardless, he was border line worst class in both of those games as well. I had hime tied with Scout from personal experence in those games as the worst class in the game, as Scout was severly over shadowed by Medic in about every way. The only thing scout was technically better at then Medic was his running speed. Medic had more health, better/more armor, better primary ( Super Nailgun vs Nail gun/shotguns ), regenerated health, could heal teammates, could infect enemies, conc grenades like scout for mobility, and so forth.
[QUOTE=Zadrave;52939696]
Eventually people will adapt to the changes instead of getting constantly angry.[/QUOTE]
I just wish that video didn't give such an air of "this is a huge bug. it's gonna completely change the game. it's incredibly broken and definitely a bug. it needs to be fixed". I can almost guarantee it's solely why people are basically hollering at the TF team over it.
There are so many other weapons and decisions that would be warranted for so much hooplah for being too strong or too weak. Diamondback. Cleaver. Sniper as a class. Powerjack being the only viable Pyro melee. Every Heavy weapon that isn't Tomislav or the Sandvich/Banana.
Sorry, you need to Log In to post a reply to this thread.