Just found this while scouring my backpack.
[IMG]https://i.imgur.com/4qM3Rtx.png[/IMG]
It's pretty funny.
In Jungle Inferno, many balance issues that have needed to be taken care of for years were finally fixed, but not everything has been done yet. Balance is complete when simultaneously no weapons are banned in 6s, and there are no weapons considered "useless". From that point on, balancing need only be small adjustments. Also, as many weapons as possible should be viable for competitive. I don't believe in weapons that are "only for fun", like the Phlogistinator, or the Loose Cannon (funny thing, a demoman was actually using it in the finals of i61 this year).
Here are the weapons banned in 6s, not including the ones balanced in Jungle Inferno:
Scout: Soda Popper, Mad Milk
Soldier: Disciplinary Action
Heavy: Buffalo Steak Sandvich
Engineer: Short Circuit, Wrangler
Medic: Quick-Fix, Vaccinator, Solemn Vow
Sniper: Sydney Sleeper, Jarate
Now, I've made a post [URL="https://facepunch.com/showthread.php?t=1503809&p=52899312&viewfull=1#post52899312"]here[/URL] that goes over my own ideas for balance, including explanations for every single idea there. But I more people than me should be giving their own ideas into how to fix these weapons.
Now, there are also the weapons considered pretty much useless. I'm going to paint a pretty wide stroke here, including a ton of weapons I hear people say are unviable or useless (in competitive).
Scout: Baby Face's Blaster, Back Scatter, Candy Cane, Sun on a Stick
Soldier: Beggar's Bazooka, Liberty Launcher, Righteous Bison, Shovel, Equalizer, Pain Train
Pyro: Phlogistinator, Manmelter, Fire Axe, Axtinguisher, Homewrecker, Neon Annihilator, Sharpened Volcano Fragment, Third Degree
Demoman: Loose Cannon, Scottish Resistance, Claymore, Persian Persuader, Ullapool Caber
Heavy: Brass Beast, Huo-Long Heater, Natascha, Shotgun, Family Business, Fists, Eviction Notice, Holiday Punch, Warrior's Spirit, Killing Gloves of Boxing
Engineer: Southern Hospitality
Medic: Syringe Gun, Blutsauger, Overdose, Bonesaw, Amputator
Sniper: Classic, Huntsman, SMG, Cleaner's Carbine, Tribalman's Shiv
Spy: Enforcer, Conniver's Kunai, Your Eternal Reward, Red Tape Recorder
Now, there are many weapons I considered adding to this list that I ended up not doing, because they aren't quite "useless" or "overpowered" but, in some way or another, they really need balancing, because they either don't really work in competitive but work really well in pubs, or something.
Scout: Force-A-Nature, Shortstop, Winger (?), Wrap Assassin
Soldier: Air Strike, Direct Hit, Black Box, Battalion's Backup, Concheror, Buff Banner, Market Gardener
Pyro: Degreaser, Backburner, Detonator, Scorch Shot, Powerjack
Demoman: Booties, Loch-n-Load, Chargin' Targe, Splendid Screen, Tide Turner, Quickiebomb Launcher
Heavy: Tomislav, Sandvich, Dalokohs Bar
Engineer: Frontier Justice, Pomson 6000, Widowmaker, Eureka Effect, Gunslinger, Jag
Medic: Crusader's Crossbow, Ubersaw (there's also an issue where some weapons are the only weapons viable in their slots)
Sniper: Bazaar Bargain, Hitman's Heatmaker, Machina, Cozy Camper, Bushwacka, Shahanshah
Spy: Ambassador, Diamondback, L'Etranger, Big Earner, Spycicle
Note how all those weapons are pretty much every single weapon not in the previous 2 lists. That's because in reality, all the weapons need balancing of some sort. There are very few weapons that exist that are "perfect" besides some of the stock weapons.
[QUOTE=Fluury;52935817][IMG]https://files.catbox.moe/im3j3h.png[/IMG]
First time I saw a tier 3 player. How frequent are they?[/QUOTE]
The player in the middle doesn't seem to be a tier 3 player, it seems to be a tier 4 player! That's even rarer than a tier 3 player, I wonder how much free time did they have to accomplish that?
Here's a better close up look of that badge, taken from HLMV:
[IMG]https://i.imgur.com/1mawCya.png[/IMG]
The spawn of stage 2 of dustbowl for offense is a complete shit show where you cant even get out of the burrow because the enemy is always spamming it down with aoe.
[QUOTE=Big Snake Bos;52940427]The spawn of stage 2 of dustbowl for offense is a complete shit show where you cant even get out of the burrow because the enemy is always spamming it down with aoe.[/QUOTE]
Just wait till you make it to stage 3
[QUOTE=spundarce;52940413]The player in the middle doesn't seem to be a tier 3 player, it seems to be a tier 4 player! That's even rarer than a tier 3 player, I wonder how much free time did they have to accomplish that?
Here's a better close up look of that badge, taken from HLMV:
[IMG]https://i.imgur.com/1mawCya.png[/IMG][/QUOTE]
Jesus. Wonder how long itll take till we see a gold Player, being Tier 8?
Correct me if I'm wrong but if you had XP over the cap before the Update, it would go into the "bonus XP" thing, meaning you just generally get more XP - so this must mean this person played lots of tf2 before, and lots of tf2 right now. Eventually that bonus XP will run out and he'll stop tugging along so quickly though.
Also I just kinda realized something and dont know if that was intentional on the TF Team's part:
[IMG]https://wiki.teamfortress.com/w/images/thumb/e/ea/Yeti_Smash.png/250px-Yeti_Smash.png?t=20171021105829[/IMG]
This fella is the perfect promo material for [B]both[/B] Jungle Inferno and Smissmas. There is no way we wont see him again this Smissmas.
[QUOTE=C. Blades;52940251]Case closed my doods, I've got nothing more to say.[/QUOTE]
considering you spend an entire mus shitposting, i'd say this was one hell of an improvement.
I was genuinely not aware of the whole spray thing with pyros, i'll put it to use to see how genuinely effective that is vs regular aiming.
[QUOTE=Fluury;52940472]Jesus. Wonder how long itll take till we see a gold Player, being Tier 8?
Correct me if I'm wrong but if you had XP over the cap before the Update, it would go into the "bonus XP" thing, meaning you just generally get more XP - so this must mean this person played lots of tf2 before, and lots of tf2 right now. Eventually that bonus XP will run out and he'll stop tugging along so quickly though.
Also I just kinda realized something and dont know if that was intentional on the TF Team's part:
[IMG]https://wiki.teamfortress.com/w/images/thumb/e/ea/Yeti_Smash.png/250px-Yeti_Smash.png?t=20171021105829[/IMG]
This fella is the perfect promo material for [B]both[/B] Jungle Inferno and Smissmas. There is no way we wont see him again this Smissmas.[/QUOTE]
Didn't he literally went extinct in the Jungle Inferno short
[QUOTE=Hilarious Pill;52940523]Didn't he literally went extinct in the Jungle Inferno short[/QUOTE]
I mean he's still in the title card
and in-game as a taunt
and anywhere else really
dont think the jungle inferno timeline is gonna delet him from the universe
[QUOTE=Fluury;52940472]Correct me if I'm wrong but if you had XP over the cap before the Update, it would go into the "bonus XP" thing, meaning you just generally get more XP - so this must mean this person played lots of tf2 before, and lots of tf2 right now. Eventually that bonus XP will run out and he'll stop tugging along so quickly though.[/QUOTE]
This is perhaps the case, I did have a bit over a million XP pre-Jungle Inferno, and I've gotten at least back up to just around 995k XP of the time of this post. Although, I have only gotten bonus XP (which is just doubling the amount of XP you earn) after leveling up from 150 to tier 2 (currently on tier 3 and it's still only doubled), and the bonus XP labels itself as a prestige bonus, so I don't know if the excess XP everyone on level 150 pre-Jungle Inferno had even exists anymore despite the patch notes stating something otherwise. I'll let you know as soon as I'm sure that I went past my old XP amount whether anything different happens or not.
Also on the topic of the badges, if anyone wishes to see the badges of the other tiers, I have taken screenshots of all of the max level badges (in color that is, so basically level 25, 50, 75, and so on) in all 8 tiers a few days after the Jungle Inferno update launched, and I have them uploaded in this album right here: [url]https://imgur.com/a/fhLi7[/url]
I only took screenshots of the original badge design though, I'll retake screenshots of them all in the yeti badge design if anyone wants me to.
the ghost of past extinctions
Where can i find the casual level up jingles?
Holy shit I didnt thought the dominate as x class was so difficult
Ive been doing them for the past couple of days and barely made any progress
Also something unrelated:
[QUOTE]- Updated the materials for Mandrew's Munificent Mug
[/QUOTE]
What's the story behind this? I know it's just a medal but why was it updated? Did it not look good, or did it have bugs?
Asking because this might be the return of item creators updating their items.
[QUOTE=Torterra;52940552]Where can i find the casual level up jingles?[/QUOTE]
[code]tf/sound/ui/[/code]
They should all be prefixed with 'mm_'.
[QUOTE=Fluury;52940574]Also something unrelated:
What's the story behind this? I know it's just a medal but why was it updated? Did it not look good, or did it have bugs?
Asking because this might be the return of item creators updating their items.[/QUOTE]
It didn't have materials, it was just the model with a black texture.
[QUOTE=Metaru;52940518]considering you spend an entire mus shitposting, i'd say this was one hell of an improvement.[/QUOTE]
Funny, I was going to say the same thing about you <3
I'm kind of surprised nobody ever made models of [URL="https://wiki.teamfortress.com/w/images/4/43/Mysterious_Individual.jpg?t=20101022022454"]these[/URL] [URL="https://wiki.teamfortress.com/w/images/6/6c/Theshowdown12.jpg?t=20160707193338"]guys[/URL], even if they would only be for VSH or GMod/SFM
[QUOTE=Doctor Hunt;52940803]I'm kind of surprised nobody ever made models of [URL="https://wiki.teamfortress.com/w/images/4/43/Mysterious_Individual.jpg?t=20101022022454"]these[/URL] [URL="https://wiki.teamfortress.com/w/images/6/6c/Theshowdown12.jpg?t=20160707193338"]guys[/URL], even if they would only be for VSH or GMod/SFM[/QUOTE]
Is the guy in that other screenshot carrying one of the contract tablets
[QUOTE=WhyNott;52940817]Is the guy in that other screenshot carrying one of the contract tablets[/QUOTE]
It looks to me like one of those chest mounted TV screens the Administrator contacts the mercs with. You can kinda see the straps
So apparently the multiple weapons being visible glitch is still happening
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=1218971816[/url]
Wasn't this supposed to be fixed?
[QUOTE=Septimus01;52940871]So apparently the multiple weapons being visible glitch is still happening
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=1218971816[/url]
Wasn't this supposed to be fixed?[/QUOTE]
[I]A case[/I] of it was fixed. Not the entire thing.
It'll be interesting to see how they change Competitive mode. My guess, is that they'll have a big amount of changes (Jill said that the changes were ready for Jungle Inferno, but were lackluster so they didn't ship it).
My guesses for the changes:
-"Elo" system (Glicko-2)
-Placement matches
-Class limits
-Possibly an Overwatch system, like the one in CS:GO.
-Bigger map pool including some more Payload/A/D/Koth maps and less 5cp maps
If these changes are good and make for a really good competitive mode, who knows. Maybe they'll host an official tournament if it's well received in the community. TF2 could finally be like CS:GO, where the main mode is Competitive and the meme mode for dicking around is Casual.
[QUOTE=Cpt. Cakes;52941022]It'll be interesting to see how they change Competitive mode. My guess, is that they'll have a big amount of changes (Jill said that the changes were ready for Jungle Inferno, but were lackluster so they didn't ship it).
My guesses for the changes:
-"Elo" system (Glicko-2)
-Placement matches
-Class limits
-Possibly an Overwatch system, like the one in CS:GO.
-Bigger map pool including some more Payload/A/D/Koth maps and less 5cp maps
If these changes are good and make for a really good competitive mode, who knows. Maybe they'll host an official tournament if it's well received in the community. TF2 could finally be like CS:GO, where the main mode is Competitive and the meme mode for dicking around is Casual.[/QUOTE]
IMO, the main mode will always be Casual, but if a good and working comp mm is implemented, we might see a good amount of players shifting to competitive side of the game, but i doubt that it'll instantly be majority switching from casual to competitive, everyone will still associate TF2 mostly with its casualness.
[QUOTE=Cpt. Cakes;52941022]It'll be interesting to see how they change Competitive mode. My guess, is that they'll have a big amount of changes (Jill said that the changes were ready for Jungle Inferno, but were lackluster so they didn't ship it).
My guesses for the changes:
-"Elo" system (Glicko-2)
-Placement matches
-Class limits
-Possibly an Overwatch system, like the one in CS:GO.
-Bigger map pool including some more Payload/A/D/Koth maps and less 5cp maps
If these changes are good and make for a really good competitive mode, who knows. Maybe they'll host an official tournament if it's well received in the community. TF2 could finally be like CS:GO, where the main mode is Competitive and the meme mode for dicking around is Casual.[/QUOTE]
The exact quote was
[IMG]https://files.catbox.moe/kacq3s.png[/IMG]
Given some of the comp changes kinda slipped through Jungle Inferno I think its fair to say that it was planned for JI but got delayed, if well see it in the next 3 weeks or 3 years well see soon enuff
I have a decent feeling that it will be bundled with the xmas update.
[QUOTE=Zadrave;52941061]I have a decent feeling that it will be bundled with the xmas update.[/QUOTE]
Okay, so that means the comp changes are out in next summer. :L
Another minor queueing releated thing i noticed
when you queue up for say, casual, your console shows this
[img]http://puu.sh/yy0oA/c078985915.png[/img]
while when you queue for competitive, you get this
[img]http://puu.sh/yy0qL/af148b7c4f.png[/img]
and while this might be a bit of a stretch, since the queuing system recognizes match groups, perhaps the 9v9 ladder that was added to the game's code (or match group?) makes more sense now
referencing to this [url]https://youtu.be/SRPfoK2GEaA?t=396[/url]
didn't comp have 9v9 greyed out as an option?
they probably gave 9s some thought before settling on 6s because the no-restrictions nature that comp runs on would make 9s awful for all parties
So uh MvM Bootcamps puts you into valve servers now, even though the menu says community servers
[IMG]https://files.catbox.moe/jzzi67.png[/IMG]
Has that always been a thing since JI?
[IMG]https://files.catbox.moe/g955sz.png[/IMG]
Yeah this is deffo new. But since when?
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