• TF2 Chat and Speculation V5 - Merry Skinssmas
    5,003 replies, posted
[QUOTE=Different;52901262]I cant open the console without joining a server, anyone else?[/QUOTE] It works fine for me.
[QUOTE=Different;52901262]I cant open the console without joining a server, anyone else?[/QUOTE] Same here, also for the server browser in the main menu. I have to create a server and connect or search from there. Both goes 'under' the background again after clicking outside the console/server browser window.
[QUOTE=X marks it;52901220][URL="http://steamcommunity.com/groups/potatomvmservers#announcements/detail/2918758521444094194"]Yo[/URL] All I could remember from when I used to use it was how insane it was, scout battles were leaned in my favour. The greater accuracy meant midrange battles could happen farther away and running from combat? Pfft, was a joke. The only disadvantage it felt like in my hands was starting off with it, but once you had max boost you were pretty much unstoppable until a choke point caught you, a crit or explosives. Might of been how much it fucked with hitboxes from the speed as many people claimed (I don't really know how true that was) but it felt better than stock in many situations. Not so much now though, can't get into combat to get any charge without losing it constantly from an engineer spraying with shotgun from across the map.[/QUOTE] I believe you're talking about the v2 of BfB, after the massive buffs that it received with the Two Cities update in November 2013: [QUOTE]Changed attributes: Speed penalty changed from -35% to -10% (total minimum speed changed from 87% to 120%). Boost is now only partially lost on air jumps instead of all jumps (previously, boost was reset to zero upon any jump). Reduced Clip Size from 6 to 4. Removed 40% more accurate attribute. Removed -30% Damage Penalty attribute.[/QUOTE] The original, v1 version of BfB was more of a fun gimmick than a weapon that could really rival the stock Scattergun or the Soda Popper, from what I recall. It did MUCH less damage at close range than stock (-30%), while the extra accuracy was just there to basically make sure it did about the same damage as stock at longer ranges (still mediocre). The starting speed was also cripplingly slow and you lost all boost as soon as you made any kind of double jump or air jump while falling. I didn't use it much 'cause I found it hard to aim with the extra speed, I'm sure there were people who got quite decent at it despite the lower damage, but it wasn't really a problematic weapon and considered a pretty harmless hit-and-run gimmick. V2 after the above buff was where things got ridiculous. Now you were able to deal full damage, the slower starting speed was barely a thing, and the way they reworked boost loss and gain meant that double/air jumps only cost you 25% boost while a measly 100 damage could gain you a full 100% boost back in one shot. The thing was OP as hell in the hands of a competent player as you now had a crazy fast Scout with hitboxes lagging behind his model that was now able to deal full damage meatshots and could bolt away and come back any second to pick you off or harass you. And it was child's play for a decent Scout to maintain (nearly) full boost at all time as 25 dmg dealt made you back the 25 boost lost with any second jump. I think the reason they took so long to (over)nerf it was that most Scout players in pubs suck and taking full advantage of the thing required good aim while running around at crazy boosted speeds, something most people simply weren't used to. You weren't exactly running into good BfB Scouts every day, so for most pubbers it was a non-issue, but when they did show up, it felt so fucking unfair at times it was nuts. The thing got promptly banned in all competitive leagues since everybody could see how much of an issue it was when used by a capable Scout. I honestly would like to see v1 of Baby Face's Blaster back, perhaps with a less crippling initial speed and not losing all boost on a single jump.
[QUOTE=Stric_Matic;52901405]I believe you're talking about the v2 of BfB, after the massive buffs that it received with the Two Cities update in November 2013[/QUOTE] No it was the v1 I used, I remember the jump removing the entire bar. It felt better for me just due to the increase in accuracy, instead of dealing mediocre damage at midrange you could deal onpar or better than stock, that alone combined with the speed boost was enough for me to use it over stock. And the slow speed at start didn't really mean a thing to me when I could and still can land guillotines pretty well. Which if I remember correctly charged around half - 3/4 bar if the enemy took the entire duration of bleed. I used v2 during the time robot deconstruction came out I believe, it was 'the meta' weapon for RD and CTF just due to how quick you could be in and out while dispatching problematic enemies by just flanking. During that time it was really annoying to deal with, as hitscan classes didn't have enough time to deal finishing blows till the scout just ran away and came back with full health. It was such a problem that I started seeing frequent natascha users.
I guess I'm a silly old fogie, but I don't think anybody should be running around faster than a default scout. Charges, explosive jumpings: sure ok. But full-control superspeed for indefinite time? That seems unwise.
[QUOTE=Hell-met;52900332]And that process had a level of effort which hasn't been seen in ages. Even the shady stuff like sharp dresser or objector or original have their own suited animations. Nothing was forgotten. It is impressive. Well maybe the PDAs but that's fine.[/QUOTE] They actually missed the Pain Train but I guess even they don't use it. :v: The only reason I know is because I was screwing around in medieval and I have a habit of hitting inspect when I'm walking around. It does nothing.
[QUOTE=kariko;52901593]They actually missed the Pain Train but I guess even they don't use it. :v: The only reason I know is because I was screwing around in medieval and I have a habit of hitting inspect when I'm walking around. It does nothing.[/QUOTE] Soldier can inspect it. Demo can't. I roll Demo Pain Train 24/7 so I jokingly raised hell in the first server I joined as soon Jungle Inferno first dropped.
[QUOTE=Kincaid1;52901643]Soldier can inspect it. Demo can't. I roll Demo Pain Train 24/7 so I jokingly raised hell in the first server I joined as soon Jungle Inferno first dropped.[/QUOTE] Ahh I had forgotten that Soldier can use it. I was using it with Demoman in medieval and didn't think about that. Maybe just a tiny oversight? I can email 'em about it.
[QUOTE=kariko;52901687]Ahh I had forgotten that Soldier can use it. I was using it with Demoman in medieval and didn't think about that. Maybe just a tiny oversight? I can email 'em about it.[/QUOTE] Lots of people already have; I just wouldn't imagine it's high on the TFTeam's list of priorities right now.
they just need to make flames require to be aimed again (no max dps flail thing) and this update will be a success. although new airblast has its own new category of stupid and is not perfect just yet but it'll do for a while.
[QUOTE=Rajikaru;52901242]Disappointing, at first glance I thought it was part of some community map-making event and we'd actually get a new MVM map or something like the Art Pass Contest way back when.[/QUOTE] The [URL="https://www.dropbox.com/s/60j50ji4tkmujzr/Titanium_Tour.pdf?dl=0"]rules pdf[/URL] says that they want 6 unique missions each on a different community map; these will be used for some unspecified future event. [QUOTE]Q: Do all contest participants receive the medal or only the winners? A: All contest participants will receive the medal, provided their pop file is eligible for the contest (abides by the rules). We will do [I][U]something special[/U][/I] with the winners’ pop files after judging is completed[/QUOTE] [QUOTE]Prizes: •All participants who submit a pop file that obeys all the contest rules (i.e. isn’t disqualified) will receive an in-game Titanium Tank Participant Medal specifically for this event! (Courtesy of [I][U]Valve[/U][/I], SedimentarySocks, NeoDement, and Gadget!) •We will do [I][U]something special[/U][/I] with the winning pop files of this contest. Up to six (6) pop files will be chosen as winners. We will reveal what will happen to those pop files after judging ends.[/QUOTE] [QUOTE]Picking the underdog (the well-made but not so well-known) maps may raise your chances of winning, in addition to giving those maps more community exposure. If you know people are making missions for the map you want to use, you can still make a mission for that map. However, to win, your mission needs to be the best for that map AND one of the best in the contest overall (you have 2 competitions instead of 1). If you want to raise your chances of winning even further, try to submit 2 pop files to the contest. [I][U]We want a tour (showcase) of 6 unique maps with 6 unique missions[/U][/I], not 3 maps where 1 map has 4 missions and the other 2 maps have 1 mission each. The latter would give the map with the most missions the most spotlight, while the former gives many maps equal attention. We think this method of choosing winners is fair to avoid biasing some maps and to support as many community MvM maps as possible. If we end up with, say, 4 winners instead of 6 with this judging scheme, then we will only declare 4 winners. That’s 2 slots going to waste, so pick the map you want to use for your mission wisely![/QUOTE] [t]https://facepunch.com/fp/ratings/rainbow.png[/t]They may as well be used in a community mvm update[t]https://facepunch.com/fp/ratings/rainbow.png[/t]
[QUOTE=Hell-met;52901887]they just need to make flames require to be aimed again (no max dps flail thing) and this update will be a success.[/QUOTE] Pyro has the niche of being able to effectively damage multiple enemies. I dont want to see Pyro lose its niche again. Idk how to make it take skill to achieve this, as making it require aim turns it into having to target down a single player. its a tough riddle to solve.
[QUOTE=Curly Bill;52901928]Pyro has the niche of being able to effectively damage multiple enemies. I dont want to see Pyro lose its niche again. Idk how to make it take skill to achieve this, as making it require aim turns it into having to target down a single player. its a tough riddle to solve.[/QUOTE] you could do that with even the old flames though? Fixing the retarded no-aim crap won't suddenly destroy its piercing. Besides, explosions cover that "niche". pyro's niche is having no speed or self-hurt or reload penalties. Stuff that limits soldiers demos and heavies.
[QUOTE=Curly Bill;52901928]Pyro has the niche of being able to effectively damage multiple enemies. I dont want to see Pyro lose its niche again. Idk how to make it take skill to achieve this, as making it require aim turns it into having to target down a single player. its a tough riddle to solve.[/QUOTE] Demoman exists.
[QUOTE=Mockingbird;52901556]I guess I'm a silly old fogie, but I don't think anybody should be running around faster than a default scout. Charges, explosive jumpings: sure ok. But full-control superspeed for indefinite time? That seems unwise.[/QUOTE] The demoman actually can run around slightly faster than the scout.
Why is hightower culture the way it is? Do people not understand that the map will go right back to Hightower when everyone votes hightower?
[QUOTE=Trekintosh;52902293]Why is hightower culture the way it is? Do people not understand that the map will go right back to Hightower when everyone votes hightower?[/QUOTE] I had this question for a long time except in a more general sense of why do people want to play the same map nonstop. As far as I can tell, the answer is that whenever a game ends, a lot of people tend to quit, and a lower server population is less fun. Also I think they want this comfort zone of "I'm playing a video game, and therefore having fun" without any regard for whether or not they're doing anything actually fun or exciting in the game. I guess waiting for the map to reload or whatever provides a time of inactivity/quiet that can break the illusion.
It's similar to how gamblers hate when they win. It puts them out of the zone and frustrates them to no end, rewards be damned. Source: played a shitton of Hightower and [del]gambled my life savings away on crates[/del]
[QUOTE=Mockingbird;52902319]I had this question for a long time except in a more general sense of why do people want to play the same map nonstop. As far as I can tell, the answer is that whenever a game ends, a lot of people tend to quit, and a lower server population is less fun. Also I think they want this comfort zone of "I'm playing a video game, and therefore having fun" without any regard for whether or not they're doing anything actually fun or exciting in the game. I guess waiting for the map to reload or whatever provides a time of inactivity/quiet that can break the illusion.[/QUOTE] Yet, If these people had half a brain they could probably easily find a community server that removes the payloads and forces the map to be played nonstop till the end of time. But I guess that's asking too much of those type of people. Worse is that there are contracts associated with these maps, making that you not only have to go to them to do said objectives. But on top of it you have to deal with these idiots, who can at any time kick you out of the match and totally @#%& you over progression wise. Valve needs to figure out a way to drive those people off completely from the casual matches though. First step could be to remove the progression loss parts of the track when inside that one building. The one that was removed in the Halloween version. Then either add a timer that forces the carts to move forward after a set time, albet slowly and stoppable if an enemy sits on the cart or something so the map is forcibly ended after a time period. [QUOTE=Hell-met;52901887]they just need to make flames require to be aimed again (no max dps flail thing) and this update will be a success. although new airblast has its own new category of stupid and is not perfect just yet but it'll do for a while.[/QUOTE] If they can fix it without crippling the pyro's damage output/performance I'll be cool with it. I do definitely admit it's way too forgiving, but it doesn't seem to be nearly as problematic as people make it out to be. Pyro, for the first time in the 20 years I've been playing doesn't feel like one of the absolute worst classes in the game performance wise. Then again, I have yet to see any form of "oh shit, time to have a seizure" scripts yet in play to maximize the potential of the problem yet.
This is why valve should just revamp arena into an official TDM mode with random spawn locations and everything. People would eat that shit up and it'd corral all the hightower weirdos away from normal matches.
[QUOTE=VX-79;52902328]This is why valve should just revamp arena into an official TDM mode with random spawn locations and everything. People would eat that shit up and it'd corral all the hightower weirdos away from normal matches.[/QUOTE] Only if there's no score limit and the rounds never end.
[QUOTE=VX-79;52902328]This is why valve should just revamp arena into an official TDM mode with random spawn locations and everything. People would eat that shit up and it'd corral all the hightower weirdos away from normal matches.[/QUOTE] A Proper game mode where people can freely play classes objective free ( outside of killing the enemy ) would be nice. Make some decent maps dedicated to it and it'll give people a game mode where you can effectively practice classes as well to get better at them as well I'd think. I'd like to see Bananabay become a DM oriented map with how that map is designed... Multitude of ways to move around that map, seems pretty decent for all 9 classes as well. People already starting to force the whole "don't cap!" rule on it already.. Yeah, #$%@ you guys lol.
[QUOTE=Kitt Stargaze;52902337]A Proper game mode where people can freely play classes objective free ( outside of killing the enemy ) would be nice. Make some decent maps dedicated to it and it'll give people a game mode where you can effectively practice classes as well to get better at them as well I'd think.[/QUOTE] I feel like the hard part of that is how to make each class viable. I just imagine someone figuring out the best way to rack up kills and it feels like a lot of classes would be unusued/stuck in a specific loadout. How would medics work in that mode? If the main goal was getting kills, I guess they can get assists but it seems like people would play medic even less because they want their own kills. I dunno. Just random thoughts I had about it.
[QUOTE=kariko;52902344]I feel like the hard part of that is how to make each class viable. I just imagine someone figuring out the best way to rack up kills and it feels like a lot of classes would be unusued/stuck in a specific loadout. How would medics work in that mode? If the main goal was getting kills, I guess they can get assists but it seems like people would play medic even less because they want their own kills. I dunno. Just random thoughts I had about it.[/QUOTE] People still use said classes to DM most of the time already in hightower as is. Same with community maps running a more DM oriented version of it, unless they disable specific classes ( Engineer's not being able to build for instance ) on them. People can go Battle medic as well and no one really bats an eye... Only time people get mad is when your clearly better then them and start dominating them lol. The worst I could see though is spawn room camping, which is more based on how well the map is designed more then anything...
Modders have made TC_Hydro into a true TC map, right? Like that one TC map that was in UGC HL for the one or two goofy summer seasons, where every point is open at once, and instead of just capping all of them, you score points from having at least one capped? Because I feel like that'd be a lot more fun, interesting, and varied than current TC, and I still don't know why they haven't changed the map or mode at all.
[QUOTE=Rajikaru;52902366]Modders have made TC_Hydro into a true TC map, right? Like that one TC map that was in UGC HL for the one or two goofy summer seasons, where every point is open at once, and instead of just capping all of them, you score points from having at least one capped? Because I feel like that'd be a lot more fun, interesting, and varied than current TC, and I still don't know why they haven't changed the map or mode at all.[/QUOTE] I never heard of such a map, what I've seen though is QC_hydro where all parts of the map are unlocked, you spawn in a room which allows you to spawn in any are that you have a cp capped in, and you had to capture all points to win Played it once on tf2publicferret's server, people went insane
[QUOTE=Mockingbird;52902319]Also I think they want this comfort zone of "I'm playing a video game, and therefore having fun" without any regard for whether or not they're doing anything actually fun or exciting in the game.[/QUOTE] This sounds a lot like: "You only think you are having fun, but you are not having fun".
[B]Update on Miggy:[/B] [B][U]The funeral will be livestreamed on the teamfortress.tv twitch today at 11:30 am EST[/U][/B], and there's a [B]special gofundme going on.[/B]The gofundme is for a gown/concept Miggy made for a specialized hospital gown for kids who are undergoing cancer treatment, and needs money so it can get into (local) mass production and be donated to children's hospitals. [B][I]The link to the gofundme is here [U]>[/U] [url]https://www.gofundme.com/miggysgift[/url][/I][/B] [QUOTE][B]Stephen (Miggy) decided that he was going to design hospital gowns for children with cancer that would make it easier to access their ports for treatment. It would have a flap that could be opened and closed without removing the whole gown. The gowns would have superhero themes and be unisex for boys and girls alike. Stephen constantly reminded his family about this idea, and we assured him that when he recovered that would be their next project.[/B] ... [B]In honor of Stephen’s wish to turn his idea into a benefit for others, we are starting this gofundme page to launch a new project to mass-produce these unique gowns. The ponchos will become Miggy’s Gift and be given to people of all ages as they undergo cancer treatment. Please consider supporting Miggy’s Gift to help us reach our initial goal of $5,000.[/B][/QUOTE]
[QUOTE=ASIC;52902655]This sounds a lot like: "You only think you are having fun, but you are not having fun".[/QUOTE] Yeah, I was pretty hesitant to post it. I realize how haughty it seems, and that it's not my place to tell people whether or not their fun is valid. I guess what I mean is that their fun has a certain perspective that becomes sort of incompatible with my own and that of- I think- a lot of players. That is, I suspect that most people playing want to try to win and have varied experiences, but there is also a significant population of people who prefer to just stay in a zone where they can do whatever with no time limit and nothing really matters. It was wrong for me to imply, however subtly, that they are bad or wrong for that.
[QUOTE=Mockingbird;52902965]Yeah, I was pretty hesitant to post it. I realize how haughty it seems, and that it's not my place to tell people whether or not their fun is valid. I guess what I mean is that their fun has a certain perspective that becomes sort of incompatible with my own and that of- I think- a lot of players. That is, I suspect that most people playing want to try to win and have varied experiences, but there is also a significant population of people who prefer to just stay in a zone where they can do whatever with no time limit and nothing really matters. It was wrong for me to imply, however subtly, that they are bad or wrong for that.[/QUOTE] The problem comes when the TF2 Team decides to pick 2Fort, Turbine, Hightower and Dustbowl for contracts with grindy, objective-based bonuses that have high requirements. Maps notorious for rounds dragging on forever due to how difficult they are to cap and for attracting the toxic or fuck-around-for-hours-and-DM type of crowd that actively ignore or even discourage playing for objectives and finishing rounds, to the point where they literally harass and kick others. A clash of cultures in all its glory, regular folks doing contracts having to share servers with the special-breed weirdos (no offense, I can't describe them as anything else) that treat these maps as their little fiefdoms/havens where normal habits don't apply and anyone coming in for contracts during an active Campaign is intruding on their concept of mindless 'fun' that they've been at for years and will still be able to after the campaign ends. What kind of an idiot/sadist/troll within the TF2 Team chose these maps for objective-based contracts, I have no idea. Newsflash, when it comes to certain all-popular TF2 maps, a map's extreme popularity does not mean that map is actually played with objectives in mind or loved because of its gamemode, and might foster a very specific culture or attitude among people who play it religiously.
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