• TF2 Chat and Speculation V5 - Merry Skinssmas
    5,003 replies, posted
[QUOTE=ambaxtoxin;52944483]No.[/QUOTE] im pretty sure they were there when the update came out, it's just that there is no way to actually get them
Are dota 2 hats still in the game
I believe they still exist in those Dota2 players' tf2 backpacks too, so they probably won't delete the items.
[QUOTE=Dr. Doughnut;52944611]I believe they still exist in those Dota2 players' tf2 backpacks too, so they probably won't delete the items.[/QUOTE] I thought they weren't ever released because of the reception by DOTA2 players at the event they were announced to be eventually released, because DOTA2 players don't play TF2 so nobody wanted them Either way, they're still in the files accessed by G-Mod, so I assume they're still in the actual game files
I think it's more to do with the fact they didn't want to do a "Play this game to get a free item in other game!" and royally piss off both playerbases.
I think those were suppose to be Achievement Items for the new maps......but they forgot to add the achievements Also about the MvM Idea, I just wish they made old maps relevant again. Like 0.5% of MvM playerbase plays on the old maps on Mann Up mode.
[QUOTE=qubestf2;52944796] Also about the MvM Idea, I just wish they made old maps relevant again. Like 0.5% of MvM playerbase plays on the old maps on Mann Up mode.[/QUOTE] They need new valuable rewards. Botkillers are cool but worthless at this point, and Australiam/Diamond/Blood BKs won't even make up for the price to get through the campaign in the first place.
[QUOTE=FalconHBFS;52944105](If they give us a Junction contract, I'm going to eat my own beard)[/QUOTE] :toxx: ? :freakout:
[QUOTE=Rajikaru;52944809]They need new valuable rewards. Botkillers are cool but worthless at this point, and Australiam/Diamond/Blood BKs won't even make up for the price to get through the campaign in the first place.[/QUOTE] They are worthless because people got shit ton of them back in a day ( mostly silver/rust/carbonado ), but you'd be surprised how rare they are now. At this point, I'm sure that 10~ any botkillers get found in game like every week. Blood botkillers are really rare. 1.5k Blood Scatterguns exist comapred to 3.5k Australium scatterguns. But yeah, the tours do require more tickets though.
[QUOTE=qubestf2;52944885]They are worthless because people got shit ton of them back in a day ( mostly silver/rust/carbonado ), but you'd be surprised how rare they are now. At this point, I'm sure that 10~ any botkillers get found in game like every week. Blood botkillers are really rare. 1.5k Blood Scatterguns exist comapred to 3.5k Australium scatterguns. But yeah, the tours do require more tickets though.[/QUOTE] The problem is that gold-plated weapons are alot more desirable than a robotic head dangling from that weapon
Old missions can drop Australium weapons, this has been the case since [url=https://wiki.teamfortress.com/wiki/Australium_weapons#Update_history]December 2014.[/url] The problem with the older tours is that they're more difficult to complete, and even more difficult to find (competent) people to play them with you. Also, they don't drop killstreak kits. KS kits ARE in demand, particularly for weapons people actually use and are newly reskinned via War Paint. These factors result in non-2Cities MvM maps being a ghost town (no pun intended) in Mann Up. Edit: I should add, Aussies are still sinking in value. Especially the shit-tastic ones like the Axtinguisher. Good pro kits continue to rise.
If they do botkillers again, I think they'd have to do something similar to the festivizers, but with botkillers. Skins are the hot new thing right now, so people dont really want to give them up to have a robot heavy head dangle from their blank gun. That, or introduce a new reward type, like they did with 2cities and the killstreaks.
[QUOTE=DrCactus;52944894]If they do botkillers again, I think they'd have to do something similar to the festivizers, but with botkillers. Skins are the hot new thing right now, so people dont really want to give them up to have a robot heavy head dangle from their blank gun. That, or introduce a new reward type, like they did with 2cities and the killstreaks.[/QUOTE] I dunno if this is dumb of me but I think it'd be neat to have more killstreak colors/australiums.
I want Australium Backburner, Australium Original, Australium Ironbomber and Australium Market Gardener. Valve pls give.
Australium War Paint would be nice
[QUOTE=Zadrave;52944939]Australium War Paint would be nice[/QUOTE] If that happens then we can all have a Holy Mackerel :v:
I noticed some text on the back of the Dragon's Fury, can anyone make it out? [t]https://i.imgur.com/BKHzhTI.png[/t] To me it looks like [QUOTE]Pro ne dr manufacturing ltd, Newberry, Connecticut. WT 0.6 T[/QUOTE] There's also text on the tubes and on the Thermal Thruster, though they look like grey blocks. Also hi, been lurking a while.
im sure we can easily find that out from the textures themselves
Do we really want a Festivized Unusual Botkiller McDonalds Happymeal Shotgun?
[QUOTE=Fluury;52945152]Do we really want a Festivized Unusual Botkiller [B]McDonalds Happymeal[/B] Shotgun?[/QUOTE] Heck yeah I do
With the another old style skin brought back and a Botkiller tool added, we could get the new longest item name: Somewhat Threatening Sophisticated Professional Killstreak Festive Carbonado Botkiller MK.I Lumber From Down Under MK.II Scotsman's Skullcutter. 143 characters.
RED Scout died 30 years ago, today. [t]https://78.media.tumblr.com/5526b6a0a7e92adaee8e33e8dea76e14/tumblr_oy8s1w6ct21udk97ho1_540.png[/t]
[QUOTE=Fluury;52945152]Do we really want a Festivized Unusual Botkiller McDonalds Happymeal Shotgun?[/QUOTE] I doubt they'd be able to let you have both festive, and a botkiller on the same weapon.
[QUOTE=TheBorealis;52945134]I noticed some text on the back of the Dragon's Fury, can anyone make it out? [t]https://i.imgur.com/BKHzhTI.png[/t] To me it looks like There's also text on the tubes and on the Thermal Thruster, though they look like grey blocks. Also hi, been lurking a while.[/QUOTE] The first word looks like a disjointed "Pioneer" to me.
[QUOTE=Dr. Doughnut;52944611]I believe they still exist in those Dota2 players' tf2 backpacks too, so they probably won't delete the items.[/QUOTE] I don't believe they're even in the players' backpacks. They've never booted up the game so they have never received them.
Is Mann Up MVM dead? I got a Tour of Duty Ticket and I tried to que for an operation that wasn't Two Cities (played more than enough of that) but it takes a really long time to get in a game.
If it's not two cities, then you're gonna be waiting a while. People still play GG and mecha but it's usually pure pain with a lobby full of randoms. The other two tours are dead in the water edit: as for the more australiums and killstreaks topic, I'd love white and black killstreak colours. And chromium weapons!
Oh well that's a shame, I wouldn't mind at least getting the other mann up medals before I completely abandon the mode. [editline]4th December 2017[/editline] I joined 3 mecha engineer games and every one bailed after one loss halfway through :downs:
I'm probably posting this in the wrong thread, if I am then sorry, but this update has been really bugging me recently regarding Pyro... I feel like they changed Pyro's flamethrower way too much. Not only did they increase the base damage of it (I was completely okay with just this alone), but they also changed how the game checks for flame particles. I believe it used to be a single flame particle could only register once, and then you can't get hit by it again. But now a single particle can register multiple times, and airblasting an enemy into your flames after you held M1 for a bit makes them fly back into your flames again, making them take unnecessary large amounts of damage. Another case is if any poor soul who so happens to be at the peak of your flamethrower range where the flames just stay there (I feel like the flames do more damage here as they don't move, meaning they'll hit the target more) will just have to take the excessive damage if you flame them down from that range. There's also the fact that you can flail your mouse around like a madman and you still do as much damage as if you focused your flames on one target. Also, these hitboxes. Look at these hitboxes. The default hitbox size is at 12 (the command to resize hitboxes is tf_flamethrower_boxsize and the command to show them is tf_debug_flamethrower 1): [IMG]https://steamuserimages-a.akamaihd.net/ugc/869621865009952095/7FBAF66E493F31714184F701B1B1EA8CA3FBA508/[/IMG] A bit too big, considering that it uses the collision hull for hitreg, don't you think? I believe shrinking the hitbox size down to 2 makes it a bit less frustrating to fight against, and I think it'll make that stupid mouse flailing technique somewhat less viable. Here's the hitbox size of 2: [IMG]https://steamuserimages-a.akamaihd.net/ugc/869621865009952831/8A8F518DDCD1AD38513E82CC37E342693D206264/[/IMG] And the flame particles. Oh lord the flame particles. They dropped the team coloring of the flames. Why? Is there a reason? The flames also feel super opaque, can't see a thing. They didn't even change the crit particles for it either, they're still the old crit particles that were added onto the old particles and now it looks really weird since the 2 particles don't match up position-wise. One final thing: Valve decides to change afterburn duration to something less infuriating if you get hit by a single flame particle, but why does Scorch Shot still have a set afterburn even though it's a weapon with splash damage falloff? EDIT: For anyone wondering, yes, I am fully aware that the flames move relatively to your own movement, meaning W+M1 no longer has less range and flames just go all over the place if the Pyro is moving really fast. This is apparently a design choice as there's an unused attribute added in Jungle Inferno that disables this feature (along with a bunch of other attributes, such as a full AoE deflection, more attributes like this can be found at [url]http://www.tf2tools.net/utilities/schema-attributes[/url] starting from attribute 800), possibly used for testing. [QUOTE=Purple Gecko;52945696]Oh lord, while this is all good stuff you missed the god awful argument about this like 3 pages ago.[/QUOTE] Uh oh. Am I in trouble? EDIT 2: One more thing I forgot about when writing this post: Degreaser still states it has a -66% afterburn penalty. While this does set it to 1 damage afterburn anyways, this is pretty lazy and could be misleading for some players. It does have something else for it now though, minicrit afterburn does a whopping 2 damage now! I guess that works... EDIT 3: Somebody who I was speaking with made a good point about the backburner and the mouse flail technique. In case if anyone reading didn't know, the backburner is currently bugged. I'll let the video explain this itself. [video=youtube;RlNeIoRNO0E]https://www.youtube.com/watch?v=RlNeIoRNO0E[/video]
[QUOTE=spundarce;52945675]Good post[/QUOTE] Oh lord, while this is all good stuff you missed the god awful argument about this like 3 pages ago.
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