[IMG]https://files.catbox.moe/jgr753.png[/IMG]
This attribute seems like a no brainer to add to something like the Brass Beast
[QUOTE=Fluury;52945989][IMG]https://files.catbox.moe/jgr753.png[/IMG]
This attribute seems like a no brainer to add to something like the Brass Beast[/QUOTE]
That is the first thing I also thought about when looking at that attribute. Shame they didn't add it.
[QUOTE=Whomobile;52945386]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.[/QUOTE]
Takes me maximum 40 seconds to find a game.
Also while on MvM topic, just happened.
6/7 players in server are EU. 1 player NA.
Puts us in NA server.
lmao
[t]https://i.imgur.com/MDSD6yA.png[/t]
Echoing a comment I made on TF2: The Festive Stickybomb Launcher is the only festive in the game that has an option for white lights. Originally, it only had white ones, but later got two styles to toggle between "Festive" (white) and "Festivest" (multicolor). Applying a festivizer to a skinned SBL does not grant the option to switch between styles. All festivized SBL reskins have mutlicolor lights only.
I doubt Valve will do this, but I'd love for them to add an option to all OG restive weapons to switch between white and multicolor lights. It would add some value to weapons that are now worth a fraction of what they were before because of the festivizers. Also, the festive minigun would look cool as shit with spinning white lights.
[QUOTE]Echoing a comment I made on TF2: The Festive Stickybomb Launcher is the only festive in the game that has an option for white lights. Originally, it only had white ones, but later got two styles to toggle between "Festive" (white) and "Festivest" (multicolor). Applying a festivizer to a skinned SBL does not grant the option to switch between styles. All festivized SBL reskins have mutlicolor lights only.
I doubt Valve will do this, but I'd love for them to add an option to all OG restive weapons to switch between white and multicolor lights. It would add some value to weapons that are now worth a fraction of what they were before because of the festivizers. Also, the festive minigun would look cool as shit with spinning white lights.[/QUOTE]
I bet my festive bonesaw that they originally wanted to do that and whoever was working on it didn't know how to add it to the other weapons in less than two hours of work, so it didn't happen.
I still cant figure out why the flare gun contract had to make you do mini crits kills with it.Was it a reserve shooter contract but they forgot to change the mini crit kills bonus or did the guy making the contract had no idea what stats the flare gun had and only read the 2008 pyro update stats?
Should dead players drop small ammo packs instead of medium ones? Ammo may be a bit too plentiful,
since you can get half your ammo back from one enemy, and could help performance a small amount.
[QUOTE=TheBorealis;52946262]Should dead players drop small ammo packs instead of medium ones? Ammo may be a bit too plentiful,
since you can get half your ammo back from one enemy, and could help performance a small amount.[/QUOTE]
That would make Spies' and Engies' lifes much harder.
I'm not sure if any of you remember but back when TF2 Version 0 was archived, there was a viewmodel texture named 'v_trigger', and if I recall correctly, no one could figure out what it was made for or what it looked like when modeled, but it was mainly speculated that it was for Grenades. For those who don't remember it or have never heard of it until now, here's what v_trigger looks like:
[T]https://cdn.discordapp.com/attachments/238009251040067584/387275810861744138/unknown.png[/T]
Well, recently Game Zombie and I pieced together that the UV of v_trigger looked a lot like this:
[T]https://cdn.discordapp.com/attachments/230090704293068801/387300885568421889/unknown.png[/T]
So, what exactly could this be? The biggest thing I could come up with when speculating is that it's a detonation button for the Stickybomb Launcher's grenades. It could have worked like how the Spy's watch does, in the sense that it brings up a second viewmodel in order to signify that you're cloaked; With the Trigger, my guess is that once you shot the Stickybomb Launcher, in first person the Demoman would draw the trigger, and upon detonating he'd press the button and would pull it down, or press it once and the game would check to see if you still had stickies and would keep it up, then whenever all stickies were detonated, the trigger would undraw. Another detail that could prove this theory is that the Stickybomb Launcher has always been one handed, and when pulling up the Trigger, you wouldn't have 3 hands on screen unless you were reloading, which could possibly be fixed by having the Trigger undraw upon 'reload_start" and draw back up upon "reload_end", though at the same time this could be the reason as to why the Trigger was ultimately scrapped.
Though, this is just one of a few possibilities of what it could have done, since it could have been for Grenades if they ditched the timed aspect of the grenades and made them detonatable whenever, which could have caused some problems in testing (in theory) like everyone becoming an off-brand Demoman; Possibly it could've been tied to just the MIRV Grenade.
All of this is just speculation, and for all we, know v_trigger is some viewmodel that was only ever modelled and never actually had any use within the Beta of TF2's development.
[sp]I just hope people even still care about stuff being discovered from the beta with how long the game's been out[/sp]
So, I've been playing matches with hackers a lot again. Wasn't there a ban wave?
[QUOTE=Brokkhouse;52946314]So, I've been playing matches with hackers a lot again. Wasn't there a ban wave?[/QUOTE]
With every ban wave (take lmaobox for example) the aftermath follows a salty train of desperate cheating alt accounts.
If you give it a week they'll get bored of creating so many alt accounts because the cheat gets tracked now.
They'll wait for something new to come along.
Also welcome to the [B]100+ post club[/B], enjoy being able to rate!
[QUOTE=Fluury;52946349][t]https://files.catbox.moe/pnnoyu.png[/t]
?[/QUOTE]
Nope, that's part of the Sentry guns texture; Valve wouldn't make a model like that use two textures at once if they were gonna make a texture for something that small; Plus iirc the Sentrygun at launch (in this situation Version 0) didn't have the laser parts.
If you're referring to the model of that laser part, then it's also unlikely since there's no C clamp, nor is the button on v_trigger a light.
its quite obviously for the stickylauncher and there's nothing more to it. Instant mouse2 detonation was more convenient rather than going through a detailed animation with a trigger
[editline]4th December 2017[/editline]
[QUOTE=Fluury;52945989][IMG]https://files.catbox.moe/jgr753.png[/IMG]
This attribute seems like a no brainer to add to something like the Brass Beast[/QUOTE]
pure damage knockback is never an issue for heavy. he already has an innate resistance to it.
what you're looking for is baked knockback resistance to things like AB, loose cannon, fan and all that trash.
It's not for the sticky launcher, it's for the dynamite pack from beta
[QUOTE=X marks it;52946330]With every ban wave (take lmaobox for example) the aftermath follows a salty train of desperate cheating alt accounts.
If you give it a week they'll get bored of creating so many alt accounts because the cheat gets tracked now.
They'll wait for something new to come along.
Also welcome to the [B]100+ post club[/B], enjoy being able to rate![/QUOTE]
These weren't new accounts, I don' think so. Most had strange weapons with a lot of kills and fancy hats.
Also, thanks! I was able to rate since 25 posts though.
Just played a match of upward. Opposing team had a cheater, and through some advanced diplomacy we persuaded them to kick him. Right after he left server three more cheaters joined their team, one of which i personally know was active for god knows how long
VAC is highly advanced machine learning system that has [I]already[/I] determined every potential and active hacker and banned each one of them. It just has random delay on ban, and due to it's random nature it just looks as if bans are actually manual and happen in waves, which is surely not the case, because that would be too archaic and ineffecient for multibillion company that valve is.
Right?
[QUOTE=Brokkhouse;52946414]These weren't new accounts, I don' think so. Most had strange weapons with a lot of kills and fancy hats.
Also, thanks! I was able to rate since 25 posts though.[/QUOTE]
It's since 50, to be exact.
Only 5 weapons left to be made festive before every stock weapon has a festive counterpart:
The Fists
The Bottle
PDA
The Syringe Gun
and The Invis Watch
Maybe Valve will do these along with the rest of the weapons made skinnable via War Paints in JI?
[QUOTE=st00pid;52946426]Just played a match of upward. Opposing team had a cheater, and through some advanced diplomacy we persuaded them to kick him. Right after he left server three more cheaters joined their team, one of which i personally know was active for god knows how long[/QUOTE]
Was one of the hackers named [VALVE] Fluttershy or similarly? Then we were on the same server.
[QUOTE=TheBorealis;52946262]Should dead players drop small ammo packs instead of medium ones? Ammo may be a bit too plentiful,
since you can get half your ammo back from one enemy, and could help performance a small amount.[/QUOTE]
I actually feel that would be an interesting change. Something I appreciate when playing Engineer on defence, as opposed to say Torbjörn or Symmetra in Overwatch, is that set-up time does not generally give you time to have everything set up and upgraded when the game starts, so you have to think strategically and adapt to your team, the map and other circumstances. During the match you have to think on your toes and concider ammo placement and whether to pick up fallo ammo is worth the risk.
Doing the best under the circumstances is what making playing engineer fun and rewarding!
[QUOTE=DrVincentWolf;52946566]I actually feel that would be an interesting change. Something I appreciate when playing Engineer on defence, as opposed to say Torbjörn or Symmetra in Overwatch, is that set-up time does not generally give you time to have everything set up and upgraded when the game starts, so you have to think strategically and adapt to your team, the map and other circumstances. During the match you have to think on your toes and concider ammo placement and whether to pick up fallo ammo is worth the risk.
Doing the best under the circumstances is what making playing engineer fun and rewarding![/QUOTE]
well, in competitive highlander, generally everyone but the medic and one or two other people suicides where the engineer's nest is so he has all the metal he could ever need (on maps with a setup time). nobody does it in casual though
[QUOTE=spundarce;52945675]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.
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]
In this sense, I don't really agree that the hitreg should be that low... You have to keep in mind a flamethrower is generally a crowd control type weapon. If you make it too small it just because a weaker minigun, one that still requires you to be within a specific range for it to be effective. They can maybe ton it down a little bit, but not down to 2... I'd look at this argument the same as I'd an argument about explosive weapons should all have reduced splash damage in general...
Flamethrowers do generally obsure vision as well. It kind of helps keep the pyro alive when he jumps into a group of people who would otherwise murder him in a seconds. But in all honesty, they probably could make it somewhat more transparent and It'd be good.
Before they touch anything like this though, they need to look into addressing flames all registering as hits when less then all are actually hitting the target(s) to see if they can fix this without productively hurting the Pyro's damage output. Pyro might as well be placed right back where he was if it takes too much of a hit as one of the worst aggressive classes in the game. This update was clearly trying to make Pyro more in tune as a generalist, that can't be questioned. He's not even as powerful as the current generalists yet either bare in mind, at least from what I've been hearing from upper level players. So nerfing him too hard would more then likely just put him back to being a low tiered weak class again. If they do make changes, they should be small nerfs so we can see where it takes him before seeing if anything else needs addressing.
The backburner bug looks like the flame particles face the direction the pyro is facing when he turns. Which is why the game things he's attacking them from the back when he really isn't. Obviously bugs like this need to be addressed no questions asked.
[QUOTE=SirGentlemann;52946470]Only 5 weapons left to be made festive before every stock weapon has a festive counterpart:
The Fists
The Bottle
PDA
The Syringe Gun
and The Invis Watch
Maybe Valve will do these along with the rest of the weapons made skinnable via War Paints in JI?[/QUOTE]
While I'd like to see it happen... Invis watches would be kind of worthless as only the people with them equipped will see it. I've seen Spies with the Dead Ringer out in third person, but it only happened when that bug kicked in where you see characters running around with multiple weapons.
[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]
Pioneer Manufacturing
most likely a connection to the company the pyro ran in the comics, Frontier Engineering.
[IMG]https://i.imgur.com/X8Abo1A.png[/IMG]
My MvM experience so far ( 15 tours ).
Got kicked because I wasn't Russian. ( It was funny becasue I kept queueing for the same mission and kept annoying them re-joining after getting kicked, wasted around 12 minutes of their time ).
Got kicked because I apparently annoyed engineer at warmup by punching him with melee ( I missed 0 money, it was almost last wave ).
Got kicked because I switched off scout on last wave. ( I usually outdamage my entire team on last wave as a sniper, obviously, full upgraded heatmaker.)
Got flamed for destroying sentry buster numerous of times.
Got blamed for playing the game.
Got put into NA server where not a single player was from NA.
Got flamed because I didn't agree what Soundsmith said.
12k damage Soldier told me to switch from Soldier because I was doing bad. I had 45k damage he had 12k.
I will keep in mind that most stacks are not even worth to play with, you will get kicked for their amusement.
So far so fun, looking forward to my 100 tours.
I've only ever found toxic players in 2 cities, the worst people I've seen in expert are beginners who have never played mvm, and they are either kicked pretty quickly for ignoring the team or they actually listen to the team and play pretty decently
then again you could be waiting for up to half an hour to queue for expert and 2 cities is basically an instant queue
[QUOTE=Kitt Stargaze;52946599]
Flamethrowers do generally obsure vision as well. It kind of helps keep the pyro alive when he jumps into a group of people who would otherwise murder him in a seconds. But in all honesty, they probably could make it somewhat more transparent and It'd be good.
[/QUOTE]
The old flamethrower effects were a pretty good balance between chaos and visibility. Also, realism isn't really a valid argument when it has a negative effect on gameplay.
Mecha Engine is easily my favorite tour. I always thought the final wave of each mission being a Super-Giant with the dmg output and bulk of a raid boss being amazing. The closest 2cities had to that was Major Crits and Sir Nukes-a-Lot, both of which are cake walks compared to the others.
[QUOTE=DrCactus;52946818]The old flamethrower effects were a pretty good balance between chaos and visibility. Also, realism isn't really a valid argument when it has a negative effect on gameplay.[/QUOTE]
Forcing realism wasn't the point. The point is you still need to make a weapon identifiable to what it's suppose to be... If I obtained a shotgun and it fires rockets, would it be right to call it a shotgun? I also am fine with it being toned down and made more transparent, but I still believe the flamethrower should obscure the vision of the people the pyro's attacking to some extent.
I know the one example is a bit over the top, I'm just trying to simplify the point more or less so people understand my point of view.
[QUOTE=Kitt Stargaze;52946842]Forcing realism wasn't the point. The point is you still need to make a weapon identifiable to what it's suppose to be... If I obtained a shotgun and it fires rockets, would it be right to call it a shotgun? I also am fine with it being toned down and made more transparent, but I still believe the flamethrower should obscure the vision of the people the pyro's attacking to some extent.
I know the one example is a bit over the top, I'm just trying to simplify the point more or less so people understand my point of view.[/QUOTE]
I don't need to be blinded to realize that a pyro is shooting flames from his flamethrower, just like how explosions in this game aren't blinding and noisy like they are in real life.
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