• TF2 Chat and Speculation V5 - Merry Skinssmas
    5,003 replies, posted
[QUOTE=SirGentlemann;52946822]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] Bigrock is a rather amazing map in general, easily my favorite mvm-map by a very large margin (not that the others are bad). To bad it has no australium weps so nobody wants to play it.
Mecha does have australiums as rewards, it doesn't have killstreak kits, which makes people not want to play it.
[QUOTE=DrCactus;52946864]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.[/QUOTE] If it's not obscuring at all, then it's not a flamethrower... Should we rename it to a chemical thrower instead? Well, for that to happen they'd need to change how afterburn effects. As Chemicals that burn stick to people and don't wash off easy under water. Pyro would also be ignited even with his suit on. MadMilk and Jarate sure as hell wouldn't do squat to a burning teammate then. [QUOTE=DrVincentWolf;52946867]Bigrock is a rather amazing map in general, easily my favorite mvm-map by a very large margin (not that the others are bad). To bad it has no australium weps so nobody wants to play it.[/QUOTE] I miss bigrock... I only play Two City and Wave 666 now-a-days... =/
[QUOTE=Kitt Stargaze;52946878]If it's not obscuring at all, then it's not a flamethrower... [/QUOTE] If it's shooting fire, it's a flamethrower.
If you play Bigrock nowadays you only get 4+ engies building at spawn. I even made a guide making fun of the concept :v: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=184358939[/url]
[QUOTE=DrCactus;52946914]If it's shooting fire, it's a flamethrower.[/QUOTE] Chemical throwers that are used generally produce fire when the chemicals react.
[QUOTE=Druidlyclean;52946277]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][/QUOTE] Didn’t demo used to have dynamite? Could have been for that.
So I've thought of a potential way to both combat refined inflation and make painted weapons easier to customize for people who have already made their loadouts, Killstreak transfer kits, a one use tool that transfers the kit between two copies of a weapon, with reskins counting as the weapon they're based on. They would be crafted with two to four refined and a copy of the weapon you want to transfer between, so some refined and a minigun would transfer the ks between two miniguns. Sound useful?
It's too niche of a mechanic to really combat metal inflation.
[QUOTE=Druidlyclean;52946277]trigger stuff[/QUOTE] You and Hellmet are almost right -- it's for the Demoman's detonation pack, that cluster of dynamite he has in the first TF2 reveal trailer.
Is it possible to change the size of hitscan bullets? doubt it would be useful but could be interesting.
any kind of metal sink at this point is going to encourage people to farm even more metal.
[QUOTE=Metaru;52947567]any kind of metal sink at this point is going to encourage people to farm even more metal.[/QUOTE] There's already incentive for people to gather metal since it's basically free pennies at this rate. A metal sink would suck up a lot of metal that's just floating around in circulation doing nothing and there isn't a damn thing to do to reduce the sheer volume of metal exchanging hands because there seriously isn't anything to cycle things out. Anyone who does serious trading has long switched over to using keys as a form of currency because it has a real-world value already attached to it, even if the gray market value equivalent is lower than the pricetag on the store. But there's always going to be demand for them since they are, by design, 1-time-use consumables. Sure there's the hat craft recipe, but it's far more lucrative to just mash 2 hats together. Metal (and by extension the drop fodder) needs something to be put towards in longer term. But even a flash-in-the-pan solution will cause a large drop in metal reserves. It happened with the bread boxes and chemistry sets, it can happen again if they were to introduce something similar.
[QUOTE=_Pai;52946402]It's not for the sticky launcher, it's for the dynamite pack from beta[/QUOTE] [QUOTE=Stiffy360;52946963]Didn’t demo used to have dynamite? Could have been for that.[/QUOTE] [QUOTE=Chris Morris;52947088]You and Hellmet are almost right -- it's for the Demoman's detonation pack, that cluster of dynamite he has in the first TF2 reveal trailer.[/QUOTE] I'm not sure as to where you guy's got the info that the v_trigger is only for the MIRV, since there's not really any information anywhere that states that the MIRV is remote detonated. It wasn't like that in Trailer 2, since the MIRV grenade was on a timer, much like how it is in TFC.
Getting rid of metal so that it rises in price would require two forms of actions though.. 1. They need to make it that it's not easy to create bot accounts to easily farm it. This would result in a significant decrease in the amount of metal coming into play. Here I think they could easily drop the normal item drops system altogether and form a weekly contracts system instead where you get contracts for a handful of simple tasks ( at random of course ), that upon completely will give you a random weapon like normal ( as well as those rare hat / tool drops ). With it being a random task that needs to be preformed on a casual server, it will hopefully cut back the usefulness on farming bots to the point of extinction. The tasks could be ones that can be beneficial towards newer players and help them not only understand the game better, but improve their own games as well? So a double win perhaps? 2. The second step is to provide a metal sink to encourage people to destroy metal. Here, I was thinking having a set up like the golden wrench event perhaps... Where crafting metal has a very extremely rare chance of producing a special variant maybe? Silver versions of weapons... Maybe unique tools or something... I dunno... no reforging metal either now...
What if you could use metal to upgrade civilian stat clocks to freelance, freelance to mercenary, and so on, requiring much more metal per grade and uses the chemistry Kit's crafting window so you don't have to put the metal in one ref at a time, because this would likely cost dozens of ref to get anything above freelance
[QUOTE=rolfum;52947674]What if you could use metal to upgrade civilian stat clocks to freelance, freelance to mercenary, and so on, requiring much more metal per grade and uses the chemistry Kit's crafting window so you don't have to put the metal in one ref at a time, because this would likely cost dozens of ref to get anything above freelance[/QUOTE] I could see that being good... Although some people might be mad... the original war painted weapons, some of them were only obtainable via using a key on a case. The Nightowl Sniper Rifle for instance came from the Concealed Killer. You can use the MK.II War Paints to create a NightOwl MK.II Sniper Rifle... [URL="http://steamcommunity.com/market/listings/440/Strange%20Night%20Owl%20Sniper%20Rifle%20%28Factory%20New%29"]Night Owl Sniper Rifle ( Factory New )[/URL] [URL="http://steamcommunity.com/market/listings/440/Night%20Owl%20Mk.II%20Sniper%20Rifle%20%28Factory%20New%29"]Night Owl MK.II Sniper Rifle ( Factory New )[/URL] It would probably devalue the originals since the cases no longer drop, this required a key to open for a chance of getting one, while the MK.II variant does not. Personally I wouldn't care, but you know someone is going to moan about it lol. It would probably have to have a very vary big metal sink in order not to piss people off too badly. Why they thought it was a good idea to allow that in the first place is beyond me... They should have denied those weapons in the first place.
AFK farming will literally become a non-problem if missions are implemented and completing them gives weapons/metal/tools/hats instead of the random drop system.
[QUOTE=Kitt Stargaze;52947689]I could see that being good... Although some people might be mad... the original war painted weapons, some of them were only obtainable via using a key on a case. The Nightowl Sniper Rifle for instance came from the Concealed Killer. You can use the MK.II War Paints to create a NightOwl MK.II Sniper Rifle... [URL="http://steamcommunity.com/market/listings/440/Strange%20Night%20Owl%20Sniper%20Rifle%20%28Factory%20New%29"]Night Owl Sniper Rifle ( Factory New )[/URL] [URL="http://steamcommunity.com/market/listings/440/Night%20Owl%20Mk.II%20Sniper%20Rifle%20%28Factory%20New%29"]Night Owl MK.II Sniper Rifle ( Factory New )[/URL] It would probably devalue the originals since the cases no longer drop, this required a key to open for a chance of getting one, while the MK.II variant does not. Personally I wouldn't care, but you know someone is going to moan about it lol. It would probably have to have a very vary big metal sink in order not to piss people off too badly. Why they thought it was a good idea to allow that in the first place is beyond me... They should have denied those weapons in the first place.[/QUOTE] Well they kinda trashed the OG Festives and with JI the Strange Loose Cannon. Once they introduce original/kritzkrieg to War Paints, getting strange versions is as easy as a civilian grade stat-clock.
[QUOTE=Kitt Stargaze;52947689]I could see that being good... Although some people might be mad... the original war painted weapons, some of them were only obtainable via using a key on a case. The Nightowl Sniper Rifle for instance came from the Concealed Killer. You can use the MK.II War Paints to create a NightOwl MK.II Sniper Rifle... [URL="http://steamcommunity.com/market/listings/440/Strange%20Night%20Owl%20Sniper%20Rifle%20%28Factory%20New%29"]Night Owl Sniper Rifle ( Factory New )[/URL] [URL="http://steamcommunity.com/market/listings/440/Night%20Owl%20Mk.II%20Sniper%20Rifle%20%28Factory%20New%29"]Night Owl MK.II Sniper Rifle ( Factory New )[/URL][/QUOTE] Your point is made kind of null, since you compared the Strange Mk I prices to the Unique Mk II prices. [URL="http://steamcommunity.com/market/listings/440/Night%20Owl%20Sniper%20Rifle%20%28Factory%20New%29"]The non-strange Factory New Mk. I Night Owl Sniper Rifles (talk about a mouthful) run for about 0.71 USD at the time of writing[/URL]. That a bit more than twice the current price of a Mk. II.
[QUOTE=Kitt Stargaze;52947689]I could see that being good... Although some people might be mad... the original war painted weapons, some of them were only obtainable via using a key on a case. The Nightowl Sniper Rifle for instance came from the Concealed Killer. You can use the MK.II War Paints to create a NightOwl MK.II Sniper Rifle... [URL="http://steamcommunity.com/market/listings/440/Strange%20Night%20Owl%20Sniper%20Rifle%20%28Factory%20New%29"]Night Owl Sniper Rifle ( Factory New )[/URL] [URL="http://steamcommunity.com/market/listings/440/Night%20Owl%20Mk.II%20Sniper%20Rifle%20%28Factory%20New%29"]Night Owl MK.II Sniper Rifle ( Factory New )[/URL] It would probably devalue the originals since the cases no longer drop, this required a key to open for a chance of getting one, while the MK.II variant does not. Personally I wouldn't care, but you know someone is going to moan about it lol. It would probably have to have a very vary big metal sink in order not to piss people off too badly. Why they thought it was a good idea to allow that in the first place is beyond me... They should have denied those weapons in the first place.[/QUOTE] That's why it'd cost a metric ton of refined metal to get anything above freelance/mercenary grease stat clocks, as in multiple dozens of metal, maybe even the higher up grades (assassin/elite) costing 100+ refined to upgrade your stat clock to
[t]https://i.imgur.com/fNyfhpk.jpg[/t] found this amusing frame in my recordings (if you don't get it: what is the heavy looking at?)
[QUOTE=Jboby1;52947777]Your point is made kind of null, since you compared the Strange Mk I prices to the Unique Mk II prices. [URL="http://steamcommunity.com/market/listings/440/Night%20Owl%20Sniper%20Rifle%20%28Factory%20New%29"]The non-strange Factory New Mk. I Night Owl Sniper Rifles (talk about a mouthful) run for about 0.71 USD at the time of writing[/URL]. That a bit more than twice the current price of a Mk. II.[/QUOTE] I only used those links for an example of there being two different skins of the same weapon labeled as Night Owl. If a strangifier existed it would hurt the price of the original, which people had to spend money to obtain, while these do not. People would wonder why they would bother getting the expensive original (outside of it being maybe unusual ) when they can get the MK.II variant strange significantly easier and cheaper is my question and it looks pretty damn similar by comparison. Currently, only the lowest grade MK.II skins ( and in the other one ) can be stangified... With the one exception being the Air Strike as it has a strangifier tool. [QUOTE=rolfum;52947779]That's why it'd cost a metric ton of refined metal to get anything above freelance/mercenary grease stat clocks, as in multiple dozens of metal, maybe even the higher up grades (assassin/elite) costing 100+ refined to upgrade your stat clock to[/QUOTE] It probably wouldn't stop people from complaining.. I'd honestly be fine with it myself, even if it did murder the prices of some of my expensive stranges lol.
I wish Park Pigmented and Dragon Slayer swapped places for the skin reward because in hindsight it seems to make better sense.
[QUOTE=agrastiOs;52943695]How I didn't know this [URL="http://store.steampowered.com/app/480560/RPG_Maker_MV__Team_Fortress_2_Character_Pack/"]http://store.steampowered.com/app/480560/RPG_Maker_MV__Team_Fortress_2_Character_Pack/[/URL] (It even includes female variants of the classes!)[/QUOTE] Female(?) Pyro should not look different from Male(?) pyro.
[QUOTE=ASIC;52947858]Female(?) Pyro should not look different from Male(?) pyro.[/QUOTE] Female(?) Pyro shouldn't exist. Also all the fem!swap characters look incredibly run-of-the-mill. At least the genderswap mods that have existed for years in TF2 look like their characters.
[QUOTE=WhyNott;52944507]Are dota 2 hats still in the game[/QUOTE] [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] [QUOTE=Rajikaru;52944621]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[/QUOTE] It would be nice if they made them available to normal players as well. Just make the originals vintage, unusual, or something. I play dota 2 and tf2.
[QUOTE=agrastiOs;52943695]How I didn't know this [URL="http://store.steampowered.com/app/480560/RPG_Maker_MV__Team_Fortress_2_Character_Pack/"]http://store.steampowered.com/app/480560/RPG_Maker_MV__Team_Fortress_2_Character_Pack/[/URL] (It even includes female variants of the classes!)[/QUOTE] I thought I'd seen the shittest female design for TF2 when MaxOfS2D made his horrible alterations to AyesDyef's femscout but lo and behold I was wrong. [editline]5th December 2017[/editline] FWIW what MaxOfS2D did was add HWM flexes, make her tits bigger, shorten her skirt, add a pink bow to her hat (SO YOU KNOW SHE'S A GIRL. SHE IS A GIRL, GUYS, DID YOU KNOW THAT?) and then proceed to make shithouse 'inflatable' versions for his perverse fetish blog. Then he had the temerity to rant here about feminist issues as if he had a leg to stand on. Wanker.
[QUOTE=Rajikaru;52947867]Female(?) Pyro shouldn't exist. Also all the fem!swap characters look incredibly run-of-the-mill. At least the genderswap mods that have existed for years in TF2 look like their characters.[/QUOTE] The thing is that it is already purposefully ambiguous if the pyro is male or female or "alien robot" or whatever. If you say "this pyro is definitely female" it shouldn't look any different from normal, you don't need to demonstrate it visually. (Maybe except for the robot thing).
[QUOTE=ASIC;52947896]The thing is that it is already purposefully ambiguous if the pyro is male or female or "alien robot" or whatever. If you say "this pyro is definitely female" it shouldn't look any different from normal, you don't need to demonstrate it visually. (Maybe except for the robot thing).[/QUOTE] That's what I'm saying. Female(?) Pyro shouldn't exist. Pyro is Pyro.
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