I was expecting the Thermal Thruster to work on a fuel gauge instead of the current burst system. The kind of one where you tap the mouse lightly and you only get a small hop into the air, or holding it to fly in the direction you're looking, almost like a really brief and slow noclip.
Maybe Pie-Savvy's jetpack can be added and use that mechanic as an alternative to the Thermal Thruster.
[QUOTE=Contra132;52983441]
So I have a few questions:
Do you feel like gamemode-wide modifications to modes like A/D and Payload would make them more playable in 6s? Things like reduced time in scale to players on the server, auto-pushing Payload, etc.
Would you agree that 5CP and its map structure is the main reason that non-Generalists don't get to shine often in 6s? If yes, do you think that the right tweaks to other gamemodes can increase class diversity without ruining 6s' appeal?
Also, what map did you make?[/QUOTE]
AD is already competitive viable, it just needs the right map, and a changed ruleset (just play a bo1 so its 30 mins, fist fight if you cant decide who attacks first.)
The problem with payload is that it's essentially AD with a timer on how quickly you can progress, which just results in slowing the game down for no real gain. Almost any given payload map would play better if you just removed the cart aspect and added a point per 'hold spot' on those maps, because that takes away the points where not a lot happens. The payload adds very little because fighting around the actual cart is minimal with a low player count.
There was an interesting map called 'tapline' which was made for 6s and explored auto pushing and I think that kind of opened up pl to be better? It is a long way off though. Attitudes about PL are generally very negative, and I don't think it got a huge chance thanks to that.
As for 5cp, I think a roundtimer change won't achieve a huge amount. It might just mean people just choose to stalemate more often to reset the rounds, changes in actual classes would be much better, but that's not here nor there.
I guess yeah? Full time specialists are going to get played on ad. Then again, specialists already get a lot of playtime on koth, and pyro is fulltime viable on specific 5cp maps that favour him, in my opinion.
[QUOTE=Blade Rx69;52983533]Flows both ways. Mapping is a hobby as well, so mappers can't be bothered to make maps for an audience that won't test or enjoy it (and in some cases, seem to throw a fit about trying new things). When it comes to anything outside of an established formula, all mappers have to go off of are pub maps and testing. As much as comp players hate how only pub maps keep getting added to the game, it's not hard to see why that is.
I doubt any mapper is going to figure out the formula for KOTH or AD in isolation. If competitive players genuinely want new maps, it's going to have to be a cooperative effort. Most mappers don't understand high level play, and most competitive players don't understand level design.[/QUOTE]
[QUOTE=Lord Exor;52983733]Well, when your competitive scene is small, insular, and elitist, this kind of toxic and exclusionary behavior will become common.[/QUOTE]
Absolutely. Like I said, I'm also a mapper, so I've experienced these problems first hand too. I dropped the ball pretty hard on my first beta, after a string of pretty well received alphas, because I was too cautious to make major changes, and my map is basically in the bin now because my next release was essentially entirely ignored. It's that cut throat. It stings.
You call it exclusionary/toxic, and I won't say you're wrong for that. But I don't think it's entirely fair to blame the competitive community. I don't think it's fair to blame either side.
The problem is it's not really anyone's fault, so there's no solution. No 6s players and no mappers want to waste their time with the other side, so yeah, it flows both ways and it stays in that cyclical non-achievement. I call it an unfortunate state of affairs.
But hey, once I finish my current map I'm going to be giving AD a go, and then we'll see if that helps at all I guess. Oh yeah, the map I made was drudgery. It sucks, so please don't look it up.
[url]https://i.imgur.com/X2BvGDR.jpg[/url]
Even though [URL="https://facepunch.com/showthread.php?t=1582855&p=52882935&viewfull=1#post52882935"]I already made one of those for the raw content of the update[/URL] - Im feeling generous, so let's do this about the day.
Vote correctly and get a chance to win this cool videogame item to keep your virtual feet warm and tidy
[IMG]https://files.catbox.moe/sh4bnx.png[/IMG]
Monday Evening(before usual Update time) Ill screencap the Votes so people cant instachange it if it was to come out monday or something like that, so dont bother, I know you are desperate for the shoes
[IMG]https://facepunch.com/fp/ratings/funny2.png[/IMG] Smissmas releases Monday the 18th
[IMG]https://facepunch.com/fp/ratings/information.png[/IMG] Smissmas releases Tuesday the 19th
[IMG]https://facepunch.com/fp/ratings/tick.png[/IMG] Smissmas releases on Wednesday 20th
[IMG]https://facepunch.com/fp/ratings/cross.png[/IMG] Smissmas releases on Thursday the 21th
[IMG]https://facepunch.com/fp/ratings/rainbow.png[/IMG] Smissmas releases on Friday the 22th
[IMG]https://facepunch.com/fp/ratings/box.png[/IMG] Smissmas releases after Christmas/after the 22th/doesnt happen at all.
[B]!!Bonus Information!![/B]
The Steam Winter Sale will happen on the 21st! As far as our knowledge goes, Smissmases were never released during a Winter Sale.
Good luck and a noice sunday
[QUOTE=ikes;52984170]local pyro barrels into populated zone and fucking kills everyone because his movement has no penalty
no seriously you're just giving him a rocket jump with no self damage[/QUOTE]
what.
the positive attributes should be gone too, not just the downsides.
this is basic quality of life things and doesn't impact balance much. this isn't a massive overhaul or anything lmao.
if flamethrowers are able to "fucking kill everyone" that's a completely [URL="https://www.youtube.com/watch?v=aIIgr_qt8mw"]different matter[/URL] that has nothing to do with the TT.
[QUOTE=ikes;52984170]local pyro barrels into populated zone and fucking kills everyone because his movement has no penalty
no seriously you're just giving him a rocket jump with no self damage[/QUOTE]
There's nothing inherently wrong with a weapon that's explained in a simple 2 lines:
Is a jetpack
Isn't a gun
The holster time can stay, but it'd still be a nice quality of life thing if the [i]brandish/ready/prime/draw[/i] time could be cancelled into a different action so you're not arbitrarily committing to nothing.
The ground slam winds up causing more issues for Pyro than it solves since it'll instantly alert someone to his whereabouts if the loud jetpack sounds weren't a big enough indicator. Seriously, what purpose is there to the slam? The stomp is at least understandable as a gimmick way to attack but the slam is useless.
[QUOTE=Hell-met;52983832]things Thermal Thruster need :
long holster gone
increased knockback gone
landing airblast gone
fall damage resist gone
(i guess we can keep stomping but I still feel like that should be mantread's thing)
also hide that "1 ammo count" thing
then it'll be :ok:[/QUOTE]
I'd honestly just want two changes personally...
Fall damage resist gone or whatever it is that reduces the fall damage pyro takes when using the jetpack, meaning it's no longer free mobility if he keeps boosting himself too high. Has to put actual thought into using his jetpack.
Weapon switch speed penalty gone. Allowing him to bomb from horizontal jumps more. At least when it comes to switching off the jetpack.
[QUOTE=Hell-met;52984616]-the pyro flamethrower mechanics and problems overview video, yet once again-[/QUOTE]
Unrelated to what you said, but I swear to god this video has been posted so many times I have the Youtube URL memorized just like Rick Roll.
[QUOTE=JugadorXEI;52984822]Unrelated to what you said, but I swear to god this video has been posted so many times I have the Youtube URL memorized just like Rick Roll.[/QUOTE]
I too recognize the rickroll url on sight, but I also like that song anyways.
[QUOTE=Rajikaru;52984247]He's giving up a secondary and any range beyond his flamethrower for it. It's not the end of the world if it does get buffed like that.[/QUOTE]
okay but
soldier has to replace his primary weapon for the rocket jumper
you're basically giving soldier a secondary flamethrower and a less efficient rocket jumper
[editline]17th December 2017[/editline]
[QUOTE=Psychopath12;52984660]There's nothing inherently wrong with a weapon that's explained in a simple 2 lines:
Is a jetpack
Isn't a gun
The holster time can stay, but it'd still be a nice quality of life thing if the [i]brandish/ready/prime/draw[/i] time could be cancelled into a different action so you're not arbitrarily committing to nothing.
The ground slam winds up causing more issues for Pyro than it solves since it'll instantly alert someone to his whereabouts if the loud jetpack sounds weren't a big enough indicator. Seriously, what purpose is there to the slam? The stomp is at least understandable as a gimmick way to attack but the slam is useless.[/QUOTE]
i was just responding to removing the holster time anyways
i think they need to fix the bug where switching to it forces you to go through the full draw/holster animation, makes switching through weapons a bit of a pain
[QUOTE=ikes;52985017]okay but
soldier has to replace his primary weapon for the rocket jumper
you're basically giving soldier a secondary flamethrower and a less efficient rocket jumper
[/QUOTE]
you're looking to compare the TT with the gunboats, not the RJumper. unless you legitimately think 14 self damage is a big handicap that makes the RJumper seem good.
[QUOTE=ikes;52985017]i think they need to fix the bug where switching to it forces you to go through the full draw/holster animation, makes switching through weapons a bit of a pain[/QUOTE]
this is not a bug. it's very deliberate.
[code]"static_attrs"
{
"min_viewmodel_offset" "10 0 -9"
"damage force increase hidden" "1.3"
"taunt attack name" "TAUNTATK_PYRO_GASBLAST"
"taunt attack time" "4.7"
"item_meter_charge_type" "1"
"item_meter_charge_rate" "30"
"holster_anim_time" "1.1"
"falling_impact_radius_pushback" "1"
"thermal_thruster" "1"
}
[/code]
I can't believe I got this achievement. It's been 2 years.
[t]https://cdn.discordapp.com/attachments/307152486454788096/392014784343572500/unknown.png[/t]
What's the hardest achievement you guys have ever unlocked?
[QUOTE=Hell-met;52985031]
this is not a bug. it's very deliberate.
[code]"static_attrs"
{
"min_viewmodel_offset" "10 0 -9"
"damage force increase hidden" "1.3"
"taunt attack name" "TAUNTATK_PYRO_GASBLAST"
"taunt attack time" "4.7"
"item_meter_charge_type" "1"
"item_meter_charge_rate" "30"
"holster_anim_time" "1.1"
"falling_impact_radius_pushback" "1"
"thermal_thruster" "1"
}
[/code][/QUOTE]
as the filthy pleb who still uses scroll wheel to switch weapons 7 thousand hours into the game, this makes me anger
[editline]17th December 2017[/editline]
[QUOTE=JugadorXEI;52985045]
What's the hardest achievement you guys have ever unlocked?[/QUOTE]
World traveler, couldnt do it til hydro got put back in the map pool something like 4 years into my TF2 lifetime
[QUOTE=JugadorXEI;52985045]I can't believe I got this achievement. It's been 2 years.
[t]https://cdn.discordapp.com/attachments/307152486454788096/392014784343572500/unknown.png[/t]
What's the hardest achievement you guys have ever unlocked?[/QUOTE]
As a Medic main, Specialist. Though I got it by accident using Quick-Fix on a long Frontier defense.
[IMG]https://i.imgur.com/fHiZmHj.png[/IMG]
Name my gibus!
Best name wins a prize courtesy of me
(bonus ̶p̶o̶i̶n̶t̶s̶ ducks for description)
edit: winner has been chosen
[QUOTE=Koi_Pond;52985138][IMG]https://i.imgur.com/fHiZmHj.png[/IMG]
Name my gibus!
Best name wins a prize courtesy of me
(bonus ̶p̶o̶i̶n̶t̶s̶ ducks for description)[/QUOTE]
Poopis
[QUOTE=JugadorXEI;52985045]I can't believe I got this achievement. It's been 2 years.
[t]https://cdn.discordapp.com/attachments/307152486454788096/392014784343572500/unknown.png[/t]
What's the hardest achievement you guys have ever unlocked?[/QUOTE]
The 1,000 view achievement and the Replay hat that came with it was pretty tough since I'm not a known content creator.
Video that reached the achievement:
[video=youtube;_cVzx-1Gl5Q]https://www.youtube.com/watch?v=_cVzx-1Gl5Q[/video]
Proof:
[URL="http://steamcommunity.com/id/nerdkillaz/inventory/#440_2_1123600233"]Frontline Field Recorder in my backpack[/URL]
[URL="http://steamcommunity.com/id/nerdkillaz/stats/TF2?tab=achievements&agroup=replay"]Link to replay achievements[/URL]
[QUOTE=Koi_Pond;52985138][IMG]https://i.imgur.com/fHiZmHj.png[/IMG]
Name my gibus!
Best name wins a prize courtesy of me
(bonus ̶p̶o̶i̶n̶t̶s̶ ducks for description)[/QUOTE]
"Gaudy Gibus"
"(trade resquests rejected: n)"
[QUOTE=Koi_Pond;52985138][IMG]https://i.imgur.com/fHiZmHj.png[/IMG]
Name my gibus!
Best name wins a prize courtesy of me
(bonus ̶p̶o̶i̶n̶t̶s̶ ducks for description)[/QUOTE]
Poor Man's Trophy.
There's a whole host of achievements that are virtually impossible to do these days, or just painfully difficult and time-consuming - not because of the gameplay stunts you have to pull off, but because of the unlikely conditions that have to be met and are mostly outside the player's control.
1. The four YT Views on a Replay achievements: impossible for anyone that hasn't uploaded one ages ago; Replays aren't supported by pretty much all populated servers, the Replay editor/files are often broken or corrupted, the function of uploading Replays on YT doesn't work anymore. The TF2 Team should just remove them at this point.
2. The 'Win 140+ rounds on X map' achievements: with Casual MM, it's much, much more difficult to find a populated server running a specific map, especially the not-so-popular ones like Foundry, Standin, Doomsday and such. Even if you find one, it's very likely that the server ends up dying down after a few rounds or switching to a different map - with the old QP system, it was more likely that a map extension vote would pass through. Also, for anyone that missed updates when these maps were new and played by many (years ago), the required amount of [I]wins[/I] is ludicrous. 20-something should have been more than enough, 140+ is insanely grindy.
3. The 'play Doomsday/Foundry in a game with 5 or more friends on your friends list' is extremely unlikely nowadays. Community servers with known and friendlisted regulars are mostly dead, and most people don't have that many TF2 buddies playing the game in 2017, at least not enough to get 5 friends to play two of the maps that most of the playerbase has forgotten about and are extremely hard to queue up for in a reasonable amount of time. I missed getting these achieves in 2011/2012 and there's no way I can force what few of my TF2 buddies still play to queue for Foundry/Doomsday in 2017. We'll all die of old age by the time we find a populated server.
There's probably more, but those are a few off the top of my head where the difficulty of getting to play a round of TF2 on the required map/under the right circumstances enough times is so far out of most players' control in 2017. It's not challenges of skill, but challenges of going out of your way for hours to try and queue up and get into a game.
[QUOTE=Stric_Matic;52985358]There's a whole host of achievements that are virtually impossible to do these days, or just painfully difficult and time-consuming - not because of the gameplay stunts you have to pull off, but because of the unlikely conditions that have to be met and are mostly outside the player's control.
1. The four YT Views on a Replay achievements: impossible for anyone that hasn't uploaded one ages ago; Replays aren't supported by pretty much all populated servers, the Replay editor/files are often broken or corrupted, the function of uploading Replays on YT doesn't work anymore. The TF2 Team should just remove them at this point.
2. The 'Win 140+ rounds on X map' achievements: with Casual MM, it's much, much more difficult to find a populated server running a specific map, especially the not-so-popular ones like Foundry, Standin, Doomsday and such. Even if you find one, it's very likely that the server ends up dying down after a few rounds or switching to a different map - with the old QP system, it was more likely that a map extension vote would pass through. Also, for anyone that missed updates when these maps were new and played by many (years ago), the required amount of [I]wins[/I] is ludicrous. 20-something should have been more than enough, 140+ is insanely grindy.
3. The 'play Doomsday/Foundry in a game with 5 or more friends on your friends list' is extremely unlikely nowadays. Community servers with known and friendlisted regulars are mostly dead, and most people don't have that many TF2 buddies playing the game in 2017, at least not enough to get 5 friends to play two of the maps that most of the playerbase has forgotten about and are extremely hard to queue up for in a reasonable amount of time. I missed getting these achieves in 2011/2012 and there's no way I can force what few of my TF2 buddies still play to queue for Foundry/Doomsday in 2017. We'll all die of old age by the time we find a populated server.
There's probably more, but those are a few off the top of my head where the difficulty of getting to play a round of TF2 on the required map/under the right circumstances enough times is so far out of most players' control in 2017. It's not challenges of skill, but challenges of going out of your way for hours to try and queue up and get into a game.[/QUOTE]
Balloonicorn achievement is notable for being almost impossible from day one, because it didn't end up being a hit cosmetic like Valve thought it would. I suppose you could get a bunch of friends to buy the item with you and go do deathmatch on an empty server, but players who don't have the luxury of that are out of luck.
The achievements for killing people underwater are also really hard post Meet Your Match. It would be difficult enough today just with the vast map pool and the death of community servers, but they also had to go and cut ctf_well from valve matchmaking entirely. The only way I managed to get the achievement for Pyro was by pyro-sharking in the canals with the shotgun. It doesn't really work at all with the control points version, because matches tend to go a lot quicker, and the game-mode and altered map layout discourage you from camping.
[QUOTE=JugadorXEI;52985045]
What's the hardest achievement you guys have ever unlocked?[/QUOTE]
[t]https://i.imgur.com/GjpXjlt.png[/t]
[IMG]https://i.imgur.com/sFmLJqE.png[/IMG]
That... that achievement is bugged, right?
[QUOTE=Brokkhouse;52985781][IMG]https://i.imgur.com/sFmLJqE.png[/IMG]
That... that achievement is bugged, right?[/QUOTE]
It only counts kills on Powerhouse.
edit: I think this post was my first :ninja:
[QUOTE=Brokkhouse;52985781][IMG]https://i.imgur.com/sFmLJqE.png[/IMG]
That... that achievement is bugged, right?[/QUOTE]
it's most likely bound to a specific map
[QUOTE=Brokkhouse;52985781]That... that achievement is bugged, right?[/QUOTE]
It's Powerhouse-specific. On Steam map classifications by achievements don't exist for some reason.
[IMG]https://files.catbox.moe/kqzz05.png[/IMG]
God[I]damn[/I] I got double-ninja'd.
This fucking achievement:
[IMG]https://puu.sh/yIGkC/7dab4dbd82.png[/IMG]
Got it the legit way with like 9 people, I'd say it's currently impossible to do.
[QUOTE=Le Tomi;52985871]This fucking achievement:
[IMG]https://puu.sh/yIGkC/7dab4dbd82.png[/IMG]
Got it the legit way with like 9 people, I'd say it's currently impossible to do.[/QUOTE]
You can do it with bots. I did it that way.
More people have tuned Merasmus's fucking TV than they have played PASS Time...
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