[QUOTE=TheBorealis;52995790]Of your paint only or all the paint textures?[/QUOTE]
Oh sorry, I meant to say for mine.
Ill be fair - from a cosmetic/content standpoint, this is a solid update, lots of new cosmetics, war paint changes that are decent and I can finally get a strange Iron Wood Skin.
If you are optimistic, we might see something after Jungle Inferno ends. Comp is next for sure though.
[QUOTE=Kitt Stargaze;52995751][URL="https://www.reddit.com/r/tf2/comments/7lbn4f/psa_you_can_festivize_the_australium_tomislav/"]Not sure if it's late, but you can now festivize australium weapons appearently...[/URL]
[t]https://steamuserimages-a.akamaihd.net/ugc/912408061241189957/57A5AE7C8FE2D8AA9C9F8E757E510CBF164147B9/[/t][/QUOTE]
Lights do not show in game.
For Tomislav atleast.
I kind of wonder if Valve will patch things tomorrow so that plain old strange/Aussies will not be festivizable.
re: the continued sniper debate
[B]Response and Rationale[/B]
I hate to say it, but I'm starting to agree less and less with the "nerf Sniper" argument the longer it goes on. That's because most of you making it only seem to experience Sniper in pub play, where he is nowhere near as deadly as in HL, where the entire team plays to support him. There are numerous effective manners of counterplay against strong Snipers in a pub, even those being pocketed or buffed. (And also, thank God, easier to countersnipe solo since the death of the Danger Shield.)
In Highlander? Yeah, you're fucked, especially on KOTH and most Payload maps. He's getting full time buffs, almost always with the combo for protection, and is usually charged. Sniper is the uncontested king of Highlander. Any nerfs to Sniper would probably be an improvement for HL, but...
Highlander does not matter. The player count is too high for feasible organization, the game pacing is too slow for a feasible spectator's experience, and the balance of Highlander as a whole is completely unreflective of pub play and other competitive formats, sans perhaps Worse Highlander (Prolander).
Now in 6v6, Sniper is definitely the most popular offclass. I'll concede that. But he is not this unstoppable God there, even at the peak of play. No Sniper in 6s is pulling off that Highlander bullshit, and he's still usually a last pick for both teams (alongside other classes). Snipers die way more easily in 6s.
And pubs? Snipers are a joke! Jumpers exist! Spy actually works as a counter because his team is almost never playing with him in that environment! There's no class limits, so you can fill your team with high-mobility players that are harder to headshot and can more easily close the distance without being killed. Popular pub maps also have an abundance of alternate routes you can take to flank Snipers!
[B]Concession[/B]
I will concede this: Sniper is definitely powerful, sometimes disproportionately in a game usually based around close and mid range fighting. Heavies will particularly feel this pain, but Sniper is a very intentional counter. That's just kind of how it's meant to be.
The answer to this isn't "nerf Sniper!". Nor is it "buff everyone else!". The Generalists (Scout/Soldier/Demoman) are more than equipped to deal with Sniper, which is why he doesn't break 6s. Sniper is generally fine against itself as well, and Medic is already the best, most important class in the game and doesn't need buffs against a class made specifically to kill him. The classes that need some form of counterplay against Snipers are the Specialists (Pyro/Heavy/Engie/Spy).
[I]Counterbuffs[/I]
Pyro? Well, there is long-distance afterburn weapons. The jetpack is a little slow vs Generalist mobility. If Pyro ever does get close, the Sniper should be completely and utterly fucked, but Pyros can't as easily close the distance. This class relationship is probably fine. I feel like tools like Detonator/Scorch Shot are at least enough to get Snipers to unscope and change positions, and considering Pyro's primary counter is ranged hitscan anyways...yeah.
Heavy. Heavy is a curious case, because he's literally meant to be hard-countered by Sniper. Going the way of making him more Overwatch-tank style (that can't be oneshot by Snipers/have huge barriers to block damage entirely) would also be a pretty horrible idea. I think if Heavy receives any buffs to be better against Sniper, it should just be regular old buffs that make him better all-around, not Sniper-tailored buffs. Heavy is meant to be countered by Sniper.
Engineer. Engineer has no Sniper counterplay whatsoever, except perhaps really dumb Wrangler plays. I think Engineer should be given a LIGHT counterplay option, like a buildable barrier...that isn't too big...replaces a building and requires a lot of metal. I'm somewhat loath to buff Engineer like this, especially what with the legendary multi-Engie turtles in pub play and the fact that Engie's actually pretty good mostly, but I don't think a buildable barrier would be the worst thing. I'm sure with the right stats and requirements it could be a balanced tool.
With Spy, I think smoke grenades (which, face it, make a TON of sense for the Spy class) and buffs to things like decloak speed to make him a better Sniper counter would be enough.
[B]tl;dr[/B]
sniper is only a god in highlander
highlander doesn't matter
there are numerous counters to Sniper in pubs and in 6s, especially Generalists. nerfing Sniper directly isn't the answer: providing a bit more counterplay is
spy (and maybe engie) deserve some new options for sniper counterplay, but pyro and heavy are both built to be countered by sniper
We should give Heavy counterplay against the other classes, then. Because right now, the only classes that don't counter him in some way are Engineer and Pyro, and even Pyro can beat Heavies fairly consistently now.
EDIT: Also, no classes should be "built" to be countered by another class. We're not a rock paper scissors game, like Overwatch.
[t]https://files.catbox.moe/ji9q1l.png[/t]
What the fuck is that Ribbon? It shows as the usual Rainy Day case when inspected
Sniper counters everyone, not just Heavy. That's a silly argument.
[QUOTE=Blackavar;52995871]We should give Heavy counterplay against the other classes, then. Because right now, the only classes that don't counter him in some way are Engineer and Pyro, and even Pyro can beat Heavies fairly consistently now.[/quote]
I sympathize with the plight of Heavy mains and I do think the class has been given too many nerfs over time, but Heavy wins pretty much any 1v1 scenario where he isn't out of position. Demo and Soldier are definitely effective against Heavy when he's out of position, but in the context of a team-fight between combos, Heavy is pretty damn strong. Making Heavy stronger in 1v1 scenarios probably can't be done in a way that wouldn't make him totally broken in team fights.
Personally, I still just want the Love and War nerfs to be completely reverted. That to me was the most unwarranted of the blows against the Heavy class.
[quote]EDIT: Also, no classes should be "built" to be countered by another class. We're not a rock paper scissors game, like Overwatch.[/QUOTE]
Counters are a thing in this game. Scout is meant to counter Demoman. Spy is ostensibly meant to counter Sniper. Sniper is meant to counter Heavy. Medic isn't meant to counter anything, just strengthen his overall team composition and allow for surges of better push/hold potential.
[editline]21st December 2017[/editline]
Also, keeping current class balance mostly intact but with a few more Sniper counterplay options doesn't make TF2 look anything like Overwatch.
What an awful update. Literally nothing beyond cosmetic garbage and changes to maps nobody plays. At least last year they gave enough of a shit to do a blogpost with it.
[QUOTE=Lord Exor;52995888]Sniper counters everyone, not just Heavy. That's a silly argument.[/QUOTE]
Spy's kind of the opposite too, where he can instant kill anyone but is easy to deal with if detected with about every class.
[QUOTE=Drury;52995712][img]https://i.imgur.com/4RkDeJo.png[/img]
[media]https://www.youtube.com/watch?v=Y7aw99vEekE[/media][/QUOTE]
im very happy to see a jerma joke in this thread
[QUOTE=Contra132;52995845]Heavy. Heavy is a curious case, because he's literally meant to be hard-countered by Sniper. Going the way of making him more Overwatch-tank style (that can't be oneshot by Snipers/have huge barriers to block damage entirely) would also be a pretty horrible idea. I think if Heavy receives any buffs to be better against Sniper, it should just be regular old buffs that make him better all-around, not Sniper-tailored buffs. Heavy is meant to be countered by Sniper.[/QUOTE]
This would be a more compelling argument if Sniper didn't have so many ways to counter the class that's supposed to counter HIM (spy.) He's got Jarate, the Razorback, the Shiv, random crits (I know, I know) and even the SMG. Related, Spy has a too many ways to counter the class that's supposed to counter HIM, but that's an argument for another day...
Also, Heavy is countered by splash damage, the Wranger, fucking flame hit mechanics, backstabs, 3 meatshots from a scout, an vaccinator, etc etc. I maintain Heavy should have at least one minigun that provides bullet resistance when spun up. Camping Long Shoot Man can take multiple shots. It's not like Heavy and his giant hitbox are moving that much anyway.
(I want a Heavy cosmetic. A little vial around his neck with "Sniper Tears" written on it.)
[QUOTE=Lord Exor;52995888]Sniper counters everyone, not just Heavy. That's a silly argument.[/QUOTE]
Then why isn't Sniper being run fulltime in 6s? Why aren't the best players in the game campaigning against Sniper's prominence as an off-class in 6s and overall power? I don't see any popular complaints for Sniper in competitive outside of Highlander, which is very clearly not reflective of the rest of the game.
And, again, speaking purely pub play? There are many, many ways to deal with Snipers in pubs. Without a team comp dedicated to protecting them (a la HL), Spy becomes a more effective counter. Unless they're literally aimbotting, Jumpers can close the distance at mach 2 and kill the poor bastard before he's able to do anything about it. Literally any of the Generalist combat classes are well-equipped to close the distance and kill the Sniper before he kills them.
Heavy and Engineer get the short end of the stick because neither of them have high mobility and are built for holding positions, not taking them. Sniper is optimized for killing those classes if they're out in the open, which isn't where they're supposed to be.
And if the Sniper is coordinating with his team to be stronger? Well, it's Team Fortress. That's kind of the point. If you can't convince your teammates to do the same, sorry, that's not a balance issue. That's the game working as intended.
If only I had some money on me so I could buy one of the taunts or unbox :s:
[I]"Festive Australium Spectacularly Lethal Sophisticated Professional Killstreak Stickybomb Launcher"[/I]
My dreams are finally real.
[QUOTE=Ultravod;52995943]Also, Heavy is countered by splash damage, the Wranger, fucking flame hit mechanics, backstabs, 3 meatshots from a scout, an vaccinator, etc etc. I maintain Heavy should have at least one minigun that provides bullet resistance when spun up. Camping Long Shoot Man can take multiple shots. It's not like Heavy and his giant hitbox are moving that much anyway.[/QUOTE]
If Heavy is being countered by splash, he's out of position. Non-direct explosives are [B]not[/B] killing him in a 1v1. That isn't a counter.
The Wrangler? You mean that thing that can only be used alongside a completely stationary sentry, that makes its owner vulnerable while he's using it, that the Heavy should only reasonably be encountering in team fights (ie when he's pushing and the entire team should be focusing the Engie/Sentry)? Sorry, I'm not seeing it.
3 meatshots from a Scout isn't a counter. 3 meatshots from a Scout kills anything and everything. Also never met a Heavy below mid-Silver who couldn't consistently win a 1v1 against a Scout. Backstabs also kill anything and everything, but Spy is definitely suited for killing Heavy, so I'll give you that.
I'll grant that Vaccinator is pretty dumb, but it also makes Heavy stupid difficult to deal with. And giving Heavy a minigun with bullet resistance is probably fine.
After a long day it feels really nice to see the game updated. I hope we can have some good ol' fun in TF2!
Tried to do a trade up to get a Strange Factory New Plaid Potshooter MK.II, but of course RNG gave me the only other option =C
[t]https://steamuserimages-a.akamaihd.net/ugc/904526663726447060/F50A3ED9EF14026279EF17207C69FBA302A3B3FD/[/t]
If anyone gets it I'll be willing to trade this up for the other, strange and FN of course... Shooting to upgrade my Strange Festive Minigun with one with this skin.
Really disappointed with the new cosmetic case.
We got 2 pocket items, yet another animal shoulder item (the bane of originality), a cowboy set for the heavy (when I think about christmas I think of the wild-west obviously), a whole bunch of meme items that don't fit into any loadouts, and a wacky season-themed beanie that's reddish brown even when worn on blu side. Epic.
The worst thing about the cowboy set is that they left the jacket out, as usual. Because fuck having full sets I guess.
I just want the themed cases to actually contain items that fit the theme/season. Wacky items like the balloonicorn hoody, the crusader helmet and the Mr Freeze suit belong in a halloween case, not a smissmas one.
Every since tiered cases were introduced and we got that stupid fucking banana hat we always get wacky unfitting cosmetics in every case, and I'm sick of it.
[QUOTE=riki2cool;52996002]Really disappointed with the new cosmetic case.
We got 2 pocket items, yet another animal shoulder item (the bane of originality), a cowboy set for the heavy (when I think about christmas I think of the wild-west obviously), a whole bunch of meme items that don't fit into any loadouts, and a wacky season-themed beanie that's reddish brown even when worn on blu side. Epic.[/QUOTE]
Gonna have to agree here. I also really personally dislike them adding another two hats that use the really basic and similar "dark reddish brown primary with plain red highlight" palette, They look incredibly similar visually to that new Sniper hat added in JI.
I got Australium Gold from my Stocking, so that's cool at least.
Also, [B]half of the taunts added were scout taunts.[/B] There are tons of good other-class taunts!
TF2 general, speculation, and insulting contributors thread :cry:
since you can festivize australiums can you festivize already festive weapons? (for example a festivized festive black box)
[QUOTE=DONK! 2x;52996028]since you can festivize australiums can you festivize already festive weapons? (for example a festivized festive black box)[/QUOTE]
I heard you can, obviously the results are gonna be a gamble. But double festive lights would be jackpot.
My ugly [url="https://steamuserimages-a.akamaihd.net/ugc/904526663726324109/A4DDD6BD88F015F12EB08CB572084D86039FC933/"]solder[/url] set is now uglier :v:
[QUOTE=ikes;52996027]TF2 general, speculation, and insulting contributors thread :cry:[/QUOTE]
When did I insult a contributor? I just said that I prefer the wacky cosmetics to be in a halloween case rather than spread out into cases with themes that they don't fit into.
[QUOTE=ikes;52996027]TF2 general, speculation, and insulting contributors thread :cry:[/QUOTE]
It looks like they're attacking Valve for picking them and not the contributors themselves...
[QUOTE=Dr.Scrake;52996006]The worst thing about the cowboy set is that they left the jacket out, as usual. Because fuck having full sets I guess.[/QUOTE]
same for Crusader, which really bums me out because I love that set but there are no items that go well with the helmet ingame now
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