• TF2 Chat and Speculation V5 - Merry Skinssmas
    5,003 replies, posted
[QUOTE=Fluury;52908324]"Kill enemies pushing the cart"[/QUOTE] that's an awful contract i suppose. i haven't done a single contract as i haven't played tf2 in 2 months thanks to a broken computer fan, so i don't really know these things. man do i miss it
tbh I had the best luck on the defense contract bonuses (both payload and cp) by playing backburner pyro with the jetpack, and jumping behind everyone when theres a large push
[QUOTE=pipantarctic;52908743]Well the branch was made by the same person who thought 2fort, Turbine and Hightower are perfectly acceptable maps to make missions for.[/QUOTE] Most of the maps make sense if you're designing the contracts for the average player. 2fort and Turbine together are played 25% of the time, with many others having pretty high population counts. Throwing in maps like Pipeline, Fastlane, Hydro, and Junction would be odd.
At first I was enjoying the contracts but then I got the the support contracts, the map contract, [I]and the phlog contract.[/I] Those completely and utterly suck the fun outta the game for me.
Does anyone else think the mangler should just show its ammo as a number instead of a meter? It would be easier to tell exactly how many shots are left due to its size and being a number, and it wouldn't distract from a banner's meter if one is equipped. It could even have the reserve ammo be an infinity symbol so if a new player picks it up off the ground or something, they don't have to experiment to figure that out. [QUOTE=Trekintosh;52908848][I]and the phlog contract.[/I][/QUOTE] You forced this on yourself.
My only 2 non defense contracts left are the Phlog and the FoS. I want to die painfully.
[QUOTE=Fluury;52908688]what about sujin which for some reason got [I]two[/I] campaigns feature it[/QUOTE] Wait 2 campaigns? Is one of them one of the multiple choice missions?
[QUOTE=Dr.Scrake;52908889]My only 2 non defense contracts left are the Plhog and the FoS. I want to die painfully.[/QUOTE] Normally I'd be much further along on contracts by now, but I've been far more interested in getting art pieces done, namely one commission in particular that's kept me off of TF2 pretty significantly... [t]https://steamuserimages-a.akamaihd.net/ugc/857236050648340551/6553B0EF498AAF2377C4FA0E53B21F0DDBBFC919/[/t] If it were a normal run, I'd probably have about 2/3 to 3/4th of those contracts done by now heh... Finally upgraded from the normal PDA to the shit brown one at finally... I'm so far behind! *gasp*
[QUOTE=ASIC;52908930]Wait 2 campaigns? Is one of them one of the multiple choice missions?[/QUOTE] No. Sujin was featured as a contract in Gun Mettle and now in Jungle Inferno. Off-topic: Still wanna know what that is. [IMG]https://files.catbox.moe/yy6uxd.png[/IMG] Obviously it says Taunt and its likely the box right infront of it, but what is the bottom text?
All this talk about contracts reminded me of the Soda Popper contract. Whoever expected people to 100% that without breaking down and going mad should be forced to 100% that contract in a Valve server.
[QUOTE=Rajikaru;52907559]Because it'd look exactly like the Scorch Shot when skinned, which is also why Natascha, Mediguns, Heatmaker/Machina, Spy revolvers etc aren't skinnable[/QUOTE] That's not entirely true. Valve threw out the "being able to differentiate between weapons" mechanic of TF2, quite clearly. Both the Detonator are the Scorch Shot are reskinned, and even with the tape on the former, it's bloody well impossible to tell which weapon the pyro is holding unless one is right next to them. The reason the Kritz, Natascha and the Backburner are not reskinned is because they're not unique models. The weapons are additional elements added to stock models, similar to how Rome Vision works in MvM. Keep in mind that these sidegrades are among the earliest unlocks for their respective classes. In order to have reskins, Valve would have to make new models for them. I'm the farthest thing from a game dev, but I imagine they could take (for example) the minigun model file + Natascha bits, combine it to a new Natascha model and import that in to the game. Given that TF2 is a 10 year old mess of spaghetti code and how broken weapon models are right now, it might not be that simple. I would really like to see this as I am a career Natascha Heavy, and I've wanted an unusual Natascha since unusual weapons became a thing. I suspect I will be kept waiting for quite some time.
[QUOTE=rolfum;52908769]tbh I had the best luck on the defense contract bonuses (both payload and cp) by playing backburner pyro with the jetpack, and jumping behind everyone when theres a large push[/QUOTE] I tried that initially, and found out that people are really quick to scatter in the small timeframe a crit flamethrower gives them...the pain of someone dying the frame they exit the cart radius is a painful one. I've said this like 3 times already, but backstabs were the quickest and least frustrating method for me.
I bested the spy contracts way faster than i could anticipate. But contracts like "survive 500 hp in one life" are truly painful.
The contracts were (mostly) a pain in the fucking ass and rarely fun. There were way too many "get kills with this weapon instead of focusing on the objective" or "do y almost impossible feat 10 times with the weapon" missions. If they introduce a contract system for weapons/alternate skins to usurp the drop system (which I honestly kind of hope they do), they need to be generic. "Score 100 points with x gun or while having x gun equipped", and special specific side missions for the bonus stars like "get x headshots with y sniper rifle/Ambassador", "feign x deaths with Dead Ringer", "Deal x Damage with y minigun", etc. it's a system that can easily work and be lots of fun! it's just the way TF2 works is it's too fast paced to actually make super hard missions achievable through anything except meticulous grinding. I would honestly, any day of the week, take a contract system where you get a number of contracts a week for certain weapons/warpaints and completing them gives a chance to drop a bonus hat or something. It'd be a lot of fun, solve the idle problem in an instant, and give the game some short-term longevity for people who want to hammer out a few hours and have it mean some sort of progress, like myself.
[url]https://clips.twitch.tv/InventiveAbstruseClipsmomMcaT[/url] Apperantly star wanted to return to TF2 back when MM came out, but "nobody asked him to". lmao tbh, and also for the better because mym was a catastrophe
[QUOTE=Ultravod;52909139]That's not entirely true. Valve threw out the "being able to differentiate between weapons" mechanic of TF2, quite clearly. Both the Detonator are the Scorch Shot are reskinned, and even with the tape on the former, it's bloody well impossible to tell which weapon the pyro is holding unless one is right next to them. The reason the Kritz, Natascha and the Backburner are not reskinned is because they're not unique models. The weapons are additional elements added to stock models, similar to how Rome Vision works in MvM. Keep in mind that these sidegrades are among the earliest unlocks for their respective classes. In order to have reskins, Valve would have to make new models for them. I'm the farthest thing from a game dev, but I imagine they could take (for example) the minigun model file + Natascha bits, combine it to a new Natascha model and import that in to the game. Given that TF2 is a 10 year old mess of spaghetti code and how broken weapon models are right now, it might not be that simple. I would really like to see this as I am a career Natascha Heavy, and I've wanted an unusual Natascha since unusual weapons became a thing. I suspect I will be kept waiting for quite some time.[/QUOTE] Their compromise now seems to be ensuring the weapons have unique sounds. Which is fair, since you'll likely hear it before you see it. Especially for dinky weapons like the flaregun and pistol. So first requirement is unique sounds, though Natascha already has them. Then, as you said, they'll need unified models. Ideally, they'd take this a step further and tweak the model so the entire silhouette and/or pattern style is unique. Next, they'll have to fit all the current unusual effects to it. This is probably why we only got three original and no new effects this time around. One concern is the economy: some strange unlocks (Kritz, Gunslinger, Mackerel, etc) were intentionally made rare. Festivizers made the original stock festives tank in value, as did the paintability of the Holy Mackerel. Should they be made available regardless and let the market settle itself?
[QUOTE=Cpt.MEEM;52909298][url]https://clips.twitch.tv/InventiveAbstruseClipsmomMcaT[/url] Apperantly star wanted to return to TF2 back when MM came out, but "nobody asked him to". lmao tbh, and also for the better because mym was a catastrophe[/QUOTE] Maybe nobody asked him to play because he always bitches about people asking him to play.
[QUOTE=Cpt.MEEM;52909298][url]https://clips.twitch.tv/InventiveAbstruseClipsmomMcaT[/url] Apperantly star wanted to return to TF2 back when MM came out, but "nobody asked him to". lmao tbh, and also for the better because mym was a catastrophe[/QUOTE] to be frank he's not that interesting without jerma
Is it time for the monthly anti-star circlejerk already
I often found my goal to complete contracts impeding my gameplay. Many times I would make strategically stupid decisions to jump on the opportunity to complete contract goals. During a few Heavy related contracts I intentionally kept sentries alive to farm damage with them, and since you can't get assists to complete them they seem to encourage more selfish play (and not to mention playing as the characters who kill things really quickly) than working with your team. These issues, and not to mention most of the ones people have with this campaign I feel come down to these objectives relying on the agency of other players rather than your own (which doesn't just include the enemy, because your team can easily steal kills from you as well), which is why the ones that have you capping objectives and killing players are the most fun. I liked many aspects of the campaign but this is something they should improve on, whether it's through adjusting the contract goals or changing the game a tiny bit so they're easier to complete. It would also be nice if there weren't so many map-specific contracts to. A few ones for the new maps are fine, but I found myself grinding progress on the same map for hours and I'm sure many players have had frustration with these on maps where doing the goal isn't most player's concern like Hightower and the CTF maps. Keeping them more general would make the experience a lot more pleasant.
I mean, nothing is stoping him from checking Jungle Inferno
Valve doesn't play the main game, plain and simple. Sure they playtest maps, weapon ideas and such, but if they did, they'd realize that: -60,000 healing to complete an amputator bonus was obscene, amongst other unreasonable objectives, even with how long we have. -They probably shouldn't have shipped the flamethrower changes if they weren't finished, leading to max spasm-DPS and particle lifetime bugs. -The bloody eviction notice might as well not exist at this point with how useless it is, the gas passer too for that matter -The game doesn't close properly on most machines -Casual still lacks spectating, team scrambles upon massively one sided rounds, and other things old pubs had. They just don't play TF2. They make stuff for it, a lot of which is really cool, but there's a reason it seems like they're always missing the mark somewhere.
[QUOTE=C. Blades;52909652]Valve doesn't play the main game, plain and simple. Sure they playtest maps, weapon ideas and such, but if they did, they'd realize that: -60,000 healing to complete an amputator bonus was obscene, amongst other unreasonable objectives, even with how long we have. -They probably shouldn't have shipped the flamethrower changes if they weren't finished, leading to max spasm-DPS and particle lifetime bugs. -The bloody eviction notice might as well not exist at this point with how useless it is, the gas passer too for that matter -The game doesn't close properly on most machines -Casual still lacks spectating, team scrambles upon massively one sided rounds, and other things old pubs had. They just don't play TF2. They make stuff for it, a lot of which is really cool, but there's a reason it seems like they're always missing the mark somewhere.[/QUOTE] They do play the game. The reason why it sometimes feels like they don't test any features is because TF2's engine is so bad to work with, that it almost never does what you tell it to. For making stuff that they do, TF Team are masters of coding. Now combine that that the TF Team is not too big, they make a lot of goals for themselves (Post MyM 2016 had them working on Jungle Update, Pyro overhaul, many different stuff like the soundtrack and Monopoly, working on matchmaking changes, and probably Scream Fortress), the general Valve structure (wouldn't be surprised if it slows down their work), reading community feedback, and some of the team members working on the game for more than 10 years, it all starts making sense that the content is sometimes slow to ship, and has questionable changes.
I seriously doubt you can blame obvious oversights like the pyro particle bugs and the contract unreasonablity on things like the game engine. They had [I]four hundred days +[/I] to iron these things out, even with the shittiest of game engines, that should be enough for people of this coding skill. While fixing problems is hard, [I]realizing[/I] there's problems is really is as simple as going: -prerelease gameplay: "hey guys, did you notice the flame particles we fixed stick around for way too long and hit people for full damage regardless of aim? "Oh jeez yeah, that's no fun, let's use another basis for said particles and not the righteous bison's shots we also fixed" And problem solved. I'm aware things only become apparent one they're shipped live, but most of these problems I've listed should not be, unless valve's dev version of the game is so laughably far away from the live version as to cause these problems.
Well, we know Jill and Dario Casali play the game at least.
[QUOTE=C. Blades;52909739]I seriously doubt you can blame obvious oversights like the pyro particle bugs and the contract unreasonablity on things like the game engine. They had [I]four hundred days +[/I] to iron these things out, even with the shittiest of game engines, that should be enough for people of this coding skill. While fixing problems is hard, [I]realizing[/I] there's problems is really is as simple as going: -prerelease gameplay: "hey guys, did you notice the flame particles we fixed stick around for way too long and hit people for full damage regardless of aim? "Oh jeez yeah, that's no fun, let's use another basis for said particles and not the righteous bison's shots we also fixed" And problem solved. I'm aware things only become apparent one they're shipped live, but most of these problems I've listed should not be, unless valve's dev version of the game is so laughably far away from the live version as to cause these problems.[/QUOTE] What about having 400 days to make a jetpack that doesn't horrifically clip with itself in the default ref pose? One with actual smoothing too. And a basic specular map. [img]https://cdn.discordapp.com/attachments/298483550020173825/379305206388883466/unknown.png[/img]
Gee if only there was a model on the workshop for a pyro jetpack. One that looks suspiciously like the TT's kill icon. That'd be great.
I imagine the modeller wasn't really aware there would be a "undeployed" stance until after he was done with it
[QUOTE=Hell-met;52909913]I imagine the modeller wasn't really aware there would be a "undeployed" stance until after he was done with it[/QUOTE] They were rather aware there was an undeployed stance, the furious flyer icons prove this.
[QUOTE=Pie_Tony;52910159]They were rather aware there was an undeployed stance, the furious flyer icons prove this.[/QUOTE] but valve is the king of distributing work to employees who aren't closely following projects. Somebody must have just yelled "hey someone make a jetpack model" accross the room :v:
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