• TF2 Chat and Speculation V5 - Merry Skinssmas
    5,003 replies, posted
[QUOTE=C. Blades;53015562]The minigun at close range serves the important role of demolishing players who found themselves laughably out of position. The flamethrower will not behave like a limited range minigun if you make the flames hitscan, as it doesn't fire three bullets per unit of ammo nor is affected by the spread/rampup. If it does, well valve can code around that. [/QUOTE] I meant that at point blank it's very easy to throw a heavy's aim off, say as a scout with good movement, you can 100% win any fight against a heavy point blank unless he has perfect tracking odds should be in Pyro's favor at point blank, just not to the degree it is currently [QUOTE=Mockingbird;53015879] I'm curious to know what kind of tweaks you think would make these particles ok.[/QUOTE] I'd say reduce particle's lifetime and rapidly increase its speed (so it keeps the same range), this way your flames will reach the maximum range faster, but each particle will be in contact with the enemy for much less time, hopefully resulting in less damage if you don't focus on one person, making flailing ineffective, needs testing though, no idea if this could work
[QUOTE=Nebrassy;53015940] I'd say reduce particle's lifetime and rapidly increase its speed (so it keeps the same range), this way your flames will reach the maximum range faster, but each particle will be in contact with the enemy for much less time, hopefully resulting in less damage if you don't focus on one person, making flailing ineffective, needs testing though, no idea if this could work[/QUOTE] This would mitigate the problem but wouldn't fix it, in my opinion. A direct torrent of fire particles hitting consecutively needs to do more damage than one particle getting replaced by another each time it leaves the hitbox or expires. I mean maybe if the speed/lifetime is altered so greatly that only one particle exists at a time, but if you reach that speed, it may as well be hitscan anyway.
they could just revert to old flames and just make those travel at mach speed since that's all thats needed but we know that won't happen.
You can enable old airblast with commands, can you enable the old flame mechanics too? No idea why they kept them, makes tf2 even more bloated.
[QUOTE=TheBorealis;53015978]You can enable old airblast with commands, can you enable the old flame mechanics too? No idea why they kept them, makes tf2 even more bloated.[/QUOTE] They probably kept the old airblast so pre jungle inferno demos could work.
I started playing again after a good few years of inactivity. I'm really surprised how well the Pyro's degreaser/default shottie/axtinguisher combo still works, I see a lot of different crazy loadouts in games (the fuck is that jetpack), but I still find my old setup works like a charm. I've also been using the the default demoman loadout and also enjoying it, airbursting is still as satisfying as ever. Having a pretty good time playing casual despite 50% of the players behaving like absolute tits all the time. What the shit are mercenary missions though? How do I get rid of the message on my screen nagging me I have missions avaliable when everything is locked?
[QUOTE=wewt!;53016033]I started playing again after a good few years of inactivity. I'm really surprised how well the Pyro's degreaser/default shottie/axtinguisher combo still works, I see a lot of different crazy loadouts in games (the fuck is that jetpack), but I still find my old setup works like a charm. I've also been using the the default demoman loadout and also enjoying it, airbursting is still as satisfying as ever. Having a pretty good time playing casual despite 50% of the players behaving like absolute tits all the time. What the shit are mercenary missions though? How do I get rid of the message on my screen nagging me I have missions avaliable when everything is locked?[/QUOTE] There's a checkbox in the options somewhere to hide mission crap on the UI. Find it and never look back.
We have to not forget about the mojo and the huge inconsistency of the old flames. Keep the new flames, but fix some bugs they have, and they're perfect. Also, maybe make them have the old flame look, like this great mod made by nonhuman: [url]https://gamebanana.com/effects/5869[/url]
The biggest problem with the new flames is likely not a bug and likely can't be fixed without significant changes top-to-bottom.
I [I]just[/I] realized that the JI contracts are so padded with defense objectives that without them, you'd finish the campaign in a week or two
[QUOTE=fendermcbender;53016253]I [I]just[/I] realized that the JI contracts are so padded with defense objectives that without them, you'd finish the campaign in a week or two[/QUOTE] the defense bonuses are seriously the fucking worst plus if they stop making objective contact for even a second- EVEN IF, SAY, PROPELLED BY SPLASH DAMAGE STRAIGHT UPWARD- it doesn't count. it's so tedious to grind it out. nevermind the fact that if you're playing defense right, they're not even touching the objective...
The defend the objective ones were so tedious, it genuinely felt like I had to purposely gimp myself to let the enemy onto the cap to have a 'chance' to gain 1 point in the bonus.
I still think we need [B]mega grind contracts[/B] that take 1000CP
We need MvM contracts that reward silver weapons.
Mega grind contracts would be alright, if the reward is good. Would be nice to encourage people to buddy up and tackle it together. Objective ones for 100 blood money weren't though. Felt like time was wasted. We need the good stuff like a [B]"guaranteed factory new of THIS skin"[/B] akin to the dragon slayer skin. Stuff that you can wave about and brag to people that you did it. Bragging rights sells, if you make hard as fuck contracts give desirable rewards that are 100% chance and not a rng keyless crate. It'll sell like hotcakes.
[QUOTE=X marks it;53016315]Mega grind contracts would be alright, if the reward is good. Would be nice to encourage people to buddy up and tackle it together. Objective ones for 100 blood money weren't though. Felt like time was wasted. We need the good stuff like a [B]"guaranteed factory new of THIS skin"[/B] akin to the dragon slayer skin. Stuff that you can wave about and brag to people that you did it. Bragging rights sells, if you make hard as fuck contracts give desirable rewards that are 100% chance and not a rng keyless crate. It'll sell like hotcakes.[/QUOTE] Maybe fake unusuals. By that I mean something that emits subtle particle effects, think the mutton chops. People would be all over those.
I think we need zero contracts, because clearly they aren't improving player retention and concurrent player counts.
[QUOTE=Lord Exor;53016353]I think we need zero contracts, because clearly they aren't improving player retention and concurrent player counts.[/QUOTE] You're kidding, right? A lot of my friends came back to tf2 BECAUSE of the revamped Jungle Inferno contract system.
[QUOTE=Lord Exor;53016353]I think we need zero contracts, because clearly they aren't improving player retention and concurrent player counts.[/QUOTE] Doubt anything will unless we get three major updates a year and some of the features of the portal 2/csgo source branch are added. As well as +20 fps on all systems and a mandate from Gabe to make people join the tf team.
[QUOTE=Lord Exor;53016353]I think we need zero contracts, because clearly they aren't improving player retention and concurrent player counts.[/QUOTE] I think you should try being positive for once. [QUOTE=Zadrave;53016307]We need MvM contracts that reward silver weapons.[/QUOTE] The contracts reward silver weapons feels weak, but MvM contracts in general feel like a really good idea. Aside from specific weapon/class contracts (AKA contracts you can completely in any one game of quickplay, so no map contracts), there isn't really much to use, and if contracts are going to become a common way of scoring loot/drops, including MvM contracts would both help vary gameplay for people that want to get the rewards from contracts, and help bring back players to non-tour MvM. I think, if they introduce Silver weapons or other metallic weapon skins, it needs to be as the next MvM campaign reward, or it'll feel not work it. I'm still big on introducing the various different coloured metals as variations for rare campaign rewards, maybe have them as special "metal modifications" like war paints that can be applied to certain weapons.
[QUOTE=Lord Exor;53016353]I think we need zero contracts, because clearly they aren't improving player retention and concurrent player counts.[/QUOTE] Contracts are cool things that give me something to do while playing, but have the occasionally stupid secondary objective. This kinda just sounds like one of those things said from the perspective of a community server owner who doesn't play contracts at all.
[QUOTE=Contra132;53016453]give me something to do while playing[/QUOTE] I still have a real hard time with this phrase. I mean I guess I get it, but it seems really strange to me.
[QUOTE=Mockingbird;53016493]I still have a real hard time with this phrase. I mean I guess I get it, but it seems really strange to me.[/QUOTE] I like having secondary objectives, especially in pubs, where my primary objective (winning) is so easy to do. At my skill level, if I want to win in a pub, I just...go Soldier or Spy and shitstomp until the job is done. Contracts give me an incentive to play differently, and a reward to match. The occasional self-imposed challenge or meme strat is fun, but not as satisfying to me as a proper contract.
[QUOTE=Rajikaru;53016429]I think you should try being positive for once. The contracts reward silver weapons feels weak, but MvM contracts in general feel like a really good idea. Aside from specific weapon/class contracts (AKA contracts you can completely in any one game of quickplay, so no map contracts), there isn't really much to use, and if contracts are going to become a common way of scoring loot/drops, including MvM contracts would both help vary gameplay for people that want to get the rewards from contracts, and help bring back players to non-tour MvM. I think, if they introduce Silver weapons or other metallic weapon skins, it needs to be as the next MvM campaign reward, or it'll feel not work it. I'm still big on introducing the various different coloured metals as variations for rare campaign rewards, maybe have them as special "metal modifications" like war paints that can be applied to certain weapons.[/QUOTE] What is there to be positive about exactly? Festive Australiums?
[QUOTE=Lord Exor;53016524]What is there to be positive about exactly? Festive Australiums?[/QUOTE] That we may get a Heavy update? With new weapons hopefully as playstyle changing as Pyro's?
[QUOTE=Lord Exor;53016524]What is there to be positive about exactly? Festive Australiums?[/QUOTE] It's not hard to be positive. The game is still alive after 10 years. It's still getting large updates. It still has people playing it. They obviously still intend to do large balance changes with the Pyro rework. They were consistent in their updates to try and quell any potential bugs the month after the update came out.
I don't believe for one second that we'll actually get a Heavy update. And we get fewer major updates with longer periods of time between them with every passing year; why would I consider the fact that we still receive updates to be a positive thing when TF2 makes more money and has more people playing it than tentpole AAA franchises like Battlefront and CoD? Stop lowering your expectations to justify your even mood.
Yes, you've told facepunch about it at least a dozen times at this point.
[QUOTE=Contra132;53016519]I like having secondary objectives, especially in pubs, where my primary objective (winning) is so easy to do. At my skill level, if I want to win in a pub, I just...go Soldier or Spy and shitstomp until the job is done. Contracts give me an incentive to play differently, and a reward to match. The occasional self-imposed challenge or meme strat is fun, but not as satisfying to me as a proper contract.[/QUOTE] It just sort of seems like you're saying fun isn't satisfying unless there's some quantified confirmation that you scored +1 fun-point for completing your fun-chore. I dunno. I understand that it's nice to have a goal to work towards and a sense of accomplishment, but I feel like the implementation of contracts so far really puts the cart before the horse.
[QUOTE=Mockingbird;53016599]It just sort of seems like you're saying fun isn't satisfying unless there's some quantified confirmation that you scored +1 fun-point for completing your fun-chore. I dunno. I understand that it's nice to have a goal to work towards and a sense of accomplishment, but I feel like the implementation of contracts so far really puts the cart before the horse.[/QUOTE] Amen, seriously. Why are people so shallow that they require some sort of tangible benefit to entice doing the very things contracts request of them? If you find that fun then come up with your own arbitrary goals.
Sorry, you need to Log In to post a reply to this thread.