TF2 General Chat and Speculation Station: Whiteboard Blues
5,005 replies, posted
[QUOTE=HoundFromHell;52670890]Could someone remind me which email was the best one to contact incase i wish to report a bug?[/QUOTE]
[email]erics@valvesoftware.com[/email]
Good grief I swear the TF2 wiki is down more often than it is up.
Page monitor went off alarm
[QUOTE=Metaru;52670905]I'm getting a 10k streak with the phlog and despite everything i do not feel defenseless at all like most people think a pyro would be without airblast.
Hell, i believe most pyros will instinctively airblast a target even when there is no point in doing so, so over time i'm growing less and less reliant on airblast for the sake of.
The only downside being that every time i outperform a team on either side two or three people switch to phlog pyro as well - but thats because newer players often switch to whatever class makes the most damage at the time.[/QUOTE]
[I]Obligatory "You're going to hell" quote.[/I]
I hope the Phlog gets entirely reworked in the next update. It has a bad concept as of now. It doesn't lead new Pyros to their most skill-requiring asset, it encourages W+M1, which is a brainless tactic. Sure, ambushing can be done using it, but there's an existing flamethrower built around rewarding flanks! Learning to use it will yield more results and is more satisfying than a cheap scorch-shotted crit charge.
In addition, once the players are smarter than your average loaf, the gun's downsides shine brightly when all you're given is a support role. I'd rather like seeing this particular concept thrown away and replaced with something else.
Is it just me or are some of the latest post missing ( on the blog)
Edit: everything is normal again :/
[QUOTE=ToastyToes;52670760][B]Removing random crits wouldn't be a nerf to any class. [/B]No class/weapon should rely on random crits to be viable in the first place. It's not considered a nerf to remove random crits from the game if they should never be there to begin with.[/QUOTE]
I don't see how you can say that. Demo is absolutely dependent on melee crits at point blank range. You [I] shouldn't[/I] have to rely on them, it's bad design that you would have to rely on them, but that doesn't change the fact that in the current game, you [I]do[/I] have to rely on them. For classes without powerful point blank options, like medic and demo, removing random melee crits is a big nerf. It was the only thing that could really protect them when somebody got close. I'm all for a rebalance to make these weapons not reliant on RNG, but surely you can see that some classes are going to be less effective than they were if you just removed crits without rebalancing any of the weapons in the game to compensate.
For a brief moment, on the TF2 blog, the last 3 posts (21st birthday, insomnia, case system) were completely wiped off, leaving only the old balance changes blogpost. The 3 posts have just been put back on the site. What the heck was that?
Edit: And the 3 posts just vanished again! Huh, they messin' with the blog or something?
[QUOTE=hahagoni_r;52671015]TF2 blog is fucked, that's all[/QUOTE]
that was kinda weird
For a second Crabwalk was missing alongside the I61 post, then they came back but Updates and News had a "new" attached to them, then it updated again and they were back to normal
my heart kinda skipped a beat, wouldve been perfect timing. Wonder if its wordpress or something else, even though judging from past experience its probably the first.
[editline]11th September 2017[/editline]
updated again
first three posts gone again
are you ok tf2 blog?
And some post are missing again
Edit: Back up again
now the baby post is gone?
did the tf2 team get caught exploiting a loophole and now they're covering their tracks? :v:
Is it Happening? Has the time finally come? I'm having a heart attack anticipating its arrival.
Somebody screwed with the pages, deleted then re-added them back as well as make a few grammar corrections.
Nothing more.
It's either time, or Rocketjump is flailing on the keyboard fixing grammar mistakes.
Either way it's more than what the potted planet has done recently. All he's done is mope.
[QUOTE=Angemon300;52671049]Is it Happening? Has the time finally come? I'm having a heart attack anticipating its arrival.[/QUOTE]
Im being spammed with default bango noises of this page monitor, normally the blog gets fucked up once or twice but these were like 5 bongo noises in the last 15 minutes
probably just wordpress though
[QUOTE=Fluury;52671057]Im being spammed with default bango noises of this page monitor, normally the blog gets fucked up once or twice but these were like 5 bongo noises in the last 15 minutes
probably just wordpress though[/QUOTE]
imagine my confusion when I have the monitor's alert sound set to [url=https://wiki.teamfortress.com/w/images/3/3b/Sniper_laughevil02.wav?t=20100625222427]this[/url]
Man I love it when the Tf2 workshop goes all fucky
[QUOTE=notpingas;52671010][I]Obligatory "You're going to hell" quote.[/I]
I hope the Phlog gets entirely reworked in the next update. It has a bad concept as of now. It doesn't lead new Pyros to their most skill-requiring asset, it encourages W+M1, which is a brainless tactic. Sure, ambushing can be done using it, but there's an existing flamethrower built around rewarding flanks! Learning to use it will yield more results and is more satisfying than a cheap scorch-shotted crit charge.
In addition, once the players are smarter than your average loaf, the gun's downsides shine brightly when all you're given is a support role. I'd rather like seeing this particular concept thrown away and replaced with something else.[/QUOTE]
Nah. The phlog is fine. The only thing they should fix is the particles being a straight beam instead of a cone of fire, wich is misleading to anyone who is not aware that the beam is purely cosmetic (and the reason why you can even out dps crit boosted phlogs with another phlog).
If anything i wouldn't mind if they actually made it into a feature: having the phlogh be a fixed beam instead of particles would be kinda neat.
[QUOTE=Serge Ivanov;52671092]Man I love it when the Tf2 workshop goes all fucky[/QUOTE]
The workshop also went fucky?
[QUOTE=Fluury;52671100]The workshop also went fucky?[/QUOTE]
Yeah its not loading the workshop items most the time including the maps and merchandise
Edit, everything but Merch is back
Edit again Merch is back
[QUOTE=Fluury;52671100]The workshop also went fucky?[/QUOTE]
Yeah, it was borked sometime this morning. Not the first time it has happened.
EDIT: Seems like it is semi working for me now. Sometimes the pages load, sometimes they don't
[QUOTE=Metaru;52671098]Nah. The phlog is fine. The only thing they should fix is the particles being a straight beam instead of a cone of fire, wich is misleading to anyone who is not aware that the beam is purely cosmetic (and the reason why you can even out dps crit boosted phlogs with another phlog).
If anything i wouldn't mind if they actually made it into a feature: having the phlogh be a fixed beam instead of particles would be kinda neat.[/QUOTE]
Whatever floats your boat, but I don't see the Phlog ever being fun to play against.
It is refreshing to sometimes go revenge against a Soldier with a Medic up his bum, but I feel like something smarter and effective could be developed for the slot it now occupies.
[QUOTE=Mort Stroodle;52671017]I don't see how you can say that. Demo is absolutely dependent on melee crits at point blank range. You [I] shouldn't[/I] have to rely on them, it's bad design that you would have to rely on them, but that doesn't change the fact that in the current game, you [I]do[/I] have to rely on them. For classes without powerful point blank options, like medic and demo, removing random melee crits is a big nerf. It was the only thing that could really protect them when somebody got close. I'm all for a rebalance to make these weapons not reliant on RNG, but surely you can see that some classes are going to be less effective than they were if you just removed crits without rebalancing any of the weapons in the game to compensate.[/QUOTE]
How about you keep those classes weak at short range because they're not supposed to be strong in that situation. Why doesn't valve just make all of snipers's melee weapons crit because he's only god like at long range? I mean he has to be strong in every single way, we can't have a single class be weak in any area.
I don't know what game you're playing, but in my TF2, random crits are disabled and skill is required to kill someone, not RNG.
[QUOTE=ToastyToes;52671203]How about you keep those classes weak at short range because they're not supposed to be strong in that situation. Why doesn't valve just make all of snipers's melee weapons crit because he's only god like at long range? I mean he has to be strong in every single way, we can't have a single class be weak in any area.
[/quote]
Well if you want to nerf demo and medic that's fine, I can see the reasoning behind it, but don't act like you're not suggesting a large nerf to those classes. Removing random crits is a big change.
[quote]I don't know what game you're playing, but in my TF2, random crits are disabled and skill is required to kill someone, not RNG.[/QUOTE]
I'm playing casual mode, the mode that the vast majority of the playerbase is playing. In casual modes crits are enabled, and I've just been trying to say that removing them is going to result in a substantial nerf to some classes, for better or worse.
[QUOTE=ToastyToes;52671203]How about you keep those classes weak at short range because they're not supposed to be strong in that situation. Why doesn't valve just make all of snipers's melee weapons crit because he's only god like at long range? I mean he has to be strong in every single way, we can't have a single class be weak in any area.
I don't know what game you're playing, but in my TF2, random crits are disabled and skill is required to kill someone, not RNG.[/QUOTE]
Being restricted to melee is disadvantage big enough. Being restricted to shitty melee - you can just give up and let them kill you to respawn faster.
I don't know why people think melee needs to be stronger in the first place. We could always go back to the old days of everyone having an axe/crowbar that does like 10 damage. The fact that you can kill a player with only 2 swings without crits is incredibly strong if you consider the series' history.
[QUOTE=Psychopath12;52671237]I don't know why people think melee needs to be stronger in the first place. We could always go back to the old days of everyone having an axe/crowbar that does like 10 damage. The fact that you can kill a player with only 2 swings without crits is incredibly strong if you consider the series' history.[/QUOTE]
Useless weapons in tfc doesn't mean we should have useless weapons in tf2. TFC had a number of design problems we should steer clear of.
[QUOTE=Mort Stroodle;52671228]Well if you want to nerf demo and medic that's fine, I can see the reasoning behind it, but don't act like you're not suggesting a large nerf to those classes. Removing random crits is a big change.
I'm playing casual mode, the mode that the vast majority of the playerbase is playing. In casual modes crits are enabled, and I've just been trying to say that removing them is going to result in a substantial nerf to some classes, for better or worse.[/QUOTE]
If valve has admitted that they're re balancing their weapons more towards competitive which has random crits disabled 24/7. It would make sense to disable random crits to make the bridge from casual and competitive smoother. Every class is as strong as they were before if crits were disabled. I'm sorry you're not going to occasionally a 4k when you accidentally sneeze a crit rocket in a general direction.
You need to take into consideration that your casual point of view isn't the only thing accounting for when valve is rebalancing weapons/classes. That's how you divide the TF2 community even more.
[QUOTE=Mort Stroodle;52671241]Useless weapons in tfc doesn't mean we should have useless weapons in tf2. TFC had a number of design problems we should steer clear of.[/QUOTE]
Why couldn't have valve applied this to random crits
[QUOTE=Mort Stroodle;52671241]Useless weapons in tfc doesn't mean we should have useless weapons in tf2. TFC had a number of design problems we should steer clear of.[/QUOTE]
Melee is meant to be a useless last-ditch effort to get [i]something[/i] done when you're caught with your pants down and no ammo loaded.
Even without random crits, TF2's melee is more than [i]six times[/i] as lethal as it was in earlier iterations. TF2 was designed with damage rampup for the express purpose of making close-range skirmishes being [i]the[/i] way to quickly kill someone. Melee is strong and has always been strong except against fully overhealed targets. Granted, the swing rate in earlier games was faster and health values were lower with armor making keeping track of damage a bit less consistent, but it was still above all means designed to be awful with the only exceptions being Medic and Spy. While Engineer's spanner was still useful for other means, it was still useless in combat.
[QUOTE=ToastyToes;52671266] Every class is as strong as they were before if crits were disabled. [/quote]
Not medic or demo. Their close-range survivability goes down considerably without them.
[quote]I'm sorry you're not going to occasionally a 4k when you accidentally sneeze a crit rocket in a general direction.
[/QUOTE]
I don't know why you're being so condescending, or where you got the impression that I want crits on ranged weapons at all. Crockets can die in a fire.
[QUOTE=Mort Stroodle;52671300]Not medic or demo. Their close-range survivability goes down considerably without them.
I don't know why you're being so condescending, or where you got the impression that I want crits on ranged weapons at all. Crockets can die in a fire.[/QUOTE]
Demo has a grenade launcher and medic should be killed if he's caught without his team. That's his fault for not playing around his team.He should not be able to cause massive amounts of damage.
Learn how to defend yourself and not get yourself in these situations. You seem to be ignoring everything else I'm saying besides what you have to disagree with.
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