[QUOTE=Kitt Stargaze;50678360] I kind of find it funny BTW, I got one of those crates that gives an all class cosmetic for 2.49 dollars, the market price is 2.95, which would give me 2.58 for a total of .09 cents profit... The fact that people are buying them for 2.95 when they sell on from the store for 2.49 though, wut? lol[/QUOTE]
Some people buy things off of the market for more then they are worth on the store because of conversion rates, in some countries it would be better to buy off the market than the store.
I'd love it if Casual mode would implement skill-based matchmaking. Valve's confirmed that level badges are purely cosmetic.
Competitive dustbowl surely brought me some PS3 memories. It's so silly.
Kind of curious to how many ranks there are. Currently I just hit Level 8 in Casual Matchmaking:
[t]http://images.akamai.steamusercontent.com/ugc/264967316456600611/8245A736394AA062F4BFDE7F1D04EDDB2FA013FE/[/t]
Got hit with my first hacker too and still managed to enjoy the match even though we lost. We actually almost won too which was a little surprising...
Sooo... about the Heavy vs. Pyro war, why can't we see the actual "points" like the Demo vs. Soldier one ? A lill counter while playing heavy or pyro would be cool.
[QUOTE=Trekintosh;50678241]By the way, the MyM update broke the Player Destruction HUD. If you're playing a MM match, you can't see the PD HUD at all. You won't know how many bottles you have, nor how many either team has, nor the score to win, nor the UFO's arrival ETA.[/QUOTE]
Robot destruction is the base logic for player destruction, so I bet the hud is broken there too.
What good news to wake up to! It's honestly refreshing to hear that Valve are listening to the communities, and it goes to show that all of us complaining made a difference.
The only things I would say that need to be added now are rounds continuing with the same players, with a vote to choose which map in the same gamemodes you want to play on, and the ability to votekick problem players, since they will be replaced automatically.
Even if they don't have an abandonment penalty, they really need to figure out a way to incentivize people to stay for whole matches. When people leave teams because uneven, and new people either never come in or just don't come in fast enough to refill, which makes things extremely unfun and unfair for the smaller team.
[QUOTE=KarmaPolice;50678705]Even if they don't have an abandonment penalty, they really need to figure out a way to incentivize people to stay for whole matches. When people leave teams because uneven, and new people either never come in or just don't come in fast enough to refill, which makes things extremely unfun and unfair for the smaller team.[/QUOTE]
This. Just played a game on Swiftwater, and after being spawncamped for the first round half my team left, resulting in a 12 vs. 5 defence round.
"git gud"
Just had a great time, only a few people left and there were always new people coming in to take their place. Played a full match where everyone actually tried, and there were no friendlies or anything of the sort.
Obviously not every match will be ideal and there will always be shit players, but the new update fixed a lot of the initial problems and actually had me and my likeminded fellow players trying to win rather than either stomping or getting stomped. Outside of the comp beta I haven't felt like I've had a real match in a long time. Really happy with this, here's hoping Valve keeps this up.
[QUOTE=Der dasMann;50678729]Did they fix the problem with not getting exp?
I dont wanna sit in 2Fort for 4 hours again for [I]nothing[/I][/QUOTE]It's always worked for me, at first I didn't get any XP until later but now I get it instantly.
Did they fix the problem with not getting exp?
I dont wanna sit in 2Fort for 4 hours again for [I]nothing[/I]
I just played a game of Payload and we attacked pretty well, but in the end we lost and so we swapped to Red for our turn
But then they made it to the first Payload checkpoint and they won instantly? What the fuck?
Like, I guess they reached it faster than we did? What sense does that make, that's never how TF2 worked before
(Also I got 0exp from the whole thing so whatever really)
[QUOTE=EmilyVasquez;50678096]One thing that makes me wonder is why they didn't do jackshit to the Ciaidheamh Mor despite everyone hating it.[/QUOTE]
They're "listening", but they do jack shit.
[QUOTE=HyperTails;50678730]I just played a game of Payload and we attacked pretty well, but in the end we lost and so we swapped to Red for our turn
But then they made it to the first Payload checkpoint and they won instantly? What the fuck?
Like, I guess they reached it faster than we did? What sense does that make, that's never how TF2 worked before
(Also I got 0exp from the whole thing so whatever really)[/QUOTE]
In matchmaking, payload and attack/defense now work on Stopwatch mode, which has been used in comp. for a long time. Basically the first team tries to capture as many points as they can, and the second team wins if they can either capture the same amount of points faster, or captures more points overall (and loses if they don't).
This helps prevent ties if both teams capture all points.
How a normal company works:
We want to make update
We test update
We ship update
whoops, update is shit
"We are working on fixing update"
We fix update
How Valve works:
We want to make update
We [I]pretend[/I] to test update.
We ship update.
Whoops, update is shit
We Want to mkae update
We [I]pretend[/I] to test update
We ship update
Whoops, update is shit
[repeat [I]n[/I] times]
"Hey George, I think the people on the internet may be actually getting a wee bit too angry"
"Throw them a bone, Bob"
We make blogpost
Radio silence for next 4 years
[QUOTE=Der dasMann;50678729]Did they fix the problem with not getting exp?
I dont wanna sit in 2Fort for 4 hours again for [I]nothing[/I][/QUOTE]
I actually E-Mailed Valve about the bug.
[QUOTE=Gunsexual;50678731]They're "listening", but they do jack shit.[/QUOTE]
Technically, they did do JACK shit with all the PASS Time stuff they added.
[QUOTE=NassimO PotatO;50678611]Sooo... about the Heavy vs. Pyro war, why can't we see the actual "points" like the Demo vs. Soldier one ? A lill counter while playing heavy or pyro would be cool.[/QUOTE]
I think they actually didn't do it on purpose since the launch was fucked even without the real-time point counter. Might see it in the future, though.
Why is the counter should only be displayed when playing Pyro or Heavy though? The update didn't imply that web should be playing these classes more. Having an option to enable this on options would be nice.
So wait, if (For example) Pyro wins the War does the Heavy still get a new weapon or just the Pyro?
[QUOTE=EmilyVasquez;50678780]So wait, if (For example) Pyro wins the War does the Heavy still get a new weapon or just the Pyro?[/QUOTE]
Both will get an update, the War just decides who goes first.
[QUOTE=EmilyVasquez;50678780]So wait, if (For example) Pyro wins the War does the Heavy still get a new weapon or just the Pyro?[/QUOTE]
Yes, both classes will indeed get a update reguardless of who wins or losses, its about who will get it first.
It really feels like the Jarate AoE on headshot on the Sydney Sleeper is redundant. I can only think of two situations where you would go for a headshot with the SS:
Super coordinated bomb when you quickscope a group (I say super because it means they only have two seconds to bomb before the Jarate wears off); or:
Half charged shot on a fleeing target, but even then the window of that being needed is minuscule, where another second of charge would do the same thing and probably kill a light class in the process as well. Plus if he's fleeing there's probably nobody nearby to AoE.
I know it's a bit nitpicky and peevish, but still.
[QUOTE=Jiku;50678812]It really feels like the Jarate AoE on headshot on the Sydney Sleeper is redundant. I can only think of two situations where you would go for a headshot with the SS:
Super coordinated bomb when you quickscope a group (I say super because it means they only have two seconds to bomb before the Jarate wears off); or:
Half charged shot on a fleeing target, but even then the window of that being needed is minuscule, where another second of charge would do the same thing and probably kill a light class in the process as well. Plus if he's fleeing there's probably nobody nearby to AoE.
I know it's a bit nitpicky and peevish, but still.[/QUOTE]
I love the Sydney Sleeper, it's my favourite gimmick weapon in the entire game. There's plenty of situations where the headshot AOE is useful, like when people are clustered on the cart or a capture point, or when a part of the map forces players to stay close to each other.
I haven't had a chance to try it out yet, does the headshot just deal normal damage to the enemy you hit, then an AOE like normal jarate, marking other players without damaging them?
[QUOTE=Magypsy;50678823]I love the Sydney Sleeper, it's my favourite gimmick weapon in the entire game. There's plenty of situations where the headshot AOE is useful, like when people are clustered on the cart or a capture point, or when a part of the map forces players to stay close to each other.
I haven't had a chance to try it out yet, does the headshot just deal normal damage to the enemy you hit, then an AOE like normal jarate, marking other players without damaging them?[/QUOTE]
It does 50-150 damage just like usual, and the duration it stays on the enemies is dependent on the charge. So a quickscope last only 2 seconds while a full charge lasts 8.
Comp Mode is super fun so far. On one hand, I always have to go Medic, since nobody else seems to, so my stats are kind of... lopsided. On the other hand, this means I'm not at too much of a disadvantage when the matchmaking server decides to put 12 Australians on a Hong Kong server, and enabling a team stomp via your magic medicine hose feels [i]so good.[/i]
[URL="https://www.twitch.tv/b4nny/v/77007877?t=133m15s"]B4nny said on his steam that Valve was considering buffing[/URL] the Reserve Shooter but he convinced Valve not to. He doesn't go into details other then to say that his idea of a buff is their idea of a nerf.
It would be interesting to see what Valve had in mind for the reserve shooter.
-snip-
[QUOTE=The Kins;50678847]Comp Mode is super fun so far. On one hand, I always have to go Medic, since nobody else seems to, so my stats are kind of... lopsided. On the other hand, this means I'm not at too much of a disadvantage when the matchmaking server decides to put 12 Australians on a Hong Kong server, and enabling a team stomp via your magic medicine hose feels [i]so good.[/i][/QUOTE]
They really need to do something about MM putting people into servers on the other end of the globe - even Quickplay had that issue for many years if a player was too lazy to pick servers manually off a list.
I know it's a different case with Aussies (and probably Asia or latin America as well), since you have a far smaller playerbase and a lot less Valve servers, but there's no way in hell I'm willing to accept in the long run that out of the hundreds of available Valve MM servers in EU or America, Comp or Casual MM apparently still dump users in distant servers.
We know how many Valve servers there are/were in either region, back from the QP days - literally hundreds, with many of them empty and waiting for players at all times. And there's hundreds of people searching for MM games in either EU or NA at any time - why do I keep seeing cases of almost an entire group of European or American users being put into a Hong Kong or Tokyo server?!
Comp MM had the same issue during Beta, but I can [I]sort[/I] of understand that happening with the far smaller number of people looking for games. Why it's still happening in the live version of MM is beyond me, I hope it's the product of the supposed backend issues that are the cause of long wait times as well.
I'm sure programming a good MM system is complex and tough work, and I won't pretend to know anything about it, but come on, the MM logic should have some massive emphasis on 'DO NOT PUT USERS INTO SERVERS ON DISTANT CONTINENTS UNLESS ALL NEARBY SERVERS ARE TRULY FILLED UP OR THERE'S NOt ENOUGH PLAYERS QUEUEING IN THE AREA''. It should be the number 1 criterion to follow when matching a user into a server, especially with how many servers and players there are in the EU or US regions. I'm baffled how Valve never managed to properly correct that even in the 5 years of Quickplay's existence - if a player's searching for a random game of a particular mode, limiting the searching/matching process to the player's region or the closest ones should be one of the top priorities.
Both QP and now MM don't seem to stress this enough. Playing on a 150+ ping server is a terrible experience, especially infuriating for a user who knows there's many, many Valve MM servers and other players in the same area.
[QUOTE=ComodoreBluth;50678856][URL="https://www.twitch.tv/b4nny/v/77007877?t=133m15s"]B4nny said on his steam that Valve was considering buffing[/URL] the Reserve Shooter but he convinced Valve not to. He doesn't go into details other then to say that his idea of a buff is their idea of a nerf.
It would be interesting to see what Valve had in mind for the reserve shooter.[/QUOTE]
if you have jumped in the last 3 years it crits you
also just selected A/D because i wanted a quick game and it put me on pl_frontier
fun game though
[QUOTE=ComodoreBluth;50678856][URL="https://www.twitch.tv/b4nny/v/77007877?t=133m15s"]B4nny said on his steam that Valve was considering buffing[/URL] the Reserve Shooter but he convinced Valve not to. He doesn't go into details other then to say that his idea of a buff is their idea of a nerf.
It would be interesting to see what Valve had in mind for the reserve shooter.[/QUOTE]
Good god. They've probably forgotten that the Pyro can equip it and keep buffing it for the Soldier.
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