Why do they even listen to b4nny he's a right jerk.
[QUOTE=IntenseBarney;50678936]Why do they even listen to b4nny he's a right jerk.[/QUOTE]
It honestly sounds like he has a better idea of balancing the game than the TF2 team does. Thanks to him, we dodged a big, fat, mini-critting bullet in the form of a Reserve Shooter buff.
So apparently comp matchmaking matchmakes soloqueuers with full made teams.
Its very sad how mentality of alot of TF2 players is... Well they spawncamped in casual game (sticky ultra spam from 4 or 5 demos) just so they could "win"... FFs people, Its casual =\
I hope they're not throwing away the concept of contracts, that would be such a waste
I waited 20 minutes to join a 2 minute casual 2fort match where we got stompified.
Then I waited another 10 minutes just to get tired of waiting and quit.
FIX IT FIX IT FIX IT
[QUOTE=Creeps;50679061]Its very sad how mentality of alot of TF2 players is... Well they spawncamped in casual game (sticky ultra spam from 4 or 5 demos) just so they could "win"... FFs people, Its casual =\[/QUOTE]
just because it's Casual doesn't mean you won't meet people who play to win
[QUOTE=KarmaPolice;50678741]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.[/QUOTE]
Oh jeeze I had no idea, I've never even heard of it until this post.
Honestly I'm not sure if I like that, I'm so used to regular TF2 mechanics that the stopwatch thing is an entirely foreign concept to me
[editline]9th July 2016[/editline]
Thanks for letting me know though, <3
[QUOTE=Gunsexual;50679073]I waited 20 minutes to join a 2 minute casual 2fort match where we got stompified.
Then I waited another 10 minutes just to get tired of waiting and quit.
FIX IT FIX IT FIX IT[/QUOTE]
What is it about "Backend issues we're trying to fix" that needs to be explained further?
[QUOTE=CrossNgen;50679125]What is it about "Backend issues we're trying to fix" that needs to be explained further?[/QUOTE]
You say that like people like him actually acknowledge anything the TF Team says when it comes to problems like these.
[QUOTE=HyperTails;50679118]Oh jeeze I had no idea, I've never even heard of it until this post.
Honestly I'm not sure if I like that, I'm so used to regular TF2 mechanics that the stopwatch thing is an entirely foreign concept to me
[editline]9th July 2016[/editline]
Thanks for letting me know though, <3[/QUOTE]
Stopwatch shouldn't be a thing in pubs where winning doesn't matter all that much tbh.
I don't like the idea of winning a tough payload match where almost each point went into overtime, and then just have the other team win by capping the first point a few seconds faster.
It's a good mechanic in comp where everyone is trying their hardest to win. Not so much in pubs where you have a good chance of running into complete munchkin teammates.
I honestly quite enjoy stopwatch mode. There's too many times where my team has steamrolled on attacking only to get completely decimated at the last point.
so when is the war going to end? is the update going to come out right when the war ends or are we talking way into smissmass here?
I really don't want to wait that long for some heavy buffs and weapons, it's been hell waiting for this update already
Last war lasted from the [URL="https://wiki.teamfortress.com/wiki/December_10,_2009_Patch"]10th December[/URL] to the [URL="https://wiki.teamfortress.com/wiki/December_17,_2009_Patch"]17th December[/URL]
So we might see it end in a few Weeks
[QUOTE=TomatoGuy;50679235]Last war lasted from the [URL="https://wiki.teamfortress.com/wiki/December_10,_2009_Patch"]10th December[/URL] to the [URL="https://wiki.teamfortress.com/wiki/December_17,_2009_Patch"]17th December[/URL]
So we might see it end in a few Weeks[/QUOTE]
To be fair that war had much more involvement with the community and was constantly updated throughout the week. I think it's safe to say Valve might be a little more occupied with fine-tuning the last update's faults before moving forward with the next step of the War. At least for the most part.
The difference is the last two war updates gave something for both classes, for whatever reason, this is going to stagger the updates for each class AND give them re-balancing which should've been there in the first place. It's a stupid idea.
[QUOTE=TomatoGuy;50679235]Last war lasted from the [URL="https://wiki.teamfortress.com/wiki/December_10,_2009_Patch"]10th December[/URL] to the [URL="https://wiki.teamfortress.com/wiki/December_17,_2009_Patch"]17th December[/URL]
So we might see it end in a few Weeks[/QUOTE]
The WAR Update also gave us a full week of duking it out before actually giving us the content from the update.
It's safe to say that the Pyro vs Heavy "War" is deliberately designed for the long haul. Especially since what's being promised is on the level of a full-on class update. At best we'll see many an announcement of the winner by the end of the month, but we won't see the results from such a victory until later this year.
[editline]9th July 2016[/editline]
[QUOTE=Zadrave;50679330]The difference is the last two war updates gave something for both classes, for whatever reason, this is going to stagger the updates for each class AND give them re-balancing which should've been there in the first place. It's a stupid idea.[/QUOTE]
Pyro and Heavy have core problems that run deeper than simply changing numbers around. Setting aside time to specifically focus on those core problems is entirely reasonable.
[QUOTE=Fancy Godgineer;50679168]Stopwatch shouldn't be a thing in pubs where winning doesn't matter all that much tbh.
I don't like the idea of winning a tough payload match where almost each point went into overtime, and then just have the other team win by capping the first point a few seconds faster.[/QUOTE]
That's not how it works, though - if your team captured all points, the next team also has to capture all points. They don't win just by "capping the first point a few seconds faster" - they have to capture your last point faster than you captured your last point.
If it [I]didn't[/I] work this way, how would you suggest ties be broken when both teams capture all points?
You know what's really weird? Why don't we have at least the option to be matched with members of our own heavy vs pyro team (like Splatfest)? I certainly don't get salty at people of the opposite team on my own in casual but I can't say I wouldn't like to pound their asses into dust either.
The Merasmus TV achievement is impossible unless you have like, a group of 12 people. That just can't happen. :v:
[QUOTE=SLBros.;50679402]The Merasmus TV achievement is impossible unless you have like, a group of 12 people. That just can't happen. :v:[/QUOTE]
We, Facepunch, could get a server and do it together.
Also, it requires only 9 people.
Also, I think the beer counter in Watergate is broken? There's no way to know how many you have. Was that a thing before?
Do you get strange versions of cosmetics from the new #103 crate, or from the keyless crates?
[QUOTE=RetroFan987;50679495]Do you get strange versions of cosmetics from the new #103 crate, or from the keyless crates?[/QUOTE]
Keyless crates are cosmetic-only.
So, a question that's up for speculation; How is Valve going to handle updates from here on out?
Whenever we get a new update the maps are the first thing we saw in a quick-play category. With quick-play gone, how will they handle this? Same with event maps during Halloween.
Will they just sort of slide them in there like with this update?
The keyless class-specific crates, the #103 crate only has strange weapons and parts in it.
[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]
the best part is it still clearly says "no headshots" in bright red text.
if i were new id have questions.
Well I got a Cute Suit and I noticed that the style selection menu is broken and are just red ERROR signs in the preview.
[QUOTE=Mr.Higgins;50679504]So, a question that's up for speculation; How is Valve going to handle updates from here on out?
Whenever we get a new update the maps are the first thing we saw in a quick-play category. With quick-play gone, how will they handle this? Same with event maps during Halloween.
Will they just sort of slide them in there like with this update?[/QUOTE]
Not sure, the current update doesn't have a Campaign/contracts, and all of the maps are long-time competitive favorites, so they just sort of 'slid them in there', into the MM map rotation, because there's no real need to play them for specific contracts, or to feature them for new players as it's more of a competitive fan service.
If they haven't entirely scrapped the idea of more campaigns/contracts, then I imagine that future ones will probably need a sort of special, temporary MM category/pool where the new maps will be featured. They'll probably scrap map-specific contracts as well in that case, as joining a specific map might be tougher through Casual MM.
If contracts/campaigns are done (Tough Break was received less well and sold a lot less well, although people seemed to like the new maps more than GM), then future updates might be class-oriented again, starting with Heavy and/or Pyro.
Many would like that, I think contracts and campaigns are something that doesn't need to come every 6 months.
[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]
Well that clinches it--they really are entirely out of touch.
Sorry, you need to Log In to post a reply to this thread.