Just for the record, if the afterburner is added and doesn't increase the duration or afterburn, I am going to be quite... Upset? I guess? Meh, as long as it looks cool.
[editline]6th July 2016[/editline]
[QUOTE=thetrueprime;50658815]But we're dreaming of panic attack, iron bomber and the others.[/QUOTE]
The Panic Attack is the one I'm the most hyped for.
[QUOTE=GuntMyFries;50658702]I'm actually very certain there were hints to a Flamethrower with a rev-up secondary fire in Love and War and Testinglol's great 2014 file leak. So it' very, very possible.[/QUOTE]
[video=youtube;JCm3qdVCkdI]https://www.youtube.com/watch?v=JCm3qdVCkdI[/video]
(second thing in the video was for the parachute)
valve scraps a lot of stuff and reuses later. like spy vs engi. thers like 100 of these hidden attributes ingame including a brick shoe type attribute that disables swimming and slowly kills you while dragging down, a scrapped weapon slot, bunch of misc experimental weapons and attributes. i might compile them up sometime
I really, really hope this update was worth the wait, maybe it will bring me back in
[QUOTE=Cupkek;50658728][url]http://www.teamfortress.com/meetyourmatch/faq/[/url][/QUOTE]
[quote]Q: WHAT ARE COMPETITIVE MODE'S RULES AND RESTRICTIONS?
6v6
no class or weapon restrictions
[b]no random criticals[/b]
no team changes
fixed shotgun spreads
for symmetrical Control Point maps, best-of-3 or best-of-5 (higher ranks only)
for Attack/Defense maps, stopwatch mode (fastest attacking team wins)[/quote]
Yeah, fin
Something on the FAQ mentioned fixing shotgun spreads? What's wrong with them?
The update is awesome already, can't wait for day 2 to make it even better!
I'm expecting an updated voice codec (like CS:GO's codec got updated), and probably rewards for playing competitive!
Reminder that random crits will still happen in your pubs after this update.
Had to tell 5 people in a badwater pub about that
One new weapon for Heavy I'd like to see, assuming we get any...
A lunchbox item that, as long as you are eating the item in question (not a buff, you have to stay in eating animation), your capture rate increases. This would give Heavy an interesting choice to make on a capture point or payload - if the coast seems clear, he could give things a greater push if he's willing to be completely defenseless.
This would give him another way to contribute to an objective. Heavy is always vulnerable while eating anyway, so it doesn't upset any counterplay balance against him - he's always loud when he eats, and that's always a sign he's open for ambush if you can act quick enough. Unaware cappers still get headshot or backstabbed accordingly, etc, etc.
Also, easy heavy social lunches. No messy cooldown timers, it works while eating, so you can just keep nomming forever and ever until bored.
If it proves too dominant in play somehow, I'd have it shed all overhealth and prevent the accumulation of overhealth while eating, so the risk/reward ratio remains even if you are in the middle of a crowd of teammates.
EDIT: Actually, scratch the overhealth thing, block all sources of healing while the item is active. Then, this capture rate boost becomes a true commitment even in the company of teammates.
[QUOTE=1blitzer1;50658848]Something on the FAQ mentioned fixing shotgun spreads? What's wrong with them?[/QUOTE]
Shotgun Spreads right now, without nospread enabled, is random. Which means that one pellet will always be in the center but the rest will be placed around that shot randomly. This, understandably, is bad for competitive because of randomness. It gimps your aiming.
With nospread enabled, shotgun spreads now look like 1 pellet in the middle and the rest placed in a consistent circle around the crosshair. CS:GO's shotguns suck precisely because they have random spread, for comparison.
[QUOTE=BattleMedic;50658863]Shotgun Spreads right now, without nospread enabled, is random. Which means that one pellet will always be in the center but the rest will be placed around that shot randomly. This, understandably, is bad for competitive because of randomness. It gimps your aiming.
With nospread enabled, shotgun spreads now look like 1 pellet in the middle and the rest placed in a consistent circle around the crosshair. CS:GO's shotguns suck precisely because they have random spread, for comparison.[/QUOTE]
Ah, I see. Thanks!
[QUOTE=testinglol;50658825][video=youtube;JCm3qdVCkdI]https://www.youtube.com/watch?v=JCm3qdVCkdI[/video]
(second thing in the video was for the parachute)
valve scraps a lot of stuff and reuses later. like spy vs engi. thers like 100 of these hidden attributes ingame including a brick shoe type attribute that disables swimming and slowly kills you while dragging down, a scrapped weapon slot, bunch of misc experimental weapons and attributes. i might compile them up sometime[/QUOTE]
[QUOTE]a brick shoe type attribute that disables swimming and slowly kills you while dragging down[/QUOTE]
oh boy we Zelda now
First thing I imagine when thinking of this attibute is a Demoman boot item that disables knockback of all kinds while being unable to swim and stickyjump, and eventually increased fall speed/damage + Mantreads stomping ability. Not sure what would be the point gameplay wise but it makes the most sense to me :v:
Looks like I already have everything required to play competitive, I'm excited for tomorrow or Friday
I hope the new War is like the Solder vs Demo War and not a voting system
[QUOTE=Excited guy;50658835]Yeah, fin[/QUOTE]
Not even a highlander option? That kind of kills it for me as I don't want to have to play with people that want to enforce the 6v6 class meta.
[QUOTE=Benoist3012;50658425]Speaking of WAR update any idea on what could have been the 4th item for demo?
[url]http://www.teamfortress.com/demomanupdate/[/url][/QUOTE]
my guess is he'd probably would have gotten the gunboats
[QUOTE=testinglol;50658825][video=youtube;JCm3qdVCkdI]https://www.youtube.com/watch?v=JCm3qdVCkdI[/video]
(second thing in the video was for the parachute)
valve scraps a lot of stuff and reuses later. like spy vs engi. thers like 100 of these hidden attributes ingame including a brick shoe type attribute that disables swimming and slowly kills you while dragging down, a scrapped weapon slot, bunch of misc experimental weapons and attributes. i might compile them up sometime[/QUOTE]
Please do. I'd be really interested in hearing about all of these unused attributes.
[QUOTE=Ace of Butts;50658913]Looks like I already have everything required to play competitive, I'm excited for tomorrow or Friday[/QUOTE]It is very unlikely it will come out on Friday. Valve will want time before the weekend to squash those bugs (plus there's only two days anyway and I don't think there's ever been a multi-day update where the update hasn't come out on the last day).
I think it'd be neat to have different competitive modes in the future.
I already like what I hear about it so far, but I'd like to see competitive with 12v12 at some point as well.
Looks like I was wrong, and that's just great!
So with quickplay servers going casual MM, do you think valve will hand over the reins of pub games to community servers? that'll sure give them a mighty boost in numbers.
[QUOTE=The Civ;50658926]I'd like to see competitive with 12v12 at some point as well.[/QUOTE]
That's what the pubs are going to be
[IMG]http://i.imgur.com/xVAWye1.png[/IMG]
[QUOTE=The Civ;50658926]I think it'd be neat to have different competitive modes in the future.
I already like what I hear about it so far, but I'd like to see competitive with 12v12 at some point as well.[/QUOTE]
A lot of people including me think 12v12 would just be way too hectic.
[QUOTE=BattleMedic;50658863]Shotgun Spreads right now, without nospread enabled, is random. Which means that one pellet will always be in the center but the rest will be placed around that shot randomly. This, understandably, is bad for competitive because of randomness. It gimps your aiming.
With nospread enabled, shotgun spreads now look like 1 pellet in the middle and the rest placed in a consistent circle around the crosshair. CS:GO's shotguns suck precisely because they have random spread, for comparison.[/QUOTE]
The problem with the way that fixed-spread works is that it puts all pellets in a nice 3x3 square, which actually means that at mid-range (and on classes slim enough for it to make a difference such as scout), it's smarter to aim [i]to the side[/i] because you'll get your center and outer columns of pellets to connect, whereas if you were to aim directly at them you'd only get the single column.
I'd much rather that the pellets be oriented in a radial manner instead of a fixed square grid. It'd remove that unrealistic scenario where bad aim gets better damage. Of course putting higher weight on the centermost pellet so that there aren't outliers again where trying to aim with the edge of the circle is somehow better for damage. The Scattergun does that now by having its fixed spread like so:
[code]1 1 1
1 2 1
1 1 1[/code]
What's great about making it radial is that since everything's divisible in the "circle", you could push weapons with higher and higher pellet count without putting too much change in how fixed-spread affects it. The Force-a-Nature for example has 11 pellets, but it currently has it set up in the following manner:
[code]1 1 1
2 2 1
1 1 1[/code]
i hope arena respawn is a comp gamemode
[QUOTE=Whyt546;50658919]Not even a highlander option? That kind of kills it for me as I don't want to have to play with people that want to enforce the 6v6 class meta.[/QUOTE]
Well, nobody is going to force the meta in low ranks, but the best class/weapon composition will be found in higher ranks.
[QUOTE=Dazzgrace;50658969]i hope arena respawn is a comp gamemode[/QUOTE]
Arena respawn was super fun, it's a shame it died out due to lack of players eventually.
[QUOTE=Sorez;50658998]Arena respawn was super fun, it's a shame it died out due to lack of players eventually.[/QUOTE]
yeah it was a clever way to solve the main problem me and a bunch of people had with arena
I saw the video/update page right now and i'm starting to freak out. Do you think the update will finally come later today?
[QUOTE=EmilyVasquez;50659044]I saw the video/update page right now and i'm starting to freak out. Do you think the update will finally come later today?[/QUOTE]
It has a de-activated day 2 page, so definetly not.
[QUOTE=EmilyVasquez;50659044]I saw the video/update page right now and i'm starting to freak out. Do you think the update will finally come later today?[/QUOTE]
Tomorrow night
Does this mean community pubs will get a boost because they are now the only source for 24v24 gameplay?
[QUOTE=_Pai;50659060]Does this mean community pubs will get a boost because they are now the only source for 24v24 gameplay?[/QUOTE]
24v24? People play 24v24?
Sorry, you need to Log In to post a reply to this thread.