[QUOTE=agoreliusJ;50650237]Aslong as the ticket for entry is 0.99 it would be nice but i wouldn't spend more on a temporary thing that doesn't even gurantee getting a nice thing.
[I]Oh wait thats what contract coins are[/I][/QUOTE]
Imagine it being 1.99 since that was the last price of the update that had tickets to access the update.
[QUOTE=agoreliusJ;50650168]Teamfortress.com was just down, had a annotation thingy so i got a heart attack.[/QUOTE]
It's 8 AM where Valve is located, if you're a big TF2 fan is it really that hard to figure out what time it is for Valve and see when updates normally come out?
I just want new MvM content. Such a shame that MvM has so much effort put into it to barely be used.
[QUOTE=jimbobjoe1234;50650329]I just want new MvM content. Such a shame that MvM has so much effort put into it to barely be used.[/QUOTE]
Well how many "average" players regularly buy MvM tickets? I know I haven't played official MvM in over a year, it's just not worth the money atm
[QUOTE=jimbobjoe1234;50650329]I just want new MvM content. Such a shame that MvM has so much effort put into it to barely be used.[/QUOTE]
I remember posting about my missions literally 12 minutes before screamfortress2015
hilarious drop in the ocean
Not sure if this has been mentioned before, but the pass time dev who ran the commmunity map playtest, and from voice chat with him I learned he knew who rapid was, told the youtuber rapid that passtime would be released the same day as matchmaking- [url]https://youtu.be/0wVhebYh9No?t=3m51s[/url]
[QUOTE=manofhats;50650345]Well how many "average" players regularly buy MvM tickets? I know I haven't played official MvM in over a year, it's just not worth the money atm[/QUOTE]
That's kind of a vicious cycle, though: MvM was really popular around the Two Cities update, but it fell off because there was no new content.
Trouble with MvM is that unlike the base game, it can't really survive at all without new content. You're always playing against the exact same enemies. I think giving players an option to turn on a L4D-esque system where it's coordinated by something akin to the AI director would give it a lot more longevity. That or a VS mode where other players can actually play as the Robots. I know that there's Stop That Tank, but that's a far cry from what MvM actually plays like.
[QUOTE=Mort Stroodle;50650479]Trouble with MvM is that unlike the base game, it can't really survive at all without new content. You're always playing against the exact same enemies.[/QUOTE]
A fix to this would be to make robot types randomized (or picked from a pool).
[QUOTE=Slip Nip;50650536]A fix to this would be to make robot types randomized (or picked from a pool).[/QUOTE]
This would be [I]so[/I] bad.
[QUOTE=Slip Nip;50650536]A fix to this would be to make robot types randomized (or picked from a pool).[/QUOTE]
Think it be possible to utilize the left 4 dead AI that picks how and when things spawn to work in Mann vs Machine by chance? Would be nice to randomize it a bit though during waves. To kind of change up the mode and make it a little bit less predictable if they could manage it. Don't think I'd do it to existing game modes though. Maybe test it out as a free tour ( like Wave 666 ) and see how well it preforms where it won't cost anything to try out.
To be honest, I kind of want them to make new bots that aren't based around the characters in the game as well. But yeah, don't see that happening anytime soon lol.
[QUOTE=Slip Nip;50650536]A fix to this would be to make robot types randomized (or picked from a pool).[/QUOTE]
Considering i usually have to do MvM with pubs these days that would be a nightmare to coordinate for players who dont play the mode as often. Its better to know what wave is coming beforehand so you can make a plan.
A pure Contract-Coin style thing would work best, just a secondary thing to go alongside your rank, and maybe give you rewards as you play more comp. Anything else is just unnecessary and would detract from comp being... well comp
[QUOTE=Rageguy;50650135]i'm really fucking hoping there's no contracts in competitive[/QUOTE]
"OMG Stop fighting guys, I want to do my contract"
:ohno: I can see it now.
[QUOTE=Slip Nip;50650536]A fix to this would be to make robot types randomized (or picked from a pool).[/QUOTE]
Just make new missions. There's really not much reason Valve couldn't just slap together a mission every 3 months or so. We don't need a new map everytime a new mission is made. We're still missing Expert bigrock, Expert Mannhattan and Rottenburg, Coaltown and Mannworks haven't been touched since the Expert tour was made.
Glad to see there's some discussion and love for MvM, it's a game mode I miss so much and there's never people to play with, online or on a party (always missing one or two dudes).
And yeah, I do think there's no need for a new map, just add some rewards, valuable rewards, and add more missions to already existing maps. I know game development is hard, but it shouldn't be tons of heavy work just adding a couple lines of commands in order to shake up things a lil' bit.
Why not add tiered skins to the drop table of MvM specific to mvm? Australiums are still rarest, but you have a chance of a skin at the end of every map just like you have a specialized killstreak kit, and at the end of each tour you have a 100% chance of a Commando skin, with possibiity of being strange or higher tier up to elite grade?
[QUOTE=DrCactus;50650830]Just make new missions. There's really not much reason Valve couldn't just slap together a mission every 3 months or so. We don't need a new map everytime a new mission is made. We're still missing Expert bigrock, Expert Mannhattan and Rottenburg, Coaltown and Mannworks haven't been touched since the Expert tour was made.[/QUOTE]
could be that valve decided to drop Expert since the difficulty is too much for the average ticket-muncher (which is why Two Cities brought the shield, rocket specialist, refunds and resurrections)
Can we please just have less skins?
[QUOTE=Fillmore;50650899]could be that valve decided to drop Expert since the difficulty is too much for the average ticket-muncher (which is why Two Cities brought the shield, rocket specialist, refunds and resurrections)[/QUOTE]
The shield was introduced to make Medic a relevant class in MvM. With any luck we'll get something like that for the Spy.
If the update does not arrive within the next 2 weeks it would be probably because of a MAJOR problem.Considering how old the games is, the problem would be only affiliated with a MAJOR new feature
[QUOTE=Magypsy;50650902]Can we please just have less skins?
Shield was introduced to make Medic a relevant MvM class. With any luck we'll get something like that for the Spy.[/QUOTE]
Spy already is relevant as a Giant crusher and CC with his Sapper but I suppose his uses are rather niche. What would you do to Spy to make him more relevant as a class in MvM?
Give Sappers a recharge upgrade?
Make the AoE sapping apply to buildings if within said radius?
[QUOTE=Magypsy;50650902]
The shield was introduced to make Medic a relevant class in MvM. With any luck we'll get something like that for the Spy.[/QUOTE]
I really hope for a vest that helps him reduce explosive damage. Spy is great in order to zap huge ammounts of bots, sadly spies get inmediately obliterated when a dozen of soldiers come out of spawn spamming rockets and killing frenchmen before the team can help him (even using Dead Ringer). Just like Medic's shield, a Spy's vest could make him a worhty addition to the team without neccesarily questioning his abilities (and I focus on explosives because most of the other damage can be avoided with the Dead Ringer, a barrage of rockets? Not so much).
Just as a reminder for the uninformed, but Valve does routine maintenance on Steam's servers on Tuesday, so just because Steam goes down doesn't mean we're getting the update.
[QUOTE=Fillmore;50650926]Spy already is relevant as a Giant crusher and CC with his Sapper but I suppose his uses are rather niche. What would you do to Spy to make him more relevant as a class in MvM?
Give Sappers a recharge upgrade?
Make the AoE sapping apply to buildings if within said radius?[/QUOTE]
It'd be nice to have the Spy be another money collector, giving you a choice between him or a Scout. Some more upgrades would be good, too, like one that makes you less noticeable to robots, or one that reduces the cooldown on your sapper.
[QUOTE=Danzflor;50650880]Glad to see there's some discussion and love for MvM, it's a game mode I miss so much and there's never people to play with, online or on a party (always missing one or two dudes).
And yeah, I do think there's no need for a new map, just add some rewards, valuable rewards, and add more missions to already existing maps. I know game development is hard, but it shouldn't be tons of heavy work just adding a couple lines of commands in order to shake up things a lil' bit.[/QUOTE]
I am simultaneously too cheap to buy Mann up tickets, but too greedy to run any other sort of MVM.
Thats really the main reason I don't play MVM.
[QUOTE=Danzflor;50650938]I really hope for a vest that helps him reduce explosive damage. Spy is great in order to zap huge ammounts of bots, sadly spies get inmediatly obliterated when a dozen of soldiers come out of spawn spamming rockets and killing frenchmen before the team can even help him (even using Dead Ringer). Just like Medic's shield, a Spy's vest could make him a worhty addition to the team (and I focus on explosives because most of the other damage can be avoided with the Dead Ringer, a barrage of rocket? Not so much).[/QUOTE]
Blast resistance exists so the vest would be sorta redundant. Spy's main problem is that he's a single-target DPS class on a game mode where shit starts flying all over the place almost immediately and unlike Scout, he lacks the mobility to safely swooce right in and do his job (unless with maxed movement speed bonus which is $600 out of his damage dealing/crowd control) and Heater heavies are just a big "fuck Spy" since igniting alerts all Robots to Spy's presence and his poor mobility once again turns him into a charred lump.
Although one other stupid idea for an upgrade would be one for Sapper that downgrades Giants while active (turns their AI into Easy, is set back when sapper is removed) not even sure if this is possible to do, let alone actually useful.
[QUOTE=TectoImprov;50650940]Just as a reminder for the uninformed, but Valve does routine maintenance on Steam's servers on Tuesday, so just because Steam goes down doesn't mean we're getting the update.[/QUOTE]
You and I both know that it won't stop people from posting about it when it happens. The hype levels will be throw the roof around that time
[QUOTE=Fillmore;50650965]Blast resistance exists so the vest would be sorta redundant. Spy's main problem is that he's a single-target DPS class on a game mode where shit starts flying all over the place almost immediately and unlike Scout, he lacks the mobility to safely swooce right in and do his job (unless with maxed movement speed bonus which is $600 out of his damage dealing/crowd control) and Heater heavies are just a big "fuck Spy" since igniting alerts all Robots to Spy's presence and his poor mobility once again turns him into a charred lump.[/QUOTE]
Would be cool if spies also get some health from money, not at Scout levels but it would fix their "paperthin" problematic at some level.
What if backstabs marked giants for death
What's everybody's opinion on the idea of adding all of those unused workshop weapon models as special reskins for future campaigns?
They're all just sitting there anyway and the chances of any new weapons in the foreseeable future are slim.
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