• Major Update Speculation V33 - Tomorrow For Sure
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[QUOTE=Mort Stroodle;50661753]Doesn't really seem like the comic is going in any direction that could send it toward rd_asteroid.[/QUOTE] The plot arc is [i]"Administrator needs Australium: Badly"[/i] and all the Australium is presently in space.
[QUOTE=Drury;50662356]I don't care, it's bad news either way. If Heavy gets buffed with shit like rearview mirrors or bigger huo-long flames, it's gonna suck. If Pyro gets buffed in any way, it's gonna suck. There's a slight chance that Spy somehow doesn't get too affected, but that's still not a victory by any means.[/QUOTE] People should realize by now that it'll never be a case of shitty classes being buffed and becoming op but being actually balanced and worth playing more. Thinking that either just needs or will receive straight buffs is silly.
[QUOTE=Supreveio;50662011]Because Robot Destruction is a needlessly complex Capture the Flag where you have to wait around to complete the objective.[/QUOTE] Horribly long text wall incoming, hope you guys like reading about ctf and rd. CTF is absolute trash in TF2. Robot Destruction took the good parts of capture the flag and took out all the horribly shitty parts of it. Capture the flag does everything to discourage teamplay. There's nothing about ctf's design that encourages waiting for your team, like a payload that you have to walk beside or a cap point the team has to congregate on to progress. So people just beat their heads against the brick wall of sentries until they get lucky and somebody takes it down. On the flip side, ctf defense is the most boring thing in the whole game. A single scout can run in and cap the point in a minute, so you have to have somebody basically idle most of the game in the intel room with a sentry or a stickybomb launcher taking out the rare scout and soldier that makes it through, because if you don't your team will lose. That's not what TF2 is about. That's not what's fun about TF2. TF2 isn't about defending a single point on your own without your team, but somebody has to do it or else you just lose. Well when they designed asteroid they looked at what the big issues with ctf were. First, you've got very little team play. In ctf, you have no reason to stop until you either are stopped by the enemy, or you get to the intel room. This means that before your team can group up, you're almost certainly going to already be in combat, which means you're fighting alone. So they fix this by making one of the objectives right inside the enemy base, and take a little bit to cap. The team starts to group up, because staying in one area for a bit means the team gets points. They get to the next section, with robots that have more health, meaning more encouragement to group. This happens again with the C bots. Your team pushes forward, getting more points for pushing together successfully, getting to the robots that drop more cores and successfuly taking them out. Unlike ctf, where its all or nothing, go cap the intel or go fuck yourself, your team is rewarded for doing well even if they don't push to the very very end of the map. This is much less frustrating than ctf, where you can get all the way into the enemy base and then die to a level three in the intel room, and get jack shit for it. If you've got a proper good push going, and the game is a ways in, this can end in an attack on the reactor core. This makes for some great pacing, with more and more enemies as you push closer to their spawn until you attack the reactor core room, a very hard to attack area, with big potential rewards. An important thing to note though, is that you don't actually have to succeed in this push at this point. Even if your team wipes, you still have the cores from fighting through their base. The game doesn't just give you the middle finger if you fail, you don't get the incredibly frustrating failed pushes of ctf, you just don't get that big core steal reward. If you succeed though, you get a very satisfying bundle of points. On the defense side, the big issue was that a scout could win the whole game in minutes if you didn't have some poor shlub rancho relaxing in the corner with a level three, doing fuck-all. So somebody had to play the most boring round of TF2 in history just to keep from losing instantly. In asteroid, they fix this by making the reactor core worthless until you get cores. You start by actually pushing towards the enemy, gaining points and playing aggressively. You don't have to worry about the enemy stealing your cores because you don't have enough to make it worth it to the enemy. It's only after you start winning that this becomes a concern. As the game continues, the winning team has to start playing defensively, because the enemy is becoming more desperate and trying to get at the core more. This is important because it means the only time you have to defend the core is when people are actually attacking it. You never have to have an engi twiddling his thumbs all round in the back because there's no reason to defend that until there's actually a consistent number of people to fight around your reactor room. This makes the asteroid experience a lot more varied than ctf. In ctf, you've got basically people playing defense and people playing attack, all game. With asteroid, people play attack when attack is needed most, and people play defense when defense is needed most. Once you get to the end of the round, you get one of the most fun parts of rd_asteroid in my opinion: defending the reactor core from the team that's about to lose. When you're at 300 cores, the game gives the enemy about 30 seconds to steal the cores, or they lose. This means that your team team drops everything and runs back into their base, all defending that one room, while the enemy all advance into your base. You end up with one last, all-out fight to try to win the game. Taking down advancing enemies as the clock ticks down, moving further and further into the base to make sure the core is safe is the best part of the gamemode imo. Back to offense, attacking the core becomes a really interesting, team-based challenge. Eventually, if you're losing, you'll often find that the most likely way you're going to win is if you go for their reactor. The way that the map is designed encourages the whole team to push the core together. The reactor core is near the C bots, which mean that if you can push through their base, taking all the cores, you'll have your team grouped together ready to take the core room. Capping on your own is very hard, because both routes out require you to go very slowly and be vulnerable. Capping also takes time, unlike in ctf, so again the one-person attempt is quite unlikely. With a team pushing from C though, you can have most of the team fighting off the newly spawning enemies, while someone holds the door open for the person who caps to escape through. What I'm trying to say here is that you've got the fun of trying to steal and escort the intel from the enemy, but with the teamplay that is essential to a fun game of Team Fortress 2. Asteroid has some of the best pacing of any gamemode in TF2 imo, rewarding good pushes, encouraging a balance between attack and defense for each player, and becoming more intense as each team becomes closer to winning. I think by design it wouldn't work well in a proper competitive setting, but the way that it structures the pacing makes it fantastic for pubs. It takes everything that ctf does right, and puts it into a gamemode that makes sense in TF2. PS: extra reasons ctf is shit and asteroid isn't: - intel time doesn't reset when somebody touches it for a millisecond and dies immediately, meaning when somebody only takes the core halfway through your base, they can't just cheese it all round resetting every two seconds and forcing you to set up a doomed defense where the enemy inches the intel towards their base by throwing corpses at it - no crits on intel cap (whose idea was this???) - asteroid has one of the best artpasses in the game - asteroid is in OUTER FUCKING SPACE tl;dr fuck ctf, play rd_asteroid
[QUOTE=VX-79;50662403]People should realize by now that it'll never be a case of shitty classes being buffed and becoming op but being actually balanced and worth playing more. Thinking that either just needs or will receive straight buffs is silly.[/QUOTE] No, I'm just saying I don't care for either class because if anything, they affect me negatively. I don't play either.
[B]AGREE[/B] if you think the Catwalk taunt made it in [B]DISAGREE[/B] if you think that the Catwalk taunt made it in [B]ARTISTIC[/B] if you want that sweet Carlton taunt [B]DUMB[/B] if you think that we will get a "new" (RESKIN) weapon this year
[QUOTE=Drury;50662494]No, I'm just saying I don't care for either class because if anything, they affect me negatively. I don't play either.[/QUOTE] I see where you're coming from as a spy but it's kind of selfish to not want other classes to be balanced. Honestly, reworks for either of them wouldn't effect their matchup against spy because they're already really good at it anyway.
I wonder, is it possible to port the existing ctf maps to the robot destruction game mode? The only reason I didn't play much of asteroid was because I didn't want to get burnt out of if by the time it releases.
Question: (And sorry for possibly being late on this) But what is this talk about a Carlton Taunt?
Asteroid is one of the biggest points of hype for me for the new update, I've been waiting literally for years to see the full artpass of that, it is a gorgeous map from what we've seen so far. [editline]7th July 2016[/editline] [QUOTE=EmilyVasquez;50662608]Question: (And sorry for possibly being late on this) But what is this talk about a Carlton Taunt?[/QUOTE] We know there's 4 new taunts, and if you watch the trailer for the new update, scout's doing an animation on the victory screen (where you do taunts in comp), which is [URL="https://www.youtube.com/watch?v=zS1cLOIxsQ8"]the Carlton dance[/URL].
[QUOTE=FiveEyes;50662178]So for the Heavy vs. Pyro part (assuming it is another war like update) who's backing who? I'm torn really. I'd love to see both classes get a new weapon in the end of all this, but I don't know who deserves it more.[/QUOTE] I've hated pyro and how broken and glitchy he has been for all these years. Even if the balancing tomorrow fixes this, the damage is still done. #Heavy 2016
[QUOTE=Oizen;50662646]I've hated pyro and how broken and glitchy he has been for all these years. Even if the balancing tomorrow fixes this, the damage is still done. #Heavy 2016[/QUOTE] I'm really hoping for some serious fixes to how the flamethrower works and pyro's role in TF2. Perhaps some hitbox inconsistencies will be fixed but imagine if they just totally rework all flamers to be like real life ones or like the lighting gun from quake. I'm really interested in seeing how they approach both pyro and heavy and how to make them on par with demo/soldier/scout.
[QUOTE=EmilyVasquez;50662608]Question: (And sorry for possibly being late on this) But what is this talk about a Carlton Taunt?[/QUOTE] In the video they released this morning Scout was Carlton dancing I think.
[QUOTE=Oizen;50662646]I've hated pyro and how broken and glitchy he has been for all these years. Even if the balancing tomorrow fixes this, the damage is still done. #Heavy 2016[/QUOTE] That's exactly why I like pyro. He's like a broken toy, if only valve can help us put the pieces together he could be actually good. Also, I like an underdog story.
I still want them to possibly fix/update hitreg/hitboxes.
Fun fact: as of July 8th, rd_asteroid will be two years old.
[QUOTE=EmilyVasquez;50662692]I still want them to possibly fix/update hitreg/hitboxes.[/QUOTE] If they applied CSGO's new hitboxes to TF2 that would be great
[QUOTE=Johnny Joe;50662678]Perhaps some hitbox inconsistencies will be fixed[/QUOTE] this is literally all I want out of this entire update besides heavy getting buffed as a class flamethrower is a weapon with a 5-foot high skill ceiling because you don't actually aim with it, you guess where it's going to go the only way to get better is to load a listen server with bots like tr_walkway and use tf_debug_flamethrower 1 but what percentage of the tf2 community knows what all of those things are probably less than 1%
Looking around and I saw this going around with people saying 'Leaked' I doubt it is, But hey... It is an election year. [IMG]http://i.imgur.com/6g824th.png[/IMG]
hopefully day 2 is out around when i wake up
Actually we are talking about a war Heavy vs Pyro, but on the picture, they both in blu team. [img]http://i.imgur.com/6g824th.png[/img] But in the update WAR! [url]http://www.teamfortress.com/war/part1/index.htm[/url] the soldier and demoman aren't in the same team same thing goes for the sniper vs spy update. [url]http://www.teamfortress.com/sniper_vs_spy/[/url] Maybe it's a contest, and the winner is the one who killed the most mercs.
I'd love it if they did a system where at the end of the round you could vote for either Heavy or Pyro and the class you chose would gain "votes" based on your score during the match. This would also prevent servers from becoming Heavy & Pyro servers only.
[QUOTE=Benoist3012;50662830]Actually we are talking about a war Heavy vs Pyro, but on the picture, they both in blu team. [img]http://i.imgur.com/6g824th.png[/img] But in the update WAR! [url]http://www.teamfortress.com/war/part1/index.htm[/url] the soldier and demoman aren't in the same team same thing goes for the sniper vs spy update. [url]http://www.teamfortress.com/sniper_vs_spy/[/url] Maybe it's a contest, and the winner is the one who killed the most mercs.[/QUOTE] I still think that's a new taunt the heavy and pyro are doing :v
Those don't really look like taunts
i'm going full pyro because i've been playing it since it was a useless piece of shit that was basically an excuse to main shotgun back in 2007
The Pyro pose can be a part of a taunt if they're really [del]lazy[/del] effective, but I can't imagine how Heavy would do the taunt without a podium.
Just posting here what a friend sent me on steam: [QUOTE]616 | GreenMedic: [url]https://www.youtube.com/watch?v=7zOf8WJsNWA&feature=youtu.be[/url] 616 | GreenMedic: pyro vs heavy update in a nuthsell [/QUOTE]
Not sure if it's been mentioned already, but is there a reason why Proof of Purchase can't double as Comp Access Pass, other than obviously less money for Valve?
I'm surprised no one talks about this: About a hour ago B4nny said on stream: Question: b4nny will this update have new weapons? B4nny: ofcourse it will, that's what the whole war thing is about [URL="https://www.twitch.tv/b4nny/v/76677467"]Source[/URL]
[QUOTE=Duckey;50663044]I'm surprised no one talks about this: About a hour ago B4nny said on stream: Question: b4nny will this update have new weapons? B4nny: ofcourse it will, that's what the whole war thing is about [URL="https://www.twitch.tv/b4nny/v/76677467"]Source[/URL][/QUOTE] And it was at that moment that b4nny realized he was never allowed at Valve again.
Oh yeah, I thought I'd throw this out here; the creator of swiftwater was looking for advice over at the UGC forums (the HL league that runs this map in their rotation) on how to help balance the map. You can find a lot of what could be potential changes to the map here: [URL="http://www.ugcleague.net/forum/showthread.php?49953-pl_swiftwater-Author-Requesting-Post-Season-feedback"]http://www.ugcleague.net/forum/showthread.php?49953-pl_swiftwater-Author-Requesting-Post-Season-feedback[/URL]
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