• Major Update Speculation V31: Gamechanging Edition
    5,003 replies, posted
You know, now that we're getting way less cosmetics per update than in 2013, I wonder why item descriptions on workshop items haven't returned. :v:
Wow, not even on workshop item, even valve item dont have description. A little thing that bother me is there's no description for item. They should bring back description contest
[QUOTE=ApertureXS200;50319216]They should bring back description contest[/QUOTE] Considering current state of community and the fact that VALVe's target audience is majority of them (banana hat is example of that) i'm afraid that desc contest will give us shit ton of items that have shitty memes in descriptions So no, please, no
[QUOTE=Fapplejack;50318320]Why the fuck would someone make an items obviously designed for a specific class all-class. The Patriot and Breakneck Baggies are already super pushing it.[/QUOTE] It's gonna get 10 times worse, I'm sure. :v:
[QUOTE=ApertureXS200;50319216]Wow, not even on workshop item, even valve item dont have description. A little thing that bother me is there's no description for item. They should bring back description contest[/QUOTE] I think the best way to do it would be allow people to submit descriptions on the workshop entries, let people vote them up or down and then Valve looks at the top voted descriptions and uses the one they like the best. Maybe give a special version of the hat to the winner that says "I described this".
[QUOTE=ComodoreBluth;50319267]I think the best way to do it would be allow people to submit descriptions on the workshop entries, let people vote them up or down and then Valve looks at the top voted descriptions and uses the one they like the best. Maybe give a special version of the hat to the winner that says "I described this".[/QUOTE] To be honest just having your description in-game is enough of a reward. I believe no sort of rewards were given out to the winners other than that.
[QUOTE=ComodoreBluth;50319267]I think the best way to do it would be allow people to submit descriptions on the workshop entries, let people vote them up or down and then Valve looks at the top voted descriptions and uses the one they like the best. Maybe give a special version of the hat to the winner that says "I described this".[/QUOTE] Needs better gatekeeping than simply votes. Otherwise we'll end up with descriptions like "Hitler's hat did nothing wrong" and "Hatty McHatface" getting top voted because of the lols. I prefered when Valve wrote the descriptions. They were almost always very clever and fun to read.
[QUOTE=Fapplejack;50318320]Why the fuck would someone make an items obviously designed for a specific class all-class. The Patriot and Breakneck Baggies are already super pushing it.[/QUOTE] the patriot was never pushing it, though. it's literally JUST a peaked cap something worn throughout history by every military in the world
[QUOTE=ikes;50319615]the patriot was never pushing it, though. it's literally JUST a peaked cap something worn throughout history by every military in the world[/QUOTE] of which there's only a maximum of two classes that it would fit on by default. those being the medic and the soldier.
[QUOTE=Jetamo;50319695]of which there's only a maximum of two classes that it would fit on by default. those being the medic and the soldier.[/QUOTE] Come now, it would also work on Heavy too, Pyro as well.
Pretty much every class has gotten military stuff at this point, if this was 2010 it would've been weird but right now there's more than enough other cosmetics to make it work.
I know this is kind of a dumb thing to say but with the new update with comp turning to a main focus for tf team. [I]I'm scared of pubs dying in a way.[/I] I'm happy for comp getting more attention though even if i don't personally care for it.
[QUOTE=EArkham;50319369]Needs better gatekeeping than simply votes. Otherwise we'll end up with descriptions like "Hitler's hat did nothing wrong" and "Hatty McHatface" getting top voted because of the lols. I prefered when Valve wrote the descriptions. They were almost always very clever and fun to read.[/QUOTE] Honestly, in the case of top-rated descriptions being offensive edgy crap or dumb memes, whoever did the picking on the TF2 Team's behalf could easily choose to go with the second or third-place description. They should absolutely be at liberty to choose something they find most suitable. Cue all 10 top-rated descriptions being dumb, immature stuff and the dankest of memes :ohno: Wouldn't surprise me, what with Workshop comments being what they aware, or the level of discussion on the SCUD forums...
[QUOTE=lateguy;50319732]I know this is kind of a dumb thing to say but with the new update with comp turning to a main focus for tf team. [I]I'm scared of pubs dying in a way.[/I] I'm happy for comp getting more attention though even if i don't personally care for it.[/QUOTE] If anything, from what I can tell, getting comp is getting old players interested in the game again, and those were the people that were used to community servers and filled them up.
[QUOTE=Tinker;50319750]If anything, from what I can tell, getting comp is getting old players interested in the game again, and those were the people that were used to community servers and filled them up.[/QUOTE] I mean more like i'm scared of comp getting all the attention so the casual players will get nothing special. If that even makes sense.
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[QUOTE=lateguy;50319816]I mean more like i'm scared of comp getting all the attention so the casual players will get nothing special. If that even makes sense.[/QUOTE] Yep that doesn't make sense. Casual players will continue playing casual if they like it more than comp. Besides, casual has been getting attention for 9years
[QUOTE=gaben's nut;50319885]Yep that doesn't make sense. Casual players will continue playing casual if they like it more than comp. Besides, casual has been getting attention for 9years[/QUOTE] Pretty sure he's talking about [I]Valve's[/I] attention, not players' attention.
What exactly is attention for comp, here? Except for just implementing the infrastructure for matchmaking, which does not affect pub players, there's things like more precise weapon balancing and map revisions, which benefit both competitive and pub players alike. And getting new (or new old) players into the game again is never a bad thing for pubs.
[QUOTE=Tinker;50320031]What exactly is attention for comp, here? Except for just implementing the infrastructure for matchmaking, which does not affect pub players, there's things like more precise weapon balancing and map revisions, which benefit both competitive and pub players alike. And getting new (or new old) players into the game again is never a bad thing for pubs.[/QUOTE] Balancing for comp could DEFINITELY have negative consequences for pubs. For example, spies are underpowered as shit in comp, but they're fine in pubs due to lesser coordination. If they buffed spies to be in a really good place for comp, they would likely be less balanced and more frustrating for pub play. Balancing for comp is a really risky move because competitive TF2 is just a very different game from 12v12 pubs.
[QUOTE=Mort Stroodle;50320075]Balancing for comp could DEFINITELY have negative consequences for pubs. For example, spies are underpowered as shit in comp, but they're fine in pubs due to lesser coordination. If they buffed spies to be in a really good place for comp, they would likely be less balanced and more frustrating for pub play. Balancing for comp is a really risky move because competitive TF2 is just a very different game from 12v12 pubs.[/QUOTE] It doesn't have to be that extreme - I mean more in the sense of toning down something like the Crit-a-Cola or the Sandman to be better suited for this sort of thing. They're not going to completely change classes' core roles.
[QUOTE=Mort Stroodle;50320075]Balancing for comp could DEFINITELY have negative consequences for pubs. For example, spies are underpowered as shit in comp, but they're fine in pubs due to lesser coordination. If they buffed spies to be in a really good place for comp, they would likely be less balanced and more frustrating for pub play. Balancing for comp is a really risky move because competitive TF2 is just a very different game from 12v12 pubs.[/QUOTE] I think nerfs to the scout and demoman (and probably either a Quick Fix nerf for the Medic or a general nerf to healing such that this nerf [u][b]only[/b][/u] comes into play when you are constantly healing a single, overhealed person to deter pocketing) will come before they massively buff the bottom tiers, however . . . . . The ideal "tier placement" to balance around is probably Engineer or Soldier, although balancing around the latter would require giving everyone a lot more utility than I feel is plausible. While I have nothing to base it on, this would probably be the easiest way to buff spies without completely making pubs implode: 1) Give him a run speed of around 105%. Slow enough for Medics to still run away, but fast enough to close the gap against 100% speed classes more easily. 2) Give silent decloak to the Cloak & Dagger. This watch is a mixed bag for comp where in highlander, it can be important for obtaining info about the enemy team but is also way worse at utility for killing. Having silent decloak would entice pubbers to decloak for possible kills they would be otherwise afraid to normally obtain, and would similarly be good against unaware comp players. 3) Retool the Dead Ringer to only activate when below a certain amount of health, but make the perks in terms of run speed or cloak duration even better. This would mean someone at full health couldn't just damage sponge for free cloaking and repeat ad naseum, but would mean that people using it properly would have a high risk-high reward where you are SOL if you feign at low health and they correctly predict where you are invisibly at, but still have the basic ability to have a "shortened respawn time". Setting it up this way would also mean that you would need to find heatlh packs after a feign, meaning you can't just constantly nag the same player again and again with feigning. 4) Nerf the Homewrecker to need two hits to destroy a sapper. While this would technically make it slightly inferior to the Neon Annihilator for this purpose then, they could just add a different buff to the Homewrecker like increasing the near-negligible building damage bonus it has Not as likely to work or be implemented, but I imagine that the following could also benefit him in a way that doesn't mess with pubs: 5) Either give him a 2X Cap Rate like the Scout has to facilitate backcaps on unattended points, or give him a knife which makes you start at a 0x cap rate and progressively collect "backs" with backstabs to increase your cap rate 6) Give him a speed boost when fully cloaked using the Invisibility Watch and Cloak and Dagger. Not a super big one, but something akin to being under the effect of a Disciplinary Action or Concheror, such that it is usable by regular players as an escape tool, which is partially what it was meant for in the first place. 7) Make the YER absorb a disguise even with a butterknife kill or taunt kill, it's kind of silly that you arbitrarily can't by doing either of these. None of these buffs affect his damage output at all and emphasize his sneaky behavior in a way that has significant benefits to the Spy without significantly affecting the class matchups.
all I'm hoping for in the comp update is a general nerf to scout's unlocks As a guy who plays a a lot of heavy, the fact that a big chunk of scout's unlocks piss all over anyone who plays heavy just miffs me from an item that flat out gives scout invincibility, to massive attack power, and then being able to make heavy completely useless with an easy to hit with projectile? and it doesn't help that valve still had to nerf heavy's miniguns in general along with making even more of his melee weapons absolutely useless in the last year's major updates. :suicide:
The main problem with Spy in competitive is one that's pretty unsolvable: he gets way weaker when there's good communication. No weapon is going to change that.
[QUOTE=rolfum;50320251]all I'm hoping for in the comp update is a general nerf to scout's unlocks As a guy who plays a a lot of heavy, the fact that a big chunk of scout's unlocks piss all over anyone who plays heavy just miffs me from an item that flat out gives scout invincibility, to massive attack power, and then being able to make heavy completely useless with an easy to hit with projectile? and it doesn't help that valve still had to nerf heavy's miniguns in general along with making even more of his melee weapons absolutely useless in the last year's major updates. :suicide:[/QUOTE] we need heavy buffs tbqh I'd suggest reducing the knockback of all his minigun unlocks to prevent people from surfing away when you catch them in your stream, and perhaps boosting the spin up and spin down times a fraction of a second faster.
Heavy is pretty balanced, but also has the same problem he always had: he's incredibly strong with a Medic, but kind of meh without one. Buffs to Heavy mean buffs to the Heavy/Medic pair, which is already incredibly dominant, unless you specifically buff him for when he's not getting healed or something.
Demo+Medic and Soldier+Medic tend to be way better than Heavy+Medic, to be honest. Heavy definitely needs buffs, especially something to improve his run speed a little because, unlike the other two classes that are slower than 100% run speed, he has no blast jumping options. The Soldier is only 4% faster than the Heavy, yet seems incredibly nimble and quick because of rockets.
[QUOTE=rolfum;50320251]along with making even more of his melee weapons absolutely useless in the last year's major updates. :suicide:[/QUOTE] I still don't get why they did that. Melee is a very last resort option, even with the steak sandvich it's about as a below average beserker class. I think if you let a heavy slap the shit out of you then you most likely deserved it.
[QUOTE=Mort Stroodle;50320075]Balancing for comp could DEFINITELY have negative consequences for pubs. For example, spies are underpowered as shit in comp, but they're fine in pubs due to lesser coordination. If they buffed spies to be in a really good place for comp, they would likely be less balanced and more frustrating for pub play. Balancing for comp is a really risky move because competitive TF2 is just a very different game from 12v12 pubs.[/QUOTE] How do you balance around pubs when they considered even the weakest weapons over powered though? Often a case of the mentality of "if it kills me, it must be over powered". Theoretically you should be hoping that as people play that they would think and grasp and learn as they go. Even if it's slow, people will [B]eventually[/B] improve over time. Sadly though, no one talks or helps out one another like they use to in older games. I got asked all the time when I played QuakeWorld Team Fortress on how to get better at specific classes. It's just refreshing to get someone to communicate at all now a days, even by text chat. While I will say that input from people is never a bad thing, since terrible input can be ignored over all. I still think comp players are the best when in terms of getting the right information needed to properly balance a class or weapon well. Knowing the insides and out of weapons is important to comp because they can utilize that information. Just as long as they don't assume that comp players cannot be wrong. Bias and what not is still a thing no matter what lol. Personally though, I've felt spy should be a class that is given a lot of options on how to approach a situation, focused on keeping the enemy team guessing on how he's going to approach. I've also been saying for a while now that I'd like to see a slight change to sapper. either a buff to the sapper itself or a new item that replaces it. The main focus is to giving him options that can be bad towards the enemy or useful options to him and his team. But I'm sadly not sure if it can even be done off hand. The goal was to introduce map elements that could be sapped that provide options. For instance, doors that have control panels that could be used to open new paths that your team can use to attack the enemy, get around the enemy or more or close paths for the enemy team, like faster paths for them to use to get to the front for instance. But could be also used for other situations, like traps perhaps?
[QUOTE=The Duke;50320398]Demo+Medic and Soldier+Medic tend to be way better than Heavy+Medic, to be honest. Heavy definitely needs buffs, especially something to improve his run speed a little because, unlike the other two classes that are slower than 100% run speed, he has no blast jumping options. The Soldier is only 4% faster than the Heavy, yet seems incredibly nimble and quick because of rockets.[/QUOTE] The problem Heavy has in 6v6 is that most of 6v6 is played on 5cp, which favours classes with good mobility. Heavy does a ton of damage but just hasn't got the mobility to get to the frontlines fast enough. In modes like payload or koth he's incredibly good, so much that the Heavy/Medic combo got banned in 4v4 (which tends to play koth). Similarly, in matchmaking, where the GRU is allowed, you constantly see him picked. He's definitely not underpowered.
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