• Major Update Speculation V31: Gamechanging Edition
    5,003 replies, posted
[QUOTE=Magypsy;50498119]Yes, the correct month.[/QUOTE] That image will probably be just as valid in a month as it is now.
[QUOTE=ElderLolz;50498045][IMG]http://puu.sh/ppcS3/10e2d3c08a.png[/IMG] Did I miss anything?[/QUOTE] In addition to teasing the update would be big, Didn't b4nny also say that Asteroid and Cactus Canyon were basically more or less done and waiting to be included in some big update?
[QUOTE=Doom64hunter;50498456]That image will probably be just as valid in a month as it is now.[/QUOTE] I'd honestly be surprised if the update didn't hit before then.
I kinda hope the Update will be a failure and "neat" will become a buzzword in the TF2 Community
[QUOTE=BlindSniper17;50498467]In addition to teasing the update would be big, Didn't b4nny also say that Asteroid and Cactus Canyon were basically more or less done and waiting to be included in some big update?[/QUOTE] yep i think he said someone went at valve and asked them about those maps, and they answered that they just waited for the right moment to release them.
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[QUOTE=BlindSniper17;50498467]In addition to teasing the update would be big, Didn't b4nny also say that Asteroid and Cactus Canyon were basically more or less done and waiting to be included in some big update?[/QUOTE] I have a pretty big feeling that Asteroid and/or the RD gamemode will just become the new Mannpower/Pass Time/SD
[QUOTE=RetroFan987;50498745]I have a pretty big feeling that Asteroid and/or the RD gamemode will just become the new Mannpower/Pass Time/SD[/QUOTE] I think it should be Mannpower/PassTime that will become the new Asteroids because i think asteroids came before those two Still, it would be nice if the community made map for those gamemode too other than koth/payload, because i never see a map for a gamemode other than payload/koth/ctf.
[QUOTE=RetroFan987;50498745]I have a pretty big feeling that Asteroid and/or the RD gamemode will just become the new Mannpower/Pass Time/SD[/QUOTE] Robot Destruction was pretty interesting to be honest. I liked the fact you could make a recovery for your losing team by making a last ditch effort with your friend to steal their core. Had a nice "Stealth" option to the gamemode. Compared to pass time and manpower which are pretty much the "One-Man Army" gamemodes where one person can do everything for the team and win it for them. At least RD demands some teamwork to be successful.
[QUOTE=Fluury;50498480]I kinda hope the Update will be a failure and "neat" will become a buzzword in the TF2 Community[/QUOTE] Removed update because it was too neato for new players.
I hope Heavy gets a good buff this update. And Pyro gets some buffs and nerfs. [B]Pyro[/B] needs a lot of work to be a class really worth playing. His role as offensive support (fire is powerful and also helps distract enemies, airblast helps those fighting around, spychecking, etc) needs to be buffed instead of his combo ability (which basically just makes him an explosive/airshot class that's worse but more annoying than both of the explosive classes). First, before ANYTHING, make real flame particles match the visuals. That alone could make Pyro viable, I think, because then people would be able to use the flamethrower to its maximum potential, without having to go into tr_walkway to practice with tf_debug_flamethrower 1 until it becomes muscle memory. _______________________ And [B]Heavy[/B], I don't even know what to do with him. Actually, I do know, and have been holding onto this idea for a little while: Why does Heavy have to slow down moving just to spin up his minigun? I think unless he's shooting the minigun, he should always be walking at his normal speed. When he shoots his minigun, the kick from the minigun should be a sort of thrust, making him able to actually go faster if he moves backwards. That would give Heavy significant mobility while also making him super vulnerable as he cannot see behind him. Brass Beast should give even more kick (slowing you down in the front but allowing you to go faster backwards). Crouching will stop you, as usual. You have to be holding W or crouch or you'll slowly move backwards with the force of the minigun. Also take off the damage ramp-up (or if you keep it, make the minigun's kick force ramp up as well so you're still moving at a decent speed for a couple of seconds of firing).
[QUOTE=Blackavar;50499810]When he shoots his minigun, the kick from the minigun should be a sort of thrust, making him able to actually go faster if he moves backwards. That would give Heavy significant mobility while also making him super vulnerable as he cannot see behind him. Brass Beast should give even more kick (slowing you down in the front but allowing you to go faster backwards).[/QUOTE] Thank you for the mental image of Heavies pointing their guns at the ground and using the pushback to ascend into the air
just realized while rewatching the trailer for MvM, it came out four years ago, Two Cities was three years ago Has it really been that long since an MvM update or
[QUOTE=Doctor Hunt;50499826]Thank you for the mental image of Heavies pointing their guns at the ground and using the pushback to ascend into the air[/QUOTE] they won't fly, it's horizontal speed. heavy and his minigun weigh too much together for any lift
[QUOTE=Blackavar;50499840]they won't fly, it's horizontal speed. heavy and his minigun weigh too much together for any lift[/QUOTE] What's funny is that a mod for the original Team Fortress called Mega TF actually gave heavies an alt fire for their chainguns call auto cannon or something to that extend that actually did allow them to launch themselves by firing backwards... The auto-cannon ate up ammo like no tomorrow though in return 10 bullets per shot ) so you couldn't really use it excessively lol. The weapon had a lot of kick back when firing which is what propelled the heavy, it wasn't really easy to do though. Hum, wish I had an opportunity to have asked Jill if it was possible to request hud changes. Like possibility to have custom huds be allowed on the workshop to be made as official options that can be picked between in the menu's. Improvements to current hud options ( personally I want some improvements to the bit they added in gunmettle where you see numbers on teammates when you target them. I'd like the text changed to something a bit easier to see ) and possibly have one thing of the comp hud be made togglable to all ways of play. I really like the part where it shows your team at the top of the screen, displaying their health, class, if they're alive or dead, ect. As well as the silhouettes for the enemy. I actually liked having that info present, more so when I ran medic...
[QUOTE=Ace of Butts;50499837]Has it really been that long since an MvM update or[/QUOTE] yes :(
Huh...TF2 sure is old. Kinda happy that it's not stopping yet though.
I'm chiming in super late here but I would love to see the Spy's sapper slot opened up for general fuckery unlocks. Something to really drive home the chaos a Spy can do behind enemy lines. Who is he? Where'd he go? Will he back stab our medic? Will he sap our buildings? Will he set up a trap for us? And I say that as a Pyro main. Something that really shakes up the pattern of "spout flames at everything that comes near our Engineer or Medic" would be really exciting to fight against.
Sabotaging medkits and ammo so they explode. Sabotaging control points so they capture your health while on it. Sabotaging enemy sappers so instead of disabling buildings they buff your friendly engineer's buildings. The possibilities are limited only be the amount of mechanics you can invert.
Major Update Speculation V32: Competitive Speculation [I]We're close guys![/I]
I always kinda wanted a sapper that continues to imitate the functions of the building (Sentry still rotates, tele still spins, dispenser still glows). And after a set amount of time the sapper would explode. Destroying the building and heavily damaging anything in vicinity. I won't go in depth about stats since this isn't the place for it, but I just hope for some more spy gear that isn't +damage -cloak stats.
[QUOTE]Sabotaging medkits and ammo so they explode. Sabotaging control points so they capture your health while on it. Sabotaging enemy sappers so instead of disabling buildings they buff your friendly engineer's buildings. The possibilities are limited only be the amount of mechanics you can invert.[/QUOTE] I don't know about doing TOO much to discourage players from persuing objectives, but you have the right idea. Sabotage. If a spy does his job right you'd feel the effects long after he had blended back into the ether. A spy getting into your base would become priority one for any Pyro, encourage him to hunt that sucker down rather than just hover around the usual key targets.
[QUOTE=Popularvote;50500383]I'm chiming in super late here but I would love to see the Spy's sapper slot opened up for general fuckery unlocks. Something to really drive home the chaos a Spy can do behind enemy lines. Who is he? Where'd he go? Will he back stab our medic? Will he sap our buildings? Will he set up a trap for us? And I say that as a Pyro main. Something that really shakes up the pattern of "spout flames at everything that comes near our Engineer or Medic" would be really exciting to fight against.[/QUOTE] Throwable Sapper like in the Meet the Spy trailer. That would be sick. Maybe something like: Wonder-Sap + Press Fire to throw a exploding Sapper that will sap anything in it's blast radius. - 12 Seconds to regenerate - 25% damage to buildings
[QUOTE=Popularvote;50500413]I don't know about doing TOO much to discourage players from persuing objectives, but you have the right idea. Sabotage. If a spy does his job right you'd feel the effects long after he had blended back into the ether. A spy getting into your base would become priority one for any Pyro, encourage him to hunt that sucker down rather than just hover around the usual key targets.[/QUOTE] He already has the Dead Ringer, anything that actively requires players to disengage from [i]playing the game[/i] just to hunt down some fuckhead that won't stay dead is extremely anti-fun. The last thing [i]any[/i] class needs is a set-and-forget style of weapon. Engineer needs to maintain his buildings, demoman needs to manually detonate his mines, and projectiles from any class are only effective for as long as they're traveling through the air. This applies to the all-too-often suggestions of giving Demoman proximity mines and similar items of that ilk. It removes the player from gameplay, and that's boring no matter which side of the coin you align with.
[QUOTE=Drury;50497402][happened] [/happened] Basically, Valve descending from Mt. Seattle upon us mortals to bestow upon us this boundless wisdom that shall be passed down for generations of MUS to come.[/QUOTE] valves hq is in bellevue [IMG]http://images.wsdot.wa.gov/traffic/seattle/traveltimes/graphics/commutes/Bellevue-Seattle-I-90.png[/IMG]
[QUOTE=poptart TF2;50500568]valves hq is in bellevue [IMG]http://images.wsdot.wa.gov/traffic/seattle/traveltimes/graphics/commutes/Bellevue-Seattle-I-90.png[/IMG][/QUOTE] from the base of Mt. Seattle*
[QUOTE=Drury;50500596]from the base of Mt. Seattle*[/QUOTE] There is no Mt. Seattle, are you getting confused with Mt. Rainier?
[QUOTE=poptart TF2;50500626]There is no Mt. Seattle, are you getting confused with Mt. Rainier?[/QUOTE] No I'm making an unfunny joke about Valve being Olympian gods.
[QUOTE=Drury;50500677]No I'm making an unfunny joke about Valve being Olympian gods.[/QUOTE] To be honest I thought you were referencing Mt. Sinai and you were making Jill out to be Moses to bestow the Neato Commandments.
One of the changes that i want to see from the upcoming update is the fix to those damn Sniper's glasses. We're asking them almost 7 years about that. [t]https://i.ytimg.com/vi/eoJcAQhkhMg/maxresdefault.jpg[/t]
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