Major Update Speculation V31: Gamechanging Edition
5,003 replies, posted
[QUOTE=Karmal Khan;50129296]An additional note about the timeline is that Scout claims to have known Pauling for six years in issue #3 (1972), putting the start of TF2's game setting to at least 1966.[/QUOTE]
Technically 1965, since that's when Engie designed Sentry Guns and was presumably hired by TF Industries. But then things get more complicated since in Loose Canon it's shown that Radigan designed the Sentries all the way back in 1890, and Engie was given his old blueprints, so was he basing it off of those designs?
[QUOTE=Doctor Hunt;50129654]TF Industries[/QUOTE]
By the way, did Valve forget about TF Industries? I can remember that there is Mann Co everywhere, but i don't remember any recent TF Industries mentions...
I honestly don't care that much about the lore, i play for frags, caps and uber drops, but back in days when the game didn't have that background it had really special feel, something mysterious.
Also, if we are talking about the lore - is it legit to say that HL and TF universes coexistent? I played TFC on hunted recently, and just realized that there were lots of Black Mesa logos...
[I]"Rise and shine, Mister Doe. Rise and... shine."[/I]
Tf industries is the front for the admin's business.
It's stupid and we'll never happen but I almost wish soldier had a machine gun of some type to replace his rocket launcher just to have some new playstyle for solly
There's also evidence for the progression of time in the TF2 universe in the description of one of Scout's cosmetics, the Track Terrorizer:
"For a brief stint in high school, Scout joined the track team in one of his many schemes to pick up girls. He was kicked off the team after three days when everyone realized he was 23-years-old and also not enrolled in the school."
Wasn't he confirmed to be 19 years old at launch?
There are also lines from Miss Pauling in the Gun Mettle update (iirc) referencing the fact the sniper is in fact from New Zealand.
In-game, it's best to assume the timeline is a very loose canon - as long as you don't go too far afield you're generally alright.
[QUOTE=Gunsexual;50101566]I started playing Sniper because of MM.
I miss every shot, but I'm trying![/QUOTE]
If your still very new at sniper, I found active trade servers are fairly good to grasp the basics of the class. Since there's no objective to a trade server, you can snipe as much as you please lol.
You gotta start somewhere anyway heh...
[editline]14th April 2016[/editline]
[QUOTE=Jetamo;50125579]But how many unique stats can you really find for a shotgun/sniper that isn't simply "-50% fire rate +20% damage" or something? How much effort is Valve willing to put in to a new mechanic that ends up useless, like the Panic Attack?[/QUOTE]
What about giving the engineer a primary that wasn't a shotgun based weapon?
I've been wanting a Western Repeater Rifle primary for Engineer for years that sacrifices the shotguns ramp up damage for more reliable mid range power. No special gimmicks or anything...
[QUOTE=Johnny Joe;50129535]Ya know what I want to see? A comic[/QUOTE]
ftfy
[QUOTE=Gunsexual;50101566]I started playing Sniper because of MM.
I miss every shot, but I'm trying![/QUOTE]
One thing a lot of snipers might benefit from, but which is absolutely non-obvious, is that you can adjust the speed at which your view scrolls while zoomed [I]independently[/I] of your normal view scroll speed.
Ever feel like your mouse isn't sensitive enough when zoomed in to aim properly? But if you turn up the game's sensitivity, suddenly your mouse is way too sensitive in non-zoomed play? Yeah, this fixes that.
1) In game, press the "~" key to open the console. (Make sure your game options are set to allow the console to be opened.)
2) Type in "zoom_sensitivity_ratio". In fact, hitting just "z" should auto complete to the standard value of "zoom_sensitivity_ratio 1.0".
3) Modify the "1.0" bit to whatever ratio you want your zoom speed to be multiplied by. For example, if you set it to 2.0, your zoomed view will scroll twice as fast as normal, and if you set it to 3.75 you'll exactly match the non-scoped sensitivity.
4) Hit enter and test your new sensitivity. I'd suggest giving yourself a decent chunk of time with each new setting, to really get a proper feel for the new scroll speed. I'd also recommend starting with small changes, and dialing in slowly. I personally like playing at either 1.4x or 1.5x, but your mileage will vary according to taste.
5) Enjoy a more natural feel to aiming while scoped, and hopefully better accuracy and effectiveness as a sniper!
The only problem is that the game resets the sensitivity every time you close the program, so you have to do this once every time you start playing.
[QUOTE=G. Verloren;50130960]One thing a lot of snipers might benefit from, but which is absolutely non-obvious, is that you can adjust the speed at which your view scrolls while zoomed [I]independently[/I] of your normal view scroll speed.
Ever feel like your mouse isn't sensitive enough when zoomed in to aim properly? But if you turn up the game's sensitivity, suddenly your mouse is way too sensitive in non-zoomed play? Yeah, this fixes that.
1) In game, press the "~" key to open the console. (Make sure your game options are set to allow the console to be opened.)
2) Type in "zoom_sensitivity_ratio". In fact, hitting just "z" should auto complete to the standard value of "zoom_sensitivity_ratio 1.0".
3) Modify the "1.0" bit to whatever ratio you want your zoom speed to be multiplied by. For example, if you set it to 2.0, your zoomed view will scroll twice as fast as normal, and if you set it to 3.75 you'll exactly match the non-scoped sensitivity.
4) Hit enter and test your new sensitivity. I'd suggest giving yourself a decent chunk of time with each new setting, to really get a proper feel for the new scroll speed. I'd also recommend starting with small changes, and dialing in slowly. I personally like playing at either 1.4x or 1.5x, but your mileage will vary according to taste.
5) Enjoy a more natural feel to aiming while scoped, and hopefully better accuracy and effectiveness as a sniper!
The only problem is that the game resets the sensitivity every time you close the program, so you have to do this once every time you start playing.[/QUOTE]
Is that not something you could put into the launch options?
Heck, it's something Valve could put into the in-game options, for crying out loud.
[QUOTE=G. Verloren;50130960]One thing a lot of snipers might benefit from, but which is absolutely non-obvious, is that you can adjust the speed at which your view scrolls while zoomed [I]independently[/I] of your normal view scroll speed.
Ever feel like your mouse isn't sensitive enough when zoomed in to aim properly? But if you turn up the game's sensitivity, suddenly your mouse is way too sensitive in non-zoomed play? Yeah, this fixes that.
1) In game, press the "~" key to open the console. (Make sure your game options are set to allow the console to be opened.)
2) Type in "zoom_sensitivity_ratio". In fact, hitting just "z" should auto complete to the standard value of "zoom_sensitivity_ratio 1.0".
3) Modify the "1.0" bit to whatever ratio you want your zoom speed to be multiplied by. For example, if you set it to 2.0, your zoomed view will scroll twice as fast as normal, and if you set it to 3.75 you'll exactly match the non-scoped sensitivity.
4) Hit enter and test your new sensitivity. I'd suggest giving yourself a decent chunk of time with each new setting, to really get a proper feel for the new scroll speed. I'd also recommend starting with small changes, and dialing in slowly. I personally like playing at either 1.4x or 1.5x, but your mileage will vary according to taste.
5) Enjoy a more natural feel to aiming while scoped, and hopefully better accuracy and effectiveness as a sniper!
The only problem is that the game resets the sensitivity every time you close the program, so you have to do this once every time you start playing.[/QUOTE]
That's indeed a good tip! I think you should put this somewhere in place where more people would see it.
[QUOTE=ElderLolz;50130693]There is one. It makes him slower and gives him +100 HP.
It's called Heavy[/QUOTE]
[URL="https://wiki.teamfortress.com/wiki/Chargin%27_Targe"]Because[/URL] alternate [URL="https://wiki.teamfortress.com/wiki/Huntsman"]weapon[/URL] types [URL="https://wiki.teamfortress.com/wiki/Gunslinger"]are[/URL] so [URL="https://wiki.teamfortress.com/wiki/Sandvich"]terrible[/URL].
[QUOTE=Johnny Joe;50129535]Ya know what I want to see? A comic of nothing but soldier's bloody and mindless escapades in Poland from 1941-1949.[/QUOTE]
I want to see an origin story of how some of the mercs got into professional murdering. I can see sniper and scout's already. Sniper was a dangerous game hunter, then one day a regular customer of his comes in with a human hunt for him, normalizing the whole thing for him. Scout wants to show off how tough he is to his brothers, signs up for the military, gets booted out after some basic training, explaining his trigger discipline and other good habits nobody like scout would ever have on his own, and starts doing hit work for the mob back home thinking he's hot shit. Eventually, one thing leading to another, and pauling hires him as an expendable chump to throw at the other team, with him actually proving to be pretty good for some reason, scout over his head the whole time without ever recognizing it. I think those are some cool stories that valve could make amazing
i mean we already have heavy's backstory
[t]https://36.media.tumblr.com/tumblr_ln6c22ZFJ91qjwcyno1_500.jpg[/t]
Anyone else still hoping for them to scrap the uber-pickup mechanic?
[QUOTE=Fluury;50131764]Anyone else still hoping for them to scrap the uber-pickup mechanic?[/QUOTE]
It's the only part of weapon pickup that actually affects the game, so I don't think they'll scrap it. After all - weapon pickup was hyped up as an amazing, groundbreaking change, but I very rarely see people use it nowadays.
[QUOTE=165your4;50131886]It's the only part of weapon pickup that actually affects the game, so I don't think they'll scrap it. After all - weapon pickup was hyped up as an amazing, groundbreaking change, but I very rarely see people use it nowadays.[/QUOTE]
I think the only time I use it reliably is if I am using black box and someone on my team goes medic and appears competent in which case I will pick up the pretty much any other rocket launcher so I can better defend the medic, sometimes If I am using backburner ill pick up a default or degreaser if I feel like we need to negate projectiles but for the most part, if I feel I need to use a weapon I will already have it. Really weapon pickup was just to advertise ugly skins by letting you pick them up.
[QUOTE=Trilby Harlow;50131586]I want to see an origin story of how some of the mercs got into professional murdering. I can see sniper and scout's already. Sniper was a dangerous game hunter, then one day a regular customer of his comes in with a human hunt for him, normalizing the whole thing for him. Scout wants to show off how tough he is to his brothers, signs up for the military, gets booted out after some basic training, explaining his trigger discipline and other good habits nobody like scout would ever have on his own, and starts doing hit work for the mob back home thinking he's hot shit. Eventually, one thing leading to another, and pauling hires him as an expendable chump to throw at the other team, with him actually proving to be pretty good for some reason, scout over his head the whole time without ever recognizing it. I think those are some cool stories that valve could make amazing
i mean we already have heavy's backstory
[t]https://36.media.tumblr.com/tumblr_ln6c22ZFJ91qjwcyno1_500.jpg[/t][/QUOTE]
The engineer story has to show him with his grandpa radigan and dad (possibly the tfc engineer based off of that one artwork) and learning the family business. But the real question is, how would pyro's backstory work? They just show him burning down a loony bin he got thrown in and developing his fire fixation?
[QUOTE=Cosmic feel;50132061]The engineer story has to show him with his grandpa radigan and dad (possibly the tfc engineer based off of that one artwork) and learning the family business. But the real question is, how would pyro's backstory work? They just show him burning down a loony bin he got thrown in and developing his fire fixation?[/QUOTE]
Well my thoughts at launch was he's just an out and out professional psychopath who knows [I]exactly[/I] what he's doing, and loves every moment of it, and to keep the tone of the game they just slapped a mask on him and made him a mumbling joke to literally mask what's going on.
come to think, that's exactly what they did with TFC pyro in the comics, so i guess that was their original intent
[QUOTE=ElderLolz;50132148]The difference is that those weapons don't fulfil a purpose that could easily replace another class without downsides.[/QUOTE]maybe some kind of battle rifle? it'd be like a shotgun that does a bit more damage, is more accurate, but only fires one bullet and it takes time to fire between shots (like the slight delay between shotgun blasts)
just a little thought
[editline]14th April 2016[/editline]
not necessarily "rifle" accurate either, inaccurate enough to make it a close/medium range weapon so you can't snipe
Just to clarify, I'm talking about them scrapping the player being able to pick up weapons, I'm talking about them removing Uber carrying over on dropped Mediguns.
A medic shouldnt be able to get his Uber back when I killed him with it.
[QUOTE=ProfHappycat7;50132457]maybe some kind of battle rifle? it'd be like a shotgun that does a bit more damage, is more accurate, but only fires one bullet and it takes time to fire between shots (like the slight delay between shotgun blasts)
just a little thought
[editline]14th April 2016[/editline]
not necessarily "rifle" accurate either, inaccurate enough to make it a close/medium range weapon so you can't snipe[/QUOTE]
That sounds exactly like the stock revolver with a damage bonus.
tbh, I kinda wanted a burst fire smg like the [URL="https://steamcommunity.com/sharedfiles/filedetails/?id=238"]Ankle Biter[/URL]/[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=339707344"]Fruit Shop Fiend[/URL] but with a smaller magazine and some kind of bonus of being a good sharpshooter with it. Like you would do a bit more damage than the average damage of the smg if you aim for the head and bodyshots do less. But that seems like a pretty generic (and possibly dumb) idea for a weapon compared to some other gimmicks.
[QUOTE=ODSP;50132620]tbh, I kinda wanted a burst fire smg like the [URL="https://steamcommunity.com/sharedfiles/filedetails/?id=238"]Ankle Biter[/URL]/[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=339707344"]Fruit Shop Fiend[/URL] but with a smaller magazine and some kind of bonus of being a good sharpshooter with it. Like you would do a bit more damage than the average damage of the smg if you aim for the head and bodyshots do less. But that seems like a pretty generic (and possibly dumb) idea for a weapon compared to some other gimmicks.[/QUOTE]
I doubt you'd be able to hit the head consistently enough with a weapon with bullet spread unless it was incredibly tight.
I'd really like a Burst Fire smg that feels like the one in L4D2, it'd be nice if it could be a FaN/Short Stop type deal so it didn't need some dumb crits on kill gimmick.
How about an smg that does more damage with consecutive hits?
What about a Medigun that allows Medic to be healed constantly so long as he's healing someone without Ubering like the QuickFix?
[QUOTE=chandlerj333;50132711]How about an smg that does more damage with consecutive hits?[/QUOTE]
Worthless in competitive play, ridiculously overpowered in MVM.
[QUOTE=Brobattington;50132748]What about a Medigun that allows Medic to be healed constantly so long as he's healing someone without Ubering like the QuickFix?[/QUOTE]
Its already kinda hard enough to kill a medic hiding behind his meat wall, giving the medic the ability to be constantly healed in addition to being behind his meat wall would be ridiculous.
The Medic not being able to heal himself effectively unless ubered is an important design decision. It promotes teamwork by forcing teammates to heal him or to fall back for health.
I wouldn't really consider the Blutsauger to be an effective method of healing when it cuts his self-regeneration, and the Amputator leaves you very ineffective when you have it out. Having a medi gun that healed you while in use would be crazy overpowered.
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