Major Update Speculation V31: Gamechanging Edition
5,003 replies, posted
[QUOTE=EArkham;50256146]Definitely in the realm of "1st World TF2 Problems" (or maybe "Hoarder Problems", heh), but I agree we could use a larger max backpack size.[/QUOTE]
Yeah, it's not necessary, but would be a nice quality of life improvement.
i have twenty one pages of crates, waiting patiently for the day when crates will inevitably be used in some sort of crafting recipe.
Craft 10 crates = 1 random series crate. It's gotta happen [I]eventually[/I].
Toss a few of those crates my way, I'm collecting one of each and I'm only missing a few
[QUOTE=Doctor Hunt;50256548]Toss a few of those crates my way, I'm collecting one of each and I'm only missing a few[/QUOTE]
Oh hey, a fellow crate collector.
While we're on crates... I think the lack of "new" crates - and how the seasonal ones seem to be internally taking up numbered designations - points to the thought that maybe regular crates aren't really bringing in the bucks so much any more.
I kind of get the feeling seasonal crates and seasonal keys that can only ever be used with those crates are going to continue be Valve's primary means of monetizing from here on out - working on bursts rather than steady income.
If things are still going in a few years, I wouldn't be surprised if we saw more common but smaller releases in which to tie further event crates/keys to.
[QUOTE=Demo-the-man;50254137]I love how an arguement with Exor mostly ends with "Yeah, it has bullshit mechanics and is not fun to fight against. It is basically your wet dream, right Exor?"
[/QUOTE]
[QUOTE=Drury;50254092]Also yes, they have a bunch of Heavy-like heroes that ruin everybody's fun atm, I guess they get a bunch of coolness points from you for that.[/QUOTE]
I'm going to have to correct you. If you're going to persist in attacks on my character, at least do it properly. [URL="https://youtu.be/2cBiXbT4rNs?t=2m25s"]This is my "wet dream."[/URL] Overwatch is not my "wet dream." You may continue now.
[QUOTE=Lord Exor;50257541]I'm going to have to correct you. If you're going to persist in attacks on my character, at least do it properly. [URL="https://youtu.be/2cBiXbT4rNs?t=2m25s"]This is my "wet dream."[/URL] Overwatch is not my "wet dream." You may continue now.[/QUOTE]Cutting that thesaurus out of your diet'll help you get some more friends here.
[QUOTE=Doctor_Lazlo;50257883]Cutting that thesaurus out of your diet'll help you get some more friends here.[/QUOTE]
Translation: "Big words hurt my pudding brains"
[QUOTE=Doctor_Lazlo;50257883]Cutting that thesaurus out of your diet'll help you get some more friends here.[/QUOTE]
It's one thing to bring up his diction in an argument, it's another to not have any actual argument besides "stop using big words you big smelly dumb dumb poophead".
[QUOTE=Doctor_Lazlo;50257883]Cutting that thesaurus out of your diet'll help you get some more friends here.[/QUOTE]
I know right, words with more than 2 syllables are so difficult. I can't even count that high. Wtf is "properly" and "going" and "If"!?!?
I am not infatuated with the unwarranted theatrics.
We should probably just stop it already.
i feel it's worth pointing out that overwatch's heroes are more likely balanced against others in their category (offense/defense/tank/support) instead of against every other hero in the game. it's like if you had Level 3 Engineer and Gunslinger Engineer as separate classes in Defense and Rocket Launcher Shotgun Soldier and Buff Banner Disciplinary Action Soldier as separate classes in Offense, balanced against their own category.
[QUOTE=Riorio;50255961]revolver for engineer update when[/QUOTE]
The same update that gives Spy the ability to place teleporters instead of sappers.
[QUOTE=The Duke;50258822]The same update that gives Spy the ability to place teleporters instead of sappers.[/QUOTE]
Eh, it close enough if we bring back Spy's ability to build dispensers? lol
[video=youtube;wUsz-FV5iHE]https://www.youtube.com/watch?v=wUsz-FV5iHE[/video]
Was actually kind of fun back then. Hide a dispenser for your team to utilize and go on about your business as normal. Obviously I'm not serious though lol...
Although I'd would like to have a Western Themed Revolver reskin for Engie, not to mention a Repeater rifle primary for engineer as well, take the shotgun, sacrifice the ramp up damage and make it more reliable at mid range. No sniper headshot nonsense though, I don't want another sniper themed weapon for another class.
Eh... Well, at least not like the sniper rifles. Could it be possible to have a weapon deal max normal damage on heal shot out of curiosity?
Man, every update that touched buildables completely fucks up how they're coded apparently. Like, they legit didn't even test mini-sentries a couple of times, leading to bite sized level 3's with higher firerates and build rates
[QUOTE=Zeos;50259118]Man, every update that touched buildables completely fucks up how they're coded apparently. Like, they legit didn't even test mini-sentries a couple of times, leading to bite sized level 3's with higher firerates and build rates[/QUOTE]
How about the time where you could build infinite mini's?
[QUOTE=The Duke;50258822]The same update that gives Spy the ability to place teleporters instead of sappers.[/QUOTE]
That would be legit fun to mess around with. Go balls deep in the enemy base, drop a 'sapper', use it before dying while being chased for mad jukes.
[QUOTE=Lord Exor;50257541]I'm going to have to correct you. If you're going to persist in attacks on my character, at least do it properly. [URL="https://youtu.be/2cBiXbT4rNs?t=2m25s"]This is my "wet dream."[/URL] Overwatch is not my "wet dream." You may continue now.[/QUOTE]
But that looks just like Bastion, which is what I was getting at anyway.
I will give your attempt 6 dictionaries out of 9 could be better.
I genuinely wonder if the bugs that constantly plague the Mini-Sentries are one of the reasons why we never got more buildables
[QUOTE=Zeos;50259216]I genuinely wonder if the bugs that constantly plague the Mini-Sentries are one of the reasons why we never got more buildables[/QUOTE]
Personally, I always guessed sentries had the same issues as mediguns. I mean, what do you do that has it's situation against already existing options but doesn't just take over as the best option over all.
A While a go I tossed up the idea for Tesla Coil sentries, a little throwback to Custom TF back in the day. But after a while I had a difficult time just thinking "how could you make these stand out well enough to be good, but no over kill?"...
Then again, that doesn't explain why Valve hasn't even done anything to replace teleporters or dispensers yet. I still want them to implement the mini dispenser in the game. Even more so when they released dispenser range up grades from Mann vs Machine, making me want a fast building dispenser that has the range of a Lv2 or 3 dispenser from MvM. Don't even need a metal reduction since the fast building means you'll get the first metal bit faster.
The only sentry guns that I imagine working well as sidegrades would be as follows with stats similar to these:
A sniper sentry: Has great long-range capability, but is terrible at turning and thus can not handle approaches at close range particularly well unless you're just running head-on into it. Fires tracer beams that resemble the wrangler's but flicker faster and faster as they prepare to deploy. Takes 3 seconds to go from initial lock-on to the actual launch, giving players both time to react and to figure out a path that doesn't follow it's line of sight cleanly. Level 1 fires shots that deal 75 damage, Level 2s fire shots that deal 150 damage and Level 3s will fire 3 150-damage shots consecutively with about 0.66 second pauses between as it retargets. Has the bonus of making pocket heavies advantageous and thus giving Heavy an indirect leg up because he can tank 3 shots if a Medic keeps him overhealed or he can tank a shot. Would potentially significantly alter the sentry-merc matchup since Snipers, Soldiers, Demomen and Scouts would be the most vulnerable and Pyros and Heavies would be the best classes to approach them with.
A flame sentry: Great close-range capability, but would require higher HP than a normal sentry to facilitate surviving assaults by ranged classes. Could effectively fire in "every direction" at once and dispel occasional Huo Long Heater rings of flame as self spy-checking maintenance, making it a passing deterent for light classes like the mini sentry, but being more viable against spies, less viable against pyros and more likely to kill scouts that try to pass by them. Would basically be a sentry that is good for walling against rushes or preventing quickcaps of intel in CTF, but be poorer at corridor denial. Level 1s could only have flames on the front, Level 2s not produce rings and Level 3s be capable of producing rings and having a marked HP rise.
A missle sentry: A sentry gun that forgoes bullet turrets in favor of being basically an anti-aircraft-like turret. Could be designed to prioritize aerial opponents and minicrit them like the Direct Hit does and would fire out a volley of rockets one at a time, aiming each separately. Would be basically a more powerful version of the base sentry that is incapable of hitscan and can not consistently sustain fire without reloading. Again, a sentry that is less of an issue for a Pyro to tackle than the base sentry and is more effective against demomen and soldiers than average, but still being well-rounded without the glaring range weaknesses of the other two listed above. Could possibly go from 1 missle slot at level 1 to 4 at level 2 to 8 at level 3, with level 2s firing them all at the same time like default level 3s do, but with slightly more damage dealt.
[QUOTE=The Duke;50259729]A sniper sentry: Has great long-range capability, but is terrible at turning and thus can not handle approaches at close range particularly well unless you're just running head-on into it. Fires tracer beams that resemble the wrangler's but flicker faster and faster as they prepare to deploy. Takes 3 seconds to go from initial lock-on to the actual launch, giving players both time to react and to figure out a path that doesn't follow it's line of sight cleanly. Level 1 fires shots that deal 75 damage, Level 2s fire shots that deal 150 damage and Level 3s will fire 3 150-damage shots consecutively with about 0.66 second pauses between as it retargets. Has the bonus of making pocket heavies advantageous and thus giving Heavy an indirect leg up because he can tank 3 shots if a Medic keeps him overhealed or he can tank a shot. Would potentially significantly alter the sentry-merc matchup since Snipers, Soldiers, Demomen and Scouts would be the most vulnerable and Pyros and Heavies would be the best classes to approach them with.[/QUOTE]
Sniper Rifle would probably only be hitscan.... I think most people would gag at the thought of a sniper sentry that was opperated by a bot ai lol.
[URL="steamcommunity.com/sharedfiles/filedetails/?id=5860"]But what about a Cannon styled sentry instead?[/URL]
Not hitscan, but very fast projectile?
What about a TFC Sentry? It fires rockets in a line instead of a cluster
The issue with trying to make different "types" of sentry is that the sentry turret has a very clearly defined role to fill. It's area denial in its most distilled form. Things such as its range, damage, health, turn speed, the amount of times it beeps when surveying the area, and the size of its hitbox were specifically made so it'd deny an area with a certain level of effectiveness with enough of a weakness that it'd need to be covered by the Engineer or his teammates but can otherwise be exploited to end the turret's run.
Using different weapons changes a lot of these crucial elements to the point where positioning is entirely different to the point of being indistinguishable while not really changing what it means to [i]be[/i] an Engineer. Pair into this the relative effectiveness that comes from stacking sentries around an area. If each individual sentry were instead specialized, these strongholds would become more difficult to destroy rather than more fun and interesting to deal with.
You'd be hard-pressed to come up with a sentry variant that doesn't have some glaring flaw in them that could be easily exploited via sentry stacking, wrangling, basic player awareness, or otherwise the map's design. The original Combat Sentry got a pass because it was literally just the Level 1 sentry with restrictions on repairs/upgrades. It got some adjustments before we received it as the Combat Mini-Sentry, however.
That's not to say that it's impossible, just that creating variants would be incredibly difficult due to a lack of precedent to work with.
Here is an approach that I don't think many people would have thought of in light of the scrapped mechanic:
Gunslinger
+25 max health on wearer
Combo attack: the third punch in a series of hits on an enemy always crits.
Primary and secondary weapons can deal 25% higher damage up close
No random critical hits
Replaces the Sentry with a Repair Node
Repair node uses the sentry's targeting AI to prioritize friendly buildings within its range. Priority is assessed every 3 seconds and will target the building that is at the lowest health value of all in-range. It will passively heal itself with time. If no buildings are in range, it will fire its "healing" beams at enemies that enter its range so it's not entirely helpless for area denial (roughly 50% as effective as a Mini Sentry).
[QUOTE=Lord Exor;50257541]I'm going to have to correct you. If you're going to persist in attacks on my character, at least do it properly. [URL="https://youtu.be/2cBiXbT4rNs?t=2m25s"]This is my "wet dream."[/URL] Overwatch is not my "wet dream." You may continue now.[/QUOTE]
I was agreeing with you though, not trying to bash on you. I pointed that out cause everyone says something among those lines when they answer you. Which I found silly
Guess I wasn't clear enough, then.
I mean I main Heavy myself too, I would probably like chars that you also like. I guess fuck me for trying to be nice to art thou Exor, eh?
[QUOTE=Demo-the-man;50260420]I was agreeing with you though, not trying to bash on you. I pointed that out cause everyone says something among those lines when they answer you. Which I found silly
Guess I wasn't clear enough, then.
I mean I main Heavy myself too, I would probably like chars that you also like. I guess fuck me for trying to be nice to art thou Exor, eh?[/QUOTE]
It's hard to discern who is trying to be nice and who is being facetious around these parts.
Edit: Ohhhh, you're Pudis. Hi Pudis!
[QUOTE=Lord Exor;50261130]It's hard to discern who is trying to be nice and who is being facetious around these parts.[/QUOTE]
Don't worry exor we like you, in our own barbaric simpleton ways.
Are there any decent arena servers around anymore? If so, any ones you can recommend? :)
This may be the wrong thread to ask.
[QUOTE=1 Duck;50262368]Are there any decent arena servers around anymore? If so, any ones you can recommend? :)
This may be the wrong thread to ask.[/QUOTE]
[URL="https://www.tf2tightrope.com/servers/"]TF2 Tightrope's Project Ghost servers[/URL] are fun. It's arena where each team is limited to a specific class and loadout. The list of possible ones are [URL="https://wiki.teamfortress.com/wiki/TF2Tightrope#Current_possible_rounds"]here[/URL].
[QUOTE=Psychopath12;50260070]If no buildings are in range, it will fire its "healing" beams at enemies that enter its range so it's not entirely helpless for area denial (roughly 50% as effective as a Mini Sentry).[/QUOTE]
Yeah but what about the sentry's turn to fire "delay". If you're a spy stabbing an engie, if there's a laser turret that goes tesla on your ass the second you drop disguise, you're basically getting hosed. There's no way to outplay a static building zapping you, or at least not one that's as immediately obvious as "the gun is turning to point at you". It could just use the 3 second re prioritize thing to detect players, but again, any possible solution to making that playable is inferior to having the gun that mechanically has to turn and point at you to shoot you, both mechanically for the game and to telegraph to the player.
[QUOTE=Trilby Harlow;50265261]Yeah but what about the sentry's turn to fire "delay". If you're a spy stabbing an engie, if there's a laser turret that goes tesla on your ass the second you drop disguise, you're basically getting hosed. There's no way to outplay a static building zapping you, or at least not one that's as immediately obvious as "the gun is turning to point at you". It could just use the 3 second re prioritize thing to detect players, but again, any possible solution to making that playable is inferior to having the gun that mechanically has to turn and point at you to shoot you, both mechanically for the game and to telegraph to the player.[/QUOTE]
1. Only applies if no other buildings are within range.
2. Deals 24 damage per second, I wouldn't consider that being hosed.
3. Satellite dish "gun" on top of the node that fires healing pulse lasers.
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