Major Update Speculation XXX: cp_orange_x3 confirmed!
5,003 replies, posted
[QUOTE=valvenews;49348349]Opt out of the Steam beta if you were participating. Lower in game settings, especially AA, close any unnecessary background processes. I also recommend using a FPS config, such as this [url]http://clugu.com/tf2mate/[/url] . Make sure your drivers are up to date, and you can also install a few mods, such as the no hats mod, to improve performance, however some mods will not work on Valve servers due to sv_pure.
This is a great guide for FPS [url]http://www.teamfortress.tv/25328/comanglia-s-config-fps-guide[/url][/QUOTE]
unfortunately, the no hats mod hasn't been updated in about 10 months, means lot's of cosmetics growing out of body parts. shame, I really like that mod.
When i Opt out of Steam beta the game refuses to search for servers, it requires me to be in beta
[QUOTE=JackRedPlayer;49348370]When i Opt out of Steam beta the game refuses to search for servers, it requires me to be in beta[/QUOTE]
When I opt in, I can barley find any servers.
I just opted out of beta and so far i got good frames now. Thanks doods.
We've been able to play for a while now; what are you all's opinions on the pyro balances? I think overall he now has 2 viable options for competitive (once the switch from speed on the degreaser bug is changed from +30% to -30%), and overall has been buffed.
The phlog is actually good now, but I find that it isn't overpowered at all, with a team it's just as easy to counter as before. Seems like something that people need to find an OP weapon, now that every other one is pretty much good.
[QUOTE=pepetoads;49348497]We've been able to play for a while now; what are you all's opinions on the pyro balances? I think overall he now has 2 viable options for competitive (once the switch from speed on the degreaser bug is changed from +30% to -30%), and overall has been buffed.
The phlog is actually good now, but I find that it isn't overpowered at all, with a team it's just as easy to counter as before. Seems like something that people need to find an OP weapon, now that every other one is pretty much good.[/QUOTE]
I think Axtinguisher is hard to use now, and burning people down is faster than switching to it.
[QUOTE=Erfly;49345660]You could cap before though.[/QUOTE]
The same applies to flags in CTF?
I mean after the update.
Is the Disciplinary Action the only soldier melee that hasn't been nerfed to oblivion?
Market Gardener didnt deserve that nerf
[QUOTE=Mikemaximum;49348653]Is the Disciplinary Action the only soldier melee that hasn't been nerfed to oblivion?
Market Gardener didnt deserve that nerf[/QUOTE]
It shouldn't even make a difference.
The point of the weapon is to rocket jump and whack somebody once, hopefully killing them in the process.
Did Engineer need any nerfing :pudge:?
I guess the reason why they nerfed the Market Gardener was so it has an actual downside on no-crit servers a.k.a comp, since it was the last one which could be considered a "straight upgrade" with no-crits. (?)
[QUOTE=Fluury;49348974]I guess the reason why they nerfed the Market Gardener was so it has an actual downside on no-crit servers a.k.a comp, since it was the last one which could be considered a "straight upgrade" with no-crits. (?)[/QUOTE]
Third Degree?
[QUOTE=Mikemaximum;49348653]Is the Disciplinary Action the only soldier melee that hasn't been nerfed to oblivion?[/QUOTE]
You don't find the Escape Plan useful? Makes running for a health pack when not being chased/shot at much faster, as well as high-tailing from a Sniper sightline after being headshot.
I've always felt people grossly exaggerated the EP nerfs - it's meant to be a risky escape tool that you only pull out when not being actively shot at (minicrits will get you destroyed if the enemy is close enough), so it requires prudent use, i.e. running for cover or health when you're sure there's not a Scout 10 feet away from you to finish you off.
People just got way too used to a powerful, versatile speed-boost-stick on a powerful class that's always been one of the best and most versatile [I]despite[/I] having a useless stock melee (that's right, you could disable the Soldier's melee slot entirely and he'd still be pretty much just as powerful). Of all the classes, he was the last one that needed a no-risk melee that facilitated super-fast retreats. Or, to put it another way, if he deserved the old pre-split, pre-debuff Escape Plan, every other class also did.
To put it shortly, it's still useful for retreats or relocation at low health, just in specific situations where you're not being actively shot at. And for faster movement when you're hurt and the coast is clear. Limited, but usable, just what a Soldier utility melee should be. Not really an acceptable class to powercreep via unlocks, unlike Pyros or Heavies (which isn't ideal, of course, but realistically you gotta admit some classes are just straight up more versatile and potent all-arounders at purely stock level). I could also make a case that the Disciplinary Action brings more to the class and his teammates than many other melee unlocks on other classes, so it's far from a minor thing and improves upon the useless stock immensely.
The Pain Train can also be good for when you really need to push that cart or cap a point, the bullet dmg vulnerabiity is so minor. Just seems that its existence is forgotten by most pub players, or they overestimate that vulnerability downside.
So that's 4 perfectly viable melee unlocks imo (Escape Plan, Disciplinary, Pain Train, Market Gardener) right there, but even the newly nerfed/changed Zatoichi's much better than stock if you pull it out only when you've got an enemy cornered and are sure of a kill - can heal up and overheal nicely.
To recap, none of the Soldier melees are spectacular, but they're all usable and give a little bonus perk that's better than the useless stock. And since the class is such a versatile powerhouse that has two powerful close-range weapons (RL and Shotgun) that render melee fighting pointless, he should be pretty happy to have melees with minor perks at all.
[QUOTE=Annoyed Grunt;49349030]Third Degree?[/QUOTE]
I forgot that existed.
[QUOTE=Rajikaru;49348706]It shouldn't even make a difference.
The point of the weapon is to rocket jump and whack somebody once, hopefully killing them in the process.[/QUOTE]
Yeah, it only affects the weapon if you're fighting with it normally on the ground.
One thing that still really bothers me regarding the campaign voicelines is that Miss Pauling's funny notifications that you have a new one only play if you join a random Valve server before accepting the contracts.
It seems rather natural/likely that most players will just start up TF2, see new contracts in the main menu, decode them, accept them, and then connect to a map or server that suits their contract needs.
In this way, people never, ever actually hear most of Miss Pauling's voicelines (and the ones informing you about new contracts are far more diverse and entertaining that the 'you've finished, here's your reward' ones). Talk about a wasted effort, I'm pretty sure that most players completely miss out on these due to how they only play if you're already connected to a server. And if I wanna hear the lines, I need to connect to a random server, which means I might connect to a Landfall one, listen to Pauling, decode the contract and realize I should be on Highpass for the contract.
What's more, the new Pauling notifications aren't specifically adressed to a particular class, so her 'you've got a contract' lines could easily play when opening the contract drawer in the main menu since they're not meant for a particular class.
Also, when you open them in server, and you happen to be near the fighting (not hard seeing spawns move to follow action) good luck hearing anything over the explosions and bullets. No, turning on subtitles in menu doesn't do anything (Hello, potted plant, reminder this option exists!). Is it so hard to make it play when decoding? :speechless:
The last cap of Snowycoast is awful. Every time on defense we end up getting spawn camped.
[QUOTE=WnR;49350933]The last cap of Snowycoast is awful. Every time on defense we end up getting spawn camped.[/QUOTE]
Yeah, I'm not 100% happy with the defendability of last. In this version, non-jumpers on BLU are at least forced up the stair and through a narrow doorway that's easy to spam out, but nobody seems to actually defend that entrance in pubs.
I don't know how big a change Valve will let me do (if any), but I'm waiting until January before I approach them with any necessary changes so that there's plenty of feedback to take into consideration.
[QUOTE=EArkham;49351103]Yeah, I'm not 100% happy with the defendability of last. In this version, non-jumpers on BLU are at least forced up the stair and through a narrow doorway that's easy to spam out, but nobody seems to actually defend that entrance in pubs.
I don't know how big a change Valve will let me do (if any), but I'm waiting until January before I approach them with any necessary changes so that there's plenty of feedback to take into consideration.[/QUOTE]
Suijin and Probed both got changes in post release, so I'm sure they'll let you do the same.
I'm liking it overall though
Add to the regular rotation now please
[QUOTE=K4ZMA;49351174]I'm liking it overall though
Add to the regular rotation now please[/QUOTE]
I'm sure they will
When the 3 month event is over. :smile:
[QUOTE=EArkham;49351103]Yeah, I'm not 100% happy with the defendability of last. In this version, non-jumpers on BLU are at least forced up the stair and through a narrow doorway that's easy to spam out, but nobody seems to actually defend that entrance in pubs.
I don't know how big a change Valve will let me do (if any), but I'm waiting until January before I approach them with any necessary changes so that there's plenty of feedback to take into consideration.[/QUOTE]
For what's it's worth, my issue is I think the path leading to the red spawn to the right of the gate when attacking as blue. Once Blue pushes into the final area they can just swarm right up to the Red spawn before the cart gets close to the pit.
Oh, I LOVE the timed gates on some of the points. Really nice way to at least give defense a little chance to fall back.
[QUOTE=WnR;49351195]For what's it's worth, my issue is I think the path leading to the red spawn to the right of the gate when attacking as blue. Once Blue pushes into the final area they can just swarm right up to the Red spawn before the cart gets close to the pit.
Oh, I LOVE the timed gates on some of the points. Really nice way to at least give defense a little chance to fall back.[/QUOTE]
You mean the one after the big gate at last opens, not the one with the yellow mobile staircase prop, yeah? I'm keeping my eye on that spot as well.
And thanks! Once people learn the map better, I'm hoping to see RED using that delay to start defending 3rd... right now, you can set up a very good defense there, but you have to hustle once 2nd is capped. So far I think people just don't know that they can do that yet.
Snowycoast is second Upward for me! I like it so much! And that chokepoint at beginning - i know it sounds weird, but that's my favorite chokepoint in tf2 now! :v:
Well, i love every map in that update, they are all awesome! I like how tf2 updates changed for me - usually gimmicks as hats and taunts felt like the main part of update, but now i forgot about skins and cases right after i sold them on the market and don't really care about them anymore. Maps and ballance changes feel like the main part of update now and that shift makes me so happy!
The Hype does not end now, folks.
We are likely to get an Update on Monday/Tuesday/Wednesday revealing what is in that Smissmas present box - maybe it will also fix/balance some things people have been complaining about. You know, minor things. M-Minor..
I mean Valve has never pushed out an Update on Christmas, did they?
[QUOTE=Fluury;49351482]The Hype does not end now, folks.
We are likely to get an Update on Monday/Tuesday/Wednesday revealing what is in that Smissmas present box - maybe it will also fix/balance some things people have been complaining about. You know, minor things. M-Minor..
I mean Valve has never pushed out an Update on Christmas, did they?[/QUOTE]
Last year Smismass was announced on the 22nd, so maybe they will reveal the festives then?
Heres how I see it :
The reason Festives are not out yet is because they'll release them next week, so they get their attention. Releasing it with the Tough Break Update wouldn't give them the attention they deserve, so they are slightly delayed.
And here is the thing ; I have 0 idea what could be in those Gifts.
A Festivizer or something like that to be contained in those gifts would be kinda... well, weird. These would be way too common, since people would have a 100% chance of getting them with every unbox of the Cases, which would mean that people could festivize all of their weapons.
It would also go against the description, implying naughty and nice crates. So what one could expect, I guess, is that those Gifts will simply give you a naughty or nice Crate.
Which you'll have to pay to open (??) - making them already unlocked would be weird, since the value of all cosmetics/Festives would be close to 0, since almost everyone who unboxed a case would have them.
...Which again, would also be weird.
To get Festives that way you'd have to pay 6€ for the campaign, then pay 2€ for a Case key, and then again pay 6€ for a festive weapon/hat.
Speaking of festive hats - don't we already have them in the Tough Break Case? Theres a pseudo-Kringle-Collection and a gift-hat, that's festive, isn't it? So if it's not hats, what else is in it?
All of that will hopefully be answered... next week.
[QUOTE=Fluury;49351863]Heres how I see it :
The reason Festives are not out yet is because they'll release them next week, so they get their attention. Releasing it with the Tough Break Update wouldn't give them the attention they deserve, so they are slightly delayed.
And here is the thing ; I have 0 idea what could be in those Gifts.
A Festivizer or something like that to be contained in those gifts would be kinda... well, weird. These would be way too common, since people would have a 100% chance of getting them with every unbox of the Cases, which would mean that people could festivize all of their weapons.
It would also go against the description, implying naughty and nice crates. So what one could expect, I guess, is that those Gifts will simply give you a naughty or nice Crate.
Which you'll have to pay to open (??) - making them already unlocked would be weird, since the value of all cosmetics/Festives would be close to 0, since almost everyone who unboxed a case would have them.
...Which again, would also be weird.
To get Festives that way you'd have to pay 6€ for the campaign, then pay 2€ for a Case key, and then again pay 6€ for a festive weapon/hat.
Speaking of festive hats - don't we already have them in the Tough Break Case? Theres a pseudo-Kringle-Collection and a gift-hat, that's festive, isn't it? So if it's not hats, what else is in it?
All of that will hopefully be answered... next week.[/QUOTE]
if they make the gifts cost money to unlock, they're not getting any key money from me.
[QUOTE=Fluury;49351863]Heres how I see it :
The reason Festives are not out yet is because they'll release them next week, so they get their attention. Releasing it with the Tough Break Update wouldn't give them the attention they deserve, so they are slightly delayed.
And here is the thing ; I have 0 idea what could be in those Gifts.
A Festivizer or something like that to be contained in those gifts would be kinda... well, weird. These would be way too common, since people would have a 100% chance of getting them with every unbox of the Cases, which would mean that people could festivize all of their weapons.
It would also go against the description, implying naughty and nice crates. So what one could expect, I guess, is that those Gifts will simply give you a naughty or nice Crate.
Which you'll have to pay to open (??) - making them already unlocked would be weird, since the value of all cosmetics/Festives would be close to 0, since almost everyone who unboxed a case would have them.
...Which again, would also be weird.
To get Festives that way you'd have to pay 6€ for the campaign, then pay 2€ for a Case key, and then again pay 6€ for a festive weapon/hat.
Speaking of festive hats - don't we already have them in the Tough Break Case? Theres a pseudo-Kringle-Collection and a gift-hat, that's festive, isn't it? So if it's not hats, what else is in it?
All of that will hopefully be answered... next week.[/QUOTE]
Stay tuned next week for Team Fortress 2 festives mystery!
Anyway, i won't pay for those, because, who pays a key to open a crate to get another crate that needs a key?
They are gonna be openable without a key, though, since the bp icon doesn't have any lock in the gift, so i'm 70% sure that they are gonna like that, openable without a key.
also i'm guessing that they are only realizing the festives/festivizer there, because we pretty much already have cosmetics, or there are gonna come more? Who knows.
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