• Major Update Speculation XXX: cp_orange_x3 confirmed!
    5,003 replies, posted
[QUOTE=SediSocks;49479907]If any of you are curious as to what the new BP icon for the Soldier's Requiem is like: [IMG]https://dl.dropboxusercontent.com/u/11945129/ShareX/2016/01/2016-01-07_23-13-09.png[/IMG] [I]Finally not trash[/I][/QUOTE] Thank fuck. That always threw me off.
[QUOTE=Nystical;49482423]If you restore a festivized weapon do you get the festivizer back?[/QUOTE] No. You do not get the festivizer back. It is just like removing other things like killstreaks and such
[QUOTE=Rajikaru;49480023]The literal only difference in the two is one is neutral coloured and the other is team coloured[/QUOTE] Team colored with a TC that only matches spy vs a neutral that doesnt seem out of place on scout My point being that the one which looks matching on scout didn't take oppertunity for a good pun, I have no idea what's the issue with this
[QUOTE=Pagliacci;49482359]At least now if someone wanted a factory new professional killstreak unusual strange festive backwoods boomstick shotgun they'll have an easier time finding it[/QUOTE] "factory new professional killstreak unusual strange festive backwoods boomstick shotgun" 10 fucking words
[QUOTE=Blackavar;49482957]"hale's own factory new professional killstreak unusual festive backwoods boomstick shotgun" 11 fucking words[/QUOTE] Fixed. Incidentally the only letters in the English alphabet not used in that title are J, Q, X, and Z. You are now analyzing that title for those letters.
[QUOTE=Blackavar;49482957]"factory new professional killstreak unusual strange festive backwoods boomstick shotgun" 10 fucking words[/QUOTE] now if they start crowd-sourcing skins, you can add a self-made to all that shit
[QUOTE=pepetoads;49482990]now if they start crowd-sourcing skins, you can add a self-made to all that shit[/QUOTE] And if valve allowed Collector's vanilla items, you could have 14 words.
And don't forget the Strange Filter prefix- Oh, right, the Strange Filter prefixes don't work on weapon skins for some reason.
[QUOTE=BlindSniper17;49480985]Speaking of patches, does the Eviction Notice speed buff need to be patched still, or was that working all along and I just never noticed?[/QUOTE] It's working as intended, it's just not very noticeable unless you specifically pay attention to the difference between stock movement speed and the EN-boosted speed by switching weapons en route. 15% faster is only half the boost that the GRU provide (30%). Speaking in relative percentages of the base movement speed (100%), a Heavy with the Eviction Notice out moves at 88.55% of base movement speed (up from the relative 77% speed), meaning he's a bit faster than Soldier (80%) now, and slightly slower than Demo (93%). 15 percent less slow than really slow is still kinda slow. It's not spectacular, but it's just noticeable enough to allow you to get to the front a wee bit faster, with a much lesser risk than the GRU. The Eviction Notice is basically a GRU Lite now, with the added gimmicks of swinging quickly but more weakly (useless unless doing it for the lulz) and gaining a further speed boost when meleeing bad Spies or oblivious tunnel-vision Snipers (hardly useful, might as well just gun them down).
TF2 weapons in 2016: :words:
You know what I'm disappointed about? That the war bird case did not have a spitfire inspired flamethrower called the spit-fire guess there's always next time
It surprises me how little known strange filters are. everybody keeps asking me how I have a canadian weapon even though it's like 4 years old
[t]http://images.akamai.steamusercontent.com/ugc/355022821964605451/0507FCBABA306AC128856EAB680180A8479C1BDA/[/t] [B]It is good day to be giant man![/B] finally, my latest toy is fixed, ty valve <3
how does this sound? [I][B]Medi-Guns retain Ubercharge on weapon drop[/B] Hello Mr. Smith and TF2 team!! The concept introduced in the Gun Mettle update of dropping equipped weaons on death is a very interesting mechanic. The idea of changing loadouts on the fly to better optimize your goal in the game is a super cool thing that could change games around. This is especially true with Medi-Guns. On a 5CP map, an opposing Medic wielding the Kritzkrieg could get killed at the midfight and your Medic can pick it up. This serves for an interesting scenario and the element of surprise: their team was running Kritzkrieg to surprise your team, and now you picked it up, built KritzCharge while their Medic was down, and now you get to destroy the other team at their last point with an unexpected Charge! This is a cool scenario, but the problem is that Medi-Guns currently retain their charge when a dead Medic drops it on the ground. In the hypothetical above, a midfight where the Kritzkrieg Medic dies, his charge is mostly full. If the other Medic picks it up, there is little to no chance of the other team building a Charge of some sort and fighting back (unless it is a Vaccinator). It is very important to know your Medic's Charge percentage and the other team's Medic's. Being able to pick up partially- or even fully-charged Medi-Guns off the floor ruins this responsibility and order in the game, with both teams having no idea what percentage the other team is at, at all times. If it has not been brought up already, this must be changed for matchmaking. It does not throw surprise into the game, it's just a big mess of confusion and really fast games that becomes very discouraging for the team being cheesed by this mechanic. In a game where losing midfights can be pretty unforgiving, there is a chance to fight back by having about 60 seconds for a team to cap a middle point and run to the enemy's last point to charge up and defend and have the interesting back-and-forth that is Team Fortress 2. This retention of Charge punishes a team even more for losing a midfight. The suggestion is that Medi-Guns drop back to "0%" when spawning in the world as a result of the death of its user. This allows for the exciting surprise of the situation explained previously!! Thank you for your time and the work that you all do![/I]
do other charge weapons (eyelander phlog BFB) retain their charges on drop? I don't remember
[QUOTE=mphayes97;49485022]how does this sound? [I][B]Medi-Guns retain Ubercharge on weapon drop[/B] Hello Mr. Smith and TF2 team!! The concept introduced in the Gun Mettle update of dropping equipped weaons on death is a very interesting mechanic. The idea of changing loadouts on the fly to better optimize your goal in the game is a super cool thing that could change games around. This is especially true with Medi-Guns. On a 5CP map, an opposing Medic wielding the Kritzkrieg could get killed at the midfight and your Medic can pick it up. This serves for an interesting scenario and the element of surprise: their team was running Kritzkrieg to surprise your team, and now you picked it up, built KritzCharge while their Medic was down, and now you get to destroy the other team at their last point with an unexpected Charge! This is a cool scenario, but the problem is that Medi-Guns currently retain their charge when a dead Medic drops it on the ground. In the hypothetical above, a midfight where the Kritzkrieg Medic dies, his charge is mostly full. If the other Medic picks it up, there is little to no chance of the other team building a Charge of some sort and fighting back (unless it is a Vaccinator). It is very important to know your Medic's Charge percentage and the other team's Medic's. Being able to pick up partially- or even fully-charged Medi-Guns off the floor ruins this responsibility and order in the game, with both teams having no idea what percentage the other team is at, at all times. If it has not been brought up already, this must be changed for matchmaking. It does not throw surprise into the game, it's just a big mess of confusion and really fast games that becomes very discouraging for the team being cheesed by this mechanic. In a game where losing midfights can be pretty unforgiving, there is a chance to fight back by having about 60 seconds for a team to cap a middle point and run to the enemy's last point to charge up and defend and have the interesting back-and-forth that is Team Fortress 2. This retention of Charge punishes a team even more for losing a midfight. The suggestion is that Medi-Guns drop back to "0%" when spawning in the world as a result of the death of its user. This allows for the exciting surprise of the situation explained previously!! Thank you for your time and the work that you all do![/I][/QUOTE] It kinds of add a new gameplay element. Defend the medigun until the medic respawns and grabs it again. [editline]8th January 2016[/editline] It breaks part of the game meta, but as far as I know it's always been dynamic.
[QUOTE=mphayes97;49485022]how does this sound? [I][B]Medi-Guns retain Ubercharge on weapon drop[/B] Hello Mr. Smith and TF2 team!! The concept introduced in the Gun Mettle update of dropping equipped weaons on death is a very interesting mechanic. The idea of changing loadouts on the fly to better optimize your goal in the game is a super cool thing that could change games around. This is especially true with Medi-Guns. On a 5CP map, an opposing Medic wielding the Kritzkrieg could get killed at the midfight and your Medic can pick it up. This serves for an interesting scenario and the element of surprise: their team was running Kritzkrieg to surprise your team, and now you picked it up, built KritzCharge while their Medic was down, and now you get to destroy the other team at their last point with an unexpected Charge! This is a cool scenario, but the problem is that Medi-Guns currently retain their charge when a dead Medic drops it on the ground. In the hypothetical above, a midfight where the Kritzkrieg Medic dies, his charge is mostly full. If the other Medic picks it up, there is little to no chance of the other team building a Charge of some sort and fighting back (unless it is a Vaccinator). It is very important to know your Medic's Charge percentage and the other team's Medic's. Being able to pick up partially- or even fully-charged Medi-Guns off the floor ruins this responsibility and order in the game, with both teams having no idea what percentage the other team is at, at all times. If it has not been brought up already, this must be changed for matchmaking. It does not throw surprise into the game, it's just a big mess of confusion and really fast games that becomes very discouraging for the team being cheesed by this mechanic. In a game where losing midfights can be pretty unforgiving, there is a chance to fight back by having about 60 seconds for a team to cap a middle point and run to the enemy's last point to charge up and defend and have the interesting back-and-forth that is Team Fortress 2. This retention of Charge punishes a team even more for losing a midfight. The suggestion is that Medi-Guns drop back to "0%" when spawning in the world as a result of the death of its user. This allows for the exciting surprise of the situation explained previously!! Thank you for your time and the work that you all do![/I][/QUOTE] Any email longer than two sentences isn't likely to be read, from my experience.
[QUOTE=Cosa8888;49485186]It kinds of add a new gameplay element. Defend the medigun until the medic respawns and grabs it again. [editline]8th January 2016[/editline] It breaks part of the game meta, but as far as I know it's always been dynamic.[/QUOTE] A team being both down a player, down a [i]Medic[/i], and losing their ubercharge is a humongous disadvantage. The team is in a dire position and typically the best course of action is to give up ground so that they can recoup with their Medic when he respawns instead of being slaughtered by a team that does have the advantage of heals, overheals, and ubercharge. To layer on top of that the threat of being slammed with 2 ubercharges back to back at no direct fault of the players is just plain unfair. By the time that Medic respawns, the enemy Medic has another ubercharge ready with which his team can easily wipe out the now-respawned Medic. It gives too much momentum to the team that didn't lose their Medic. On the flipside, a Medic drop in heavily-defended areas is basically an empty kill aside from him not being present for 15 seconds. The shift in power due to the uber advantage changes is nullified if the Medic has the freedom to just pick up where he left off. In fact, the only way that a pick like that really matters is if the picking team has an ubercharge ready or near ready to go that they can use to storm in and swipe that other medigun to combo ubers into one another. It's like the Vita-Saw but more than 5 times worse for players involved. Instead of making the game more fast-paced and fun, it brings the game to a standstill as neither medic wants to advance due to the risk of not only dying, but the risk of a resulting punishment of 2 enemy ubers back to back.
[QUOTE=ElderLolz;49484503]Can't wait for weapon names that are as long as the Declaration of Independence.[/QUOTE] Doesn't German has a tendency to remove all the spaces for noun adjuncts and compound words? Does the localization there have some really long weapon names? [t]http://www.dartmouth.edu/~deutsch/Grammatik/Wortbildung/Wortgraphics/Reinigung.JPG[/t]
[QUOTE=Blackavar;49482957]"factory new professional killstreak unusual strange festive backwoods boomstick shotgun" 10 fucking words[/QUOTE] we already had "positively inhumane professional killstreak silver botkiller stickybomb launcher Mk. II"
The worst part about Uber being left in the dropped weapon is when you drop an enemy medic and try your best to contact your medic to pick it up, since it has full uber. Crouching on it. Punching it with melee. Screaming medic around it. Literally writing in Chat that it has full uber. Yet no medic picks it up, and I just watch it despawn.
[QUOTE=Hell-met;49485071]do other charge weapons (eyelander phlog BFB) retain their charges on drop? I don't remember[/QUOTE] Yup. You can for example drop fully loaded Beggar and watch how next Soldier to pick it up blows himself up :v: Heads IIRC only transfer if the kill is made with another headtaking weapon, but might be remembering that wrong.
Then again Beggar's isn't technically a charge weapon. It follows the same logic as all weapons with clips - however many rockets you had loaded when you dropped it remain in the weapon as it's dropped.
[QUOTE=ikes;49486032]we already had "positively inhumane professional killstreak silver botkiller stickybomb launcher Mk. II"[/QUOTE] That's not even the longest! Somewhat Threatening Professional Killstreak Sophisticated Carbonado Botkiller Stickybomb Launcher Mk. I
[QUOTE=Fluury;49486079]The worst part about Uber being left in the dropped weapon is when you drop an enemy medic and try your best to contact your medic to pick it up, since it has full uber. Crouching on it. Punching it with melee. Screaming medic around it. Literally writing in Chat that it has full uber. Yet no medic picks it up, and I just watch it despawn.[/QUOTE] Another problem is that it takes so long to switch from your old medigun to another medigun, then realize it has less charge than your old medigun and switch back, that it's rarely worth the risk.
[QUOTE=Hell-met;49484952]It surprises me how little known strange filters are. everybody keeps asking me how I have a canadian weapon even though it's like 4 years old[/QUOTE] [I]If only, you know filters acted like parts now they're trash[/I] - haiku on solving that problem :smug:
[I]Ha ha ha, you dweeb Your haiku is not well done You are so ashamed[/I] Back on topic: Anyone think that there will ever be an Australium Festivizer?
[QUOTE=sponge7325;49488072] Back on topic: Anyone think that there will ever be an Australium Festivizer?[/QUOTE] Because the festive skins weren't obscene enough. I know customization is nice and all but there's gotta be a limit.
[QUOTE=sponge7325;49488072] Back on topic: Anyone think that there will ever be an Australium Festivizer?[/QUOTE] Valve pls, make this happen. ;-;
[QUOTE=sponge7325;49488072]Back on topic: Anyone think that there will ever be an Australium Festivizer?[/QUOTE] I really hope there isn't.
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