Major Update Speculation XXX: cp_orange_x3 confirmed!
5,003 replies, posted
[QUOTE=The Duke;49567749]They were stamping their feet at the first attempt at a sticky nerf, though to be fair, this came on the same day they buffed Engineer's Short Circuit to asinine levels so it's a bit understandable in that regard.
I still think they need to kill off winbombing though, it's really obnoxious and part of the reason Demoman is the best offensive class by a large margin. Just make the damage ramp up against players based on duration of existence yet make it always do current damage against buildings, same with the quickie launcher. [B]ScotRes is the ideal power level of a sticky launcher, imo.[/B][/QUOTE]
At that point, I'm sure everyone (pubs or comp) would run even more Soldiers with various loadouts (stock RL, DH, Beggar's, depending on role/situation) in place of the Demo. A Demo with ScoRes-type/level default stickies would essentially be relagated to defensively locking down chokepoints and maybe anti-sentry duty.
I think stickies are in a good place right now as long as there aren't multiple Demos stacked on one team in a pub, but honestly, mass Soldiers or sometimes even Heavies backed by Medics will just roll the opposing team 90% of the time. That simply stems from the fact that the game doesn't have class limits at its core, and that some classes (Soldier, Demo, Heavy, Engineer) stack better than others.
GL + ScoRes = a Demo limited to defensive duty that is a less reliable, less flexible and clumsler version of a Soldier.
That knife would look great as a Sniper weapon more than a Medic one.
I know this is probably out of context, but:
Am i the only one that gets the feeling that The Tf2 Team is nerfing/buffing everything that is not used in a competitive scene? Correct me if i am incorrect but, everything that is normally not used in any competitive matches got nerfs/buffs while weapons that were used the most in competitive got no changes at all as far as i know? I know that most of the nerfs/buffs are based arround pub play, but still.
It's just a thought please do not hurt me.
for my own reference, weapons used most commonly in 6v6 comp are stock weapons and these unlocks: The Winger, the Boston Basher, Gunboats, The Escape Plan, Scotsman's Skullcutter, Crusader's Crossbow, Kritzkrieg (sometimes), and the Übersaw.
If off-classes are included, throw in the Degreaser, Flare Gun, Powerjack, Tomislav, Sandvich, Fists of Steel, Wrangler, Jag (I think Rescue Ranger is banned in 6s leagues), Razorback, The Ambassador, and the Cloak & Dagger and Dead Ringer, sometimes.
The only ones that have gotten changes in the last couple months are the Crusader's Crossbow, and for off-classes, the Degreaser and Dead Ringer. In the last year, the Jag+Wrangler+Rescue Ranger got changed too. Other than that, pretty static. The biggest change in the past year for comp was probably the global weapon switch speed increase.
[QUOTE=ComodoreBluth;49569850]Those do look better then a lot of promo items but I don't think Valve would have them put it on the public workshop if they had an intention of adding the items to the game.[/QUOTE]
[url]http://steamcommunity.com/games/405900/announcements/detail/903337152134115852[/url]
[QUOTE=Demo-the-man;49570257]I know this is probably out of context, but:
Am i the only one that gets the feeling that The Tf2 Team is nerfing/buffing everything that is not used in a competitive scene? Correct me if i am incorrect but, everything that is normally not used in any competitive matches got nerfs/buffs while weapons that were used the most in competitive got no changes at all as far as i know? I know that most of the nerfs/buffs are based arround pub play, but still.
It's just a thought please do not hurt me.[/QUOTE]
Considering they reduced the base weapon switch speed recently with Tough Break, I'd assume that they aren't trying to avoid altering competitive-friendly mechanics.
Most of what is already used in competitive modes are considered to be dynamic enough to sustain an eventful match, but I'm sure the top players have a few ideas about how the flow of the game could be improved, and the TF2 team may be changing the core game based on direct feedback from them.
I must admit that I'm not entirely sure what angle the TF2 team are taking on 'balancing' weapons and mechanics. They don't seem to just be listening to a vocal minority about certain weapons, and have their own ideas about where they want the game to go. For instance, they seem willing to make changes to things that have remained untouched for many years, such as the stock Flamethrower, in an attempt to at least keep stock offerings viable to anyone who picks the game up.
Also I stumbled over something insanely depressing while I went through the old MUS threads at work today
[IMG]http://puu.sh/mCU4U/ba0f090cbb.png[/IMG]
I chuckled
[QUOTE=Fluury;49570728]Also I stumbled over something insanely depressing while I went through the old MUS threads at work today
[IMG]http://puu.sh/mCU4U/ba0f090cbb.png[/IMG]
I chuckled[/QUOTE]
But we did get moonbase in 2014?
As a BETA map that is stuck in development hell for nearly two years?
[QUOTE=gonzalolog;49570638][url]http://steamcommunity.com/games/405900/announcements/detail/903337152134115852[/url][/QUOTE]
[quote]With enough votes, we can finally bring the Netherworld to your demolition needs![/quote]
Sounds a lot like the Skullgirls promos.
Skullgirl's issue was they used tf2 promos as a backer incentive without asking valve first.
[QUOTE=DrCactus;49570930]Skullgirl's issue was they used tf2 promos as a backer incentive without asking valve first.[/QUOTE]
That and they never updated them to be compatible after the gold star was introduced. It's a shame, they're all well made and a few of them are quite fitting.
[QUOTE=ComodoreBluth;49569850]Those do look better then a lot of promo items but I don't think Valve would have them put it on the public workshop if they had an intention of adding the items to the game.[/QUOTE]
It is entirely possible that they have had prior contact with Valve and were told to submit items to TF2 workshop for user review. The route getting into the game depends on if the items get any attention.
[QUOTE=TheFishyG;49569570]something I noticed
[url]http://steamcommunity.com/profiles/76561198260244477/myworkshopfiles/?appid=440[/url]
the guy who submitted these apparently works for NIS America. Potential incoming promo?[/QUOTE]
I sure hope not, these look horrible.
what a strangely obscure game to promote a steam release for
the only people i've ever heard talk about disgaea are very close friends
[QUOTE=Stric_Matic;49569854]At that point, I'm sure everyone (pubs or comp) would run even more Soldiers with various loadouts (stock RL, DH, Beggar's, depending on role/situation) in place of the Demo. A Demo with ScoRes-type/level default stickies would essentially be relagated to defensively locking down chokepoints and maybe anti-sentry duty.
I think stickies are in a good place right now as long as there aren't multiple Demos stacked on one team in a pub, but honestly, mass Soldiers or sometimes even Heavies backed by Medics will just roll the opposing team 90% of the time. That simply stems from the fact that the game doesn't have class limits at its core, and that some classes (Soldier, Demo, Heavy, Engineer) stack better than others.
GL + ScoRes = a Demo limited to defensive duty that is a less reliable, less flexible and clumsler version of a Soldier.[/QUOTE]
I'd also advocate for reverting the GL to 6 pills if stickies were that nerfed, however, and the Loch N Load and Loose Cannon would end up becoming more reasonable from a competitive standpoint as well if not combined with how powerful stickies are.
[QUOTE=Fluury;49570728]Also I stumbled over something insanely depressing while I went through the old MUS threads at work today
[IMG]http://puu.sh/mCU4U/ba0f090cbb.png[/IMG]
I chuckled[/QUOTE]
On a serious note though, the fuck is Asteroid going?
I know the TF Team is fully into comp right now but you can't tell me they just have it on an USB on some shelf with a tape on it saying "Release when fuck up" .
Prinny knife should be a Kukri/Bushwhacka reskin.
It's always a shame when a set has 4 items in it, since you can only ever use 3 at a time, sorta like the fat Engie set how the ponytail is part of it, but you can't wear it with the chin/gut/loafers combo. Or for more recent stuff, how you have to choose between the Bat Belt, or the arm guards.
[QUOTE=Fluury;49572737]On a serious note though, the fuck is Asteroid going?
I know the TF Team is fully into comp right now but you can't tell me they just have it on an USB on some shelf with a tape on it saying "Release when fuck up" .[/QUOTE]
Probably feature creep.
As in they wanted it to have it ready for an update which in turn ended up being delayed so as to add further content, or to seperate itself from the campaign updates.
At least it wasn't just thrown out to the wolves like the Manpower game mode. They must still have plans for the two maps. They've been publicly tested and are quite solid.
[QUOTE=Demo-the-man;49570257]I know this is probably out of context, but:
Am i the only one that gets the feeling that The Tf2 Team is nerfing/buffing everything that is not used in a competitive scene? Correct me if i am incorrect but, everything that is normally not used in any competitive matches got nerfs/buffs while weapons that were used the most in competitive got no changes at all as far as i know? I know that most of the nerfs/buffs are based arround pub play, but still.
It's just a thought please do not hurt me.[/QUOTE]
The trend I see with Valve and how they are balancing weapons (at least unlocks) seems to entail them nerfing/reducing effectiveness of good weapons and slightly buffing bad weapons. Seems their new methodology is to make more weapons equally mediocre (as opposed to some being good and others not so much) seemingly because it's a lot easier to balance weapons when they aren't particularly great. It's really evident in the GRU and FOS changes in Tough Break. Take something that is good and in no way imbalanced (GRU) then nerf it and give another weapon in that slot a small buff (FoS) and call it a day. It's a lot easier to force weapon diversity when things are equally ineffective than when things may be unequally effective.
Fact of the matter is, certain weapons will never be viable in any form of serious play (provided they aren't given significant reworks and strong stats) because either there is another weapon already filling the needed role, or the unused weapons in question are filling a role that don't need to be filled. For example, Heavy melee at a higher level is purely utility. GRU and maybe FoS. Stock fists, Eviction Notice and KGB will likely never catch on. Why? Because melee is not the role of heavy in serious play. Sort of gets into why trying to make melees balanced to stock is a worthless endeavor. Because stock melees have no unique attributes and are basically the same for all classes, they'll always be inferior to other melees that offer something helpful and unique to the class. The exception of course being the Knife and Wrench, which are different from other class melees because they have different mechanics and as such are comparable to themselves, not melees that are the same across classes.
I think Valve's attempts to create across the board balance is detrimental to gameplay in the way they are doing it. It's better to have 2 viable and effective weapons than have 6 equally ineffective (but balanced!) ones. At least I think it is.
[QUOTE=Fluury;49572737]On a serious note though, the fuck is Asteroid going?
I know the TF Team is fully into comp right now but you can't tell me they just have it on an USB on some shelf with a tape on it saying "Release when fuck up" .[/QUOTE]
I wouldn't go as far as to say asteroid and cactus canyon have been canned, but the way in which Valve has seemingly abandoned them is really just an example of a more pervasive problem that has arisen in the last year or so, in that they have basically dropped everything and turned away from what TF2 was in favor of what they are trying to force it to become. It ties into the general shift in Valve's way of handling this game that has come about in the last year or so. They've pretty much dropped the old method of letting TF2 be unique and do its own thing in exchange for what other games are doing successfully. That's not to say matchmaking is a bad thing (though I would argue the way in which Valve is doing it is) but campaigns, cases, rarities, skins and a map workshop are all generally low effort, high paying types of content that can be easily done over and over with minor variation. And going forward that is what they want. We shouldn't expect anything other than cases with rarities and campaigns with contracts going forward. No more strange weapons or strangifiers or festives. That's all gone. Frankly I'm surprised we got Powerhouse, because it would make far more sense for Valve to just do 4 community maps per update and never do an official one again. Certainly wouldn't hurt them to just flood the game with community maps.
Again, I can't say for sure that they've given up on their beta maps, but going forward I'm just going to hazard a less than optimistic guess and say that post-Gunmettle is the way things will be from now on. And eventually I think more people are going to see that for the bad thing it is.
Oh Jeeze, RD_Asteroid came out nearly 2 years ago, a year and a half at least. That's disgusting
At this point im expecting a blog post saying "Do this for us".
[QUOTE=Fluury;49572737]On a serious note though, the fuck is Asteroid going?
I know the TF Team is fully into comp right now but you can't tell me they just have it on an USB on some shelf with a tape on it saying "Release when fuck up" .[/QUOTE]
[URL="http://tf2maps.net/posts/350900/"]Cactus Canyon and Asteroid[/URL] are still on the way.
They must be finished, I have the feeling the reason they haven't come out yet is that they are going to be part of a specific update that keeps getting pushed back (possibly Spy vs Engie since we know that's still in the works since they added more code related to it in Tough Break).
I do think Cactus Canyon is meant for Engineer vs Spy. It could be the map for Engineer while the Spy gets something like a french town using the cobblestone props added in the Twin Cities update.
[sp]TFC remake of Avanti, PLEASE[/sp]
Update inbound and all that. Has anybody submitted any cosmetic fixes recently?
The tf2 seem to be on a bender when it comes to those, recently.
It would've been cool to see the Skullgirl promos in TF2. Oh well.
I just got a 62 MB update to TF2 no patch notes yet that I see.
Notes:
Fixed not seeing team names in the scoreboard on dedicated servers using tournament mode
Fixed the Nostromo Napalmer drawing the flamethrower pilot light by mistake
Fixed the Engineer's Wrangler contract updating points while the player is not an Engineer
Updated the campaign stamp images in the scoreboard and win panel
Updated the model/materials for The Federal Casemaker
Updated the model/materials for The Dictator, which can now be equipped by all classes
Updated the localization files
Updated the Phlogistinator - No longer restores player to max health on MMMPH activate - Increased amount of damage required to fill MMMPH meter to 300 from 225
Updated koth_highpass - Removed unnecessary detail props - Revised fade-distances - Turned some brushwork into props - Revised hints and skips - Added nobuild entity on the ramps in front of spawn - Improved cliff displacements - Revised some details and textures
Surprised with got a Phlog nerf so soon instead of during the summer update.
[QUOTE]We've released a mandatory update for TF2. The update notes are below. The new version is 3242476.
-Eric
-------------------------------
- Fixed not seeing team names in the scoreboard on dedicated servers using tournament mode
- Fixed the Nostromo Napalmer drawing the flamethrower pilot light by mistake
- Fixed the Engineer's Wrangler contract updating points while the player is not an Engineer
- Updated the campaign stamp images in the scoreboard and win panel
- Updated the model/materials for The Federal Casemaker
- Updated the model/materials for The Dictator, which can now be equipped by all classes
- Updated the localization files
[B]- Updated the Phlogistinator
- No longer restores player to max health on MMMPH activate
- Increased amount of damage required to fill MMMPH meter to 300 from 225[/B]
- Updated koth_highpass
- Removed unnecessary detail props
- Revised fade-distances
- Turned some brushwork into props
- Revised hints and skips
- Added nobuild entity on the ramps in front of spawn
- Improved cliff displacements
- Revised some details and textures
[/QUOTE]
-snip. ninja'd-
Hopefully the new changes to the Phlog will deter players from equipping it and using it.
Dictator's all-class? Finally a mustache for Sniper without a goatee! (But...also for Scout?)
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