Major Update Speculation XXX: cp_orange_x3 confirmed!
5,003 replies, posted
[QUOTE=AgentSpy;49574556]They probably just forgot to update the description.
[editline]20th January 2016[/editline]
[URL="https://steamdb.info/app/440/history/?changeid=1687273"]Second update[/URL][/QUOTE]
Any info on what's in the update?
just in case anyone was curious, this is what the new casemaker looks like (on the right)
[IMG]http://i.imgur.com/3iUlAqm.jpg[/IMG]
ignore the sloppy photoshop work
[editline]21st January 2016[/editline]
ALSO fun fact the model itself is 3 years old, but they never got back to me the first time
At the rate they are adding improvements for models and animations, I wonder if we can finally push them to add third person reloading animations for the Pomson?
Best Update 2016!
[QUOTE=BlindSniper17;49575220]At the rate they are adding improvements for models and animations, I wonder if we can finally push them to add third person reloading animations for the Pomson?[/QUOTE]
only if you get weta/whoever uploaded it to update the submission for it. Valve appears to accept virtually any fix item creators submit, but only if it's an update to the original workshop submission so they can hotship it.
eliminators' safeguard closed lid style pls
My poor, sweet, overpowered baby. :frown:
I hate when Valve does this, I've been using the Phlog for years now. They'll turn a weapon that's relatively okay into an overpowered one, then slowly nerf it and ruin it for the people that originally enjoyed it.
Hopefully they give it the Vaccinator treatment and rework it into something that's more enjoyable for everyone.
Honestly, it's just a really dumb concept overall, always has been. As long as it's all about ''no airblast, but feed on Scorch spam and bad opponents/disorganized teams for critboosted rampages'', I'm not sure it's salvageable to a point where it'd actually both be viable/not defenseless versus good opposition and certain direct counters, yet also not a pubstomping weapon that's not fun to play against when your own teammates' lack of experience and poor class choices feed the damn thing.
I think it's been overnerfed now as well, though. Pretty sure it's gonna show quickly.
I think step 1 at remedying this mess should be, like the reddit suggestion states, giving it a Quickfix-type heal effect during taunting. Heals you up quickly and makes it difficult for most single enemies to gun you down, but also allows them to backstab/headshot you or focus you down (multiple stickies, close-range minigun fire etc.) if you're literally taunting out in the open or nearby multiple enemies. Also, with the TB nerf, Quickfix-type ubers also prevent capping, so you can't cap points while taunting, which was pretty lame before Tough Break.
If most people are okay with that and the increased 300 damage requirement, than all's well, even though it's always gonna be both a dumb and crippled/limited weapon as long as it keeps its current design. If not, they can give it back the Uber+healing effect while keeping the 300 damage needed.
Just my thoughts, though I'd rework the weapon entirely if it was up to me. Maybe make it require 300 damage done only with the Phlog itself, but give it a Short Circuit-type gimped 'airblast' that destroys projectiles? Would need to keep the current airblast refire delay, though, not the stupid Smissmass 2013 SC rate of fire that would allow a Phlog Pyro to just rush projectile classes while holding down M2.
[QUOTE=Stric_Matic;49576326]Honestly, it's just a really dumb concept overall, always has been. As long as it's all about ''no airblast, but feed on Scorch spam and bad opponents/disaorganized teams for critboosted rampages'', I'm not sure it's salvageable to a point where it'd actually both be viable/not defenseless versus good opposition and certain direct counters, yet also not a pubstomping weapon that's not fun to play against when your own teammates' lack of experience and poor class choices feed the damn thing.
I think it's been overnerfed now as well, though. Pretty sure it's gonna show quickly.
I think step 1 at remedying this mess should be, like the reddit suggestion states, giving it a Quickfix-type heal effect during taunting. Heals you up quickly and makes it difficult for most single enemies to gun you down, but also allows them to backstab/headshot you or focus you down (multiple stickies, close-range minigun fire etc.) if you're literally taunting out in the open and nearby multiple enemies. Also, with the TB nerf, Quickfix-type ubers also prevent capping, so you can't cap points while taunting, which was pretty lame before Tough Break.
If most people are okay with that and the increased 300 damage requirement, than all's well, even though it's always gonna be both a dumb and crippled/limited weapon as long as it keeps its current design. If not, they can give it back the Uber+healing effect while keeping the 300 damage needed.
Just my thoughts, I'd rework the weapon entirely if it was up to me, though. Maybe make it require 300 damage done only with the Phlog itself, but give it a Short-Circuit type gimped 'airblast' that destroys projectiles? Would need to keep the current airblast refire delay, though, not the stupid Smissmass 2013 SC rate of fire that would allow a Phlog Pyro to just rush projectile classes while holding down M2.[/QUOTE]
Absolutely. The Phlog is completely worthless without any kind of healing. The invulnerability is useless anyways because if you're popping in a situation where people see you, you're going to die as soon as your taunt ends. With no airblast, you're giving up what little self-defense the Pyro has, and with no real way to escape enemies or keep them away from you, the healing's essential to your survival. You can't be a pocket, either. Against any competent players, a Medic pocketing a phlog Pyro is suicidal, you have no way to defending him or keep enemies off your back besides scaring them away with crits. Which involves you standing still for 2 seconds while the enemies all focus on your Medic.
Honestly, if it was just like how it was before Tough Break, with the current flamethrower fall-off buff, it would have been perfectly fine. Even with the new damage requirement it'd still be fine. The phlog needs the healing as long as you can't defend yourself with airblasts.
that's why you use rake with it, so almost any healthkit puts you back to 175.
Ah, I always feel bad for using the Backscratcher because I feel like I'm wasting a Medic's time whenever I fall back. :frown: I usually just use the Homewrecker for taking out minis and teleporters. I should use the rake more!
[QUOTE=Hock;49575056][IMG]http://pioneersofbearddom.com/wp-content/uploads/2012/09/052812-opinions-history-sanders-ozersky-1-ss-662w-at-1x.jpg[/IMG]
???[/QUOTE]
Hey I got a bucket of chicken.
[QUOTE=Magypsy;49576508]Ah, I always feel bad for using the Backscratcher because I feel like I'm wasting a Medic's time whenever I fall back. :frown: I usually just use the Homewrecker for taking out minis and teleporters. I should use the rake more![/QUOTE]
What else would a pyro use now that the axetinguisher is pointless? Your options are powerjack, homewrecker and backscratcher. I dont like the powerjack cause of the nerfs that happened to it.
[QUOTE=Magypsy;49576508]Ah, I always feel bad for using the Backscratcher because I feel like I'm wasting a Medic's time whenever I fall back. :frown: I usually just use the Homewrecker for taking out minis and teleporters. I should use the rake more![/QUOTE]
You shouldn't feel bad, you'd be a huge help for building uber.
[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]
Would prefer the Disgaea 4 Prinny Cap, these look garbage either way.
[QUOTE=pepetoads;49574277]New ranks:
+"TF_Competitive_Rank_0" "Volunteer"
+"TF_Competitive_Rank_1" "Volunteer"
+"TF_Competitive_Rank_2" "Recruit"
+"TF_Competitive_Rank_3" "Runner"
+"TF_Competitive_Rank_4" "Guerrilla"
+"TF_Competitive_Rank_5" "Privateer"
+"TF_Competitive_Rank_6" "Raider"
+"TF_Competitive_Rank_7" "Mercenary"
+"TF_Competitive_Rank_8" "Field Mercenary"
+"TF_Competitive_Rank_9" "Veteran Mercenary"
+"TF_Competitive_Rank_10" "Operator"
+"TF_Competitive_Rank_11" "Infiltrator"
+"TF_Competitive_Rank_12" "Specialist"
+"TF_Competitive_Rank_13" "Agent"
+"TF_Competitive_Rank_14" "Field Agent"
+"TF_Competitive_Rank_15" "Master Agent"
+"TF_Competitive_Rank_16" "Assassin"
+"TF_Competitive_Rank_17" "Field Assassin"
+"TF_Competitive_Rank_18" "Elite Assassin"[/QUOTE]
Fuck, why can I still not be a true Australian...
:cry:
Potted plant has left the building and csgo team are making tf2 now.
Its official, tf2 is a daycare for whiny babies who bound S to explode.
[QUOTE=poptart TF2;49576997]Its official, tf2 is a daycare for whiny babies who bound S to explode.[/QUOTE]
can we bind m1 to explode
that might stop phlog pyros
[QUOTE=Magypsy;49576205]My poor, sweet, overpowered baby. :frown:
I hate when Valve does this, I've been using the Phlog for years now. They'll turn a weapon that's relatively okay into an overpowered one, then slowly nerf it and ruin it for the people that originally enjoyed it.
Hopefully they give it the Vaccinator treatment and rework it into something that's more enjoyable for everyone.[/QUOTE]
I really hate this cycle. Caber was a really dumb weapon that could instakill camping snipers, but it was fun to use. It got nerfed into oblivion, and slightly buffed to be barely usable as it is now.
Axtinguisher got a nerf to puff and sting, but we were able to adjust to being more creative with our kills, then it got nerfed into oblivion looking like a slightly better Sun-On-A-Stick. All you can do with it now is finish off burning roamers that would have died anyway.
Baby faces blaster was fun originally, but admittedly overpowered. Now it is nerfed so much it isn't even fun to equip, let alone use. Scout was so fast he was harder to hit and he could easier hit others. I think the original BFB with a health nerf would be interesting. Give him like 60 health or something.
Even loose cannon was a lot of fun to use before, gave a nice skill based damage increase. It was only dangerous in the hands of good cannon-knights. Now it feels like the cannons just slap people in the face and flop to the ground. Their whole physics were turned to mush and they do a lot less damage.
On the bright side of this update, at least the nostromo napalmer got fixed, no longer shows the pilot light out of place like it did before.
maybe, just maybe, the ranks are named something all "serious" and stuff because it will be tied with a piece of lore or something that somehow relates to all those titles.
[QUOTE=cha0s;49573617]At this point im expecting a blog post saying "Do this for us".[/QUOTE]
You mean, like Halloween update? :speechless:
The -30% damage and disencourage to jump at all on BFB wasn't good enough? You want the scout to be even more fragile?
Baby Face Blaster is not that bad at the moment and the speed boost homogenization is fine.
The original Baby Face Blaster slowed you down to 87% run speed (making you slower than even a demoman) at startup. Now it has a base speed of 120% (or 10% slower than a normal Scout), making it less agonizing to find a "boost pick" and less devastating to lose boost since the max speed of 173% is still present.
Caber was nerfed to oblivion, though. I feel that the buff it needs is to do minicrit/crit damage at percentages that kill the demoman if he is at low health and do current damage otherwise, making it the last resort weapon it was meant to be.
[QUOTE=cha0s;49573617]At this point im expecting a blog post saying "Do this for us".[/QUOTE]
we make the hats, unusuals, maps, taunts, weapons, updates, gamemodes, trailers, we even make a standalone game based on tf2
ur probably not realizing but we are making this game. they only do some weapon skins and use their contract maker tool to make some contracts. i wouldnt blame them if they let community do these maps. it would probably turn out better. see cp manor
[QUOTE=The Duke;49577585]Baby Face Blaster is not that bad at the moment and the speed boost homogenization is fine.
The original Baby Face Blaster slowed you down to 87% run speed (making you slower than even a demoman) at startup. Now it has a base speed of 120% (or 10% slower than a normal Scout), making it less agonizing to find a "boost pick" and less devastating to lose boost since the max speed of 173% is still present.
Caber was nerfed to oblivion, though. I feel that the buff it needs is to do minicrit/crit damage at percentages that kill the demoman if he is at low health and do current damage otherwise, making it the last resort weapon it was meant to be.[/QUOTE]
The caber was absolutely horrible to fight against as a Medic. Demomen flying from on high killing you with one melee attack was not fun.
[QUOTE=FUTURE10S;49577050]can we bind m1 to explode
that might stop phlog pyros[/QUOTE]
or, you know, every single class
[QUOTE=Magypsy;49577688]The caber was absolutely horrible to fight against as a Medic. Demomen flying from on high killing you with one melee attack was not fun.[/QUOTE]
i'm telling you, the caber should have its explosive damage upped [i]just a bit[/i], so that it instakills snipers again but never medics
i think stickyjumping across the map to blow up clueless snipers is something everyone can get behind, but making sure you can't get a cheap kill by wildly flailing at the most important member of the enemy team is just as important
[QUOTE=VX-79;49577701]or, you know, every single class[/QUOTE]
Not sandmen scouts, Cow Mangler 3000 sollys, and pyros, but that's just semantics.
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