Major Update Speculation XXX: cp_orange_x3 confirmed!
5,003 replies, posted
[QUOTE=Jetamo;49574269]Resource/UI/econ/MannCoTrade_CommonStatClock.res
Looks like there might be a way to trade up common strange items now. Not entirely sure.[/QUOTE]
Maybe Valve is adding a method to strangify Top Shelf weapons and other contract skins. Lots of people were asking for this on Reddit, so maybe they saw those threads.
[QUOTE=TwoYearLurker;49577713]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]
RIP Scouts.
Actually if you manage a Caber on them, you deserve that OHKO.
[QUOTE=FUTURE10S;49577761]RIP Scouts.
Actually if you manage a Caber on them, you deserve that OHKO.[/QUOTE]
No, if a Scout gets up in your face as a Demoman you're supposed to be shit out of luck. Go directly to jail, do not collect $200.
The entire weapon is and was nothing more than a nuisance. There was no middle ground for it and no one likes to be one-shot by a stray melee hit from a chucklefuck that's bouncing around with a jumper weapon and nothing more. But then there's the flipside where it basically was a crit-on-a-stick that was used in desperation for mutually-assured destruction. Arbitrarily punishing players for attacking the Demoman at his weakest range.
Sure nowadays it's not as annoying, but it's also not very notable or worth using. So its not only devoid of fun to fight, it's also devoid of fun to use -- if you consider singling snipers out the whole round to be particularly fun anywhere other than hightower.
[QUOTE=_Dalek;49577416]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.[/QUOTE]
The knockback for Loose Cannon was partially changed, but the devastating knockback is still there.
Hitting players in the chest doesn't cut the knockback anymore, all it will do is give them a partial push back.
Hitting them in the head will cause them to slow down, hitting them in the head while they are in mid-air slams them to the ground.
Hitting players in the feet launches them into the air.
Spam Loose Cannon and you can practically get the old knockback again.
[QUOTE=Yukinari;49576659]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]
What'd they do to the Powerjack? You mean the health nerf? At this point that upside was too much anyway along with the speed bonus.
The powerjack is still the best Pyro melee weapon anyway specifically because of that speed buff. It could be set up to not even heal and still would be the best Pyro melee.
The only one that really comes close is the Homewrecker and that's a totally different utility.
You know what I think would be fun? A second Official Hat Description Contest.
[QUOTE=MarioMaster2008;49574536]Yes.
[t]http://images.akamai.steamusercontent.com/ugc/361779485324235471/03D669DFBD8BF292BFBDC29A1EE8B9E25A5660B7/[/t][/QUOTE]
Graybanns+Pink as hell Dictator= Every Hipsters Dream
[QUOTE=FUTURE10S;49577761]
Actually if you manage a Caber on them, you deserve that OHKO.[/QUOTE]
I love the new caber, but god damn it does need to insta-kill again.
And make it so that it blows up the demoman too.
Its my last resort when my grenade launcher and sticky launcher are getting outplayed.
I'm fine with the damage penalty, but the switching speed/drawing speed nerfs are overkill, and I think a lot of the fun from the old caber came from the blast force also affecting you. Maybe they could just ramp up the self damage instead of making it slower to draw/use the weapon?
[QUOTE=gdfsgdfg;49579500]I love the new caber, but god damn it does need to insta-kill again.
And make it so that it blows up the demoman too.
Its my last resort when my grenade launcher and sticky launcher are getting outplayed.[/QUOTE]
Medic players will just get upset again if they buff it. Best to just leave it alone.
[QUOTE=Steel & Iron;49579639]Medic players will just get upset again if they buff it. Best to just leave it alone.[/QUOTE]
I play a lot of Medic and it never bothered me. Other than Demoknights which should be able to kill the Medic regardless if they're able to get past the Med's team, there isn't a lot of situations where Demos are meleeing Medics.
The only thing wrong with it imo is that it messes with Demo's weakness at close range, but the heavy downsides make up for it. Maybe it could be made harder to use as well; slower swing speed and deploy time so you can still dodge a Demo trying to hit you with it, maybe?
[QUOTE=_charon;49579699]I play a lot of Medic and it never bothered me. Other than Demoknights which should be able to kill the Medic regardless if they're able to get past the Med's team, there isn't a lot of situations where Demos are meleeing Medics.
The only thing wrong with it imo is that it messes with Demo's weakness at close range, but the heavy downsides make up for it. Maybe it could be made harder to use as well; slower swing speed and deploy time so you can still dodge a Demo trying to hit you with it, maybe?[/QUOTE]
Competitively, it was absolutely a viable strategy to just have Demos use the sticky jumper and fly into Medic's faces on offense.
[QUOTE=_Pai;49579653]+/Users/buildbot/buildslave/rel_hl2_osx/build/src/build/buildbot_osx.build/Release/client (tf).build/Objects-normal/i386/hintmessage.o
+/Users/buildbot/buildslave/rel_hl2_osx/build/src/game/client/glow_outline_effect.cpp
+ "weight" "500"
+ "range" "0x0000 0x007F" // Basic Latin
+ "antialias" "1"
+ "additive" "0"
+ }
+ }
+ "ScoreboardTeamNameNew"
+ {
+ "1"
+ {
+ "name" "TF2 Secondary"
+ "tall" "24"
Team names?[/QUOTE]
must be like CS where your team is renamed if all your team is from the same steam group
[media]https://www.youtube.com/watch?v=hM5LX1aELkI[/media]
I made a video of the animations for those who haven't seen them yet.
Question: How can the mercs create life out of metal?
[QUOTE=Angemon300;49581431]Question: How can the mercs create life out of metal?[/QUOTE]
PhDs in robotics
[QUOTE=Angemon300;49581431]Question: How can the mercs create life out of metal?[/QUOTE]
Real question is why doesn't crafting together a shoulder pet and a bread monster make a sandvich.
[QUOTE=Snowshoe;49581393][media]https://www.youtube.com/watch?v=hM5LX1aELkI[/media]
I made a video of the animations for those who haven't seen them yet.[/QUOTE]
Last I checked, Engie didn't have a thumbs-up gesture either. Hopefully that'll be coming soon.
On a related note, Engie also doesn't have directional flexes for holding the PDA. It makes his motions look jittery if he's rotating his view quickly in place. Adding something like that would be neat, but we might end up having a [del]plague[/del] [I]phase[/I] where everyone plays as the "Rare Endangered Engie Crab."
[QUOTE=ImACrocketMan;49581689]Last I checked, Engie didn't have a thumbs-up gesture either. Hopefully that'll be coming soon.
On a related note, Engie also doesn't have directional flexes for holding the PDA. It makes his motions look jittery if he's rotating his view quickly in place. Adding something like that would be neat, but we might end up having a [del]plague[/del] [I]phase[/I] where everyone plays as the "Rare Endangered Engie Crab."[/QUOTE]
heavy and solly were added because they already existed but were not properly implemented
(according to snowshoes email, at least-) engi doesnt have any existing at all, so it may be possible he never had a thanks animated or more likely it was never updated into the model, which means they may or may not still have it at all
[QUOTE=testinglol;49577632]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]
I wonder if this will cumulate with us eventually doing the comics and the SFMs, too.
(Outside of community updates, Makani once being a fan and the Little Guardian Pyro group and McVee helping on Expiration Date, of course)
[QUOTE=Punchy;49582134]heavy and solly were added because they already existed but were not properly implemented
(according to snowshoes email, at least-) engi doesnt have any existing at all, so it may be possible he never had a thanks animated or more likely it was never updated into the model, which means they may or may not still have it at all[/QUOTE]
Or maybe engi is just an ungrateful prick.
[QUOTE=Johnny Joe;49582158]Or maybe engi is just an ungrateful prick.[/QUOTE]
[URL="https://wiki.teamfortress.com/w/images/9/99/Demoman_specialcompleted-assistedkill02.wav?t=20100625222743"]https://wiki.teamfortress.com/w/images/9/99/Demoman_specialcompleted-assistedkill02.wav?t=20100625222743[/URL]
I've always found it really obnoxious how VALVe has listened to Pyro complaints this much over the years. The phlog was a bit much, but the fact that people were only okay with the Pyro when he was basically useless save for axtinguisher/flaregun gimmick work is disgusting to me.
He was conceptualized as an ambush class, CQC king that's completely and utterly outgunned outside of it. If he just runs right up to you and burns you to death that doesn't mean Pyro is too good, that means you're [I]fucking garbage.[/I]
But no, we've gotten to the point where emptying your shotgun that half of the game's classes can carry kills faster at point blank than torching them with a flamethrower. It's ridiculous.
Engie doesn't have gesture_positive animations at all, so Valve would have to make some first. Heavy and Soldier was a quick fix.
I may catch some flak for this (not that that's anything new to me), but it's comical whenever Valve is conciliatory toward the game's lowest common denominator. What we have here is an approach to content management that borders on the schizophrenic. On one hand, Valve is attempting to curry favor with and heed the advice of the so-called "competitive elite;" on the other, Valve remains steadfast in its commitment to players of lesser ability and knowledge. But the two strata are not compatible, with wildly disparate needs, desires, and whims.
We all know the Phlogistinator was never a significant menace to players of experience and skill. With limited effective range, average mobility, and a reduced capacity to respond to threats, the Phlogistinator Pyro was a one-trick pony that overspecialized his class role as an ambush unit. If a Pyro activates his taunt in plain view, three seconds is all his enemies need to move outside of his flamethrower range and prepare to fire once he finishes. In almost all of these situations, the Pyro will die.
Against ignorant, feckless players with no comprehension of game mechanics, the Phlogistinator is quite intimidating, hence the strident outcry generated from the bottom rung of TF2 players. Valve chose to answer these cries of frustration with their idiosyncratic penchant for capitulation. You simply cannot cater to both good and bad players with your balancing choices; either force the skilless to hone skills, or abandon all ambitions for a competitive game. Accessibility is fine, but pacification is not--Valve can't have it both ways.
You can absolutely design for both casual and competitive environment. See the rocket launcher.
Thing is you have to have a good base... Phlog never was a good base.
And the same goes for most unlocks.
However, at their core they all lean towards one or another. Phlog is a weapon that excels in pubs. Trying to make it work in competitive is a pretty dumb idea and won't work.
Then you have the beggar's bazooka, which requires some commitment to use properly since it's so different. Once you get to that level though, it's more powerful than stock, especially against competent players. But also once you get to that level, you're not playing on pub level anymore, hence nobody really uses the weapon there.
So basically what I think Valve should do is observe how their shit is actually being used and recognize which weapons require what kind of treatment.
Of course though as STAR_ pointed out the other day, Valve has no fucking idea what they're doing and are instead just gonna use matchmaking to basically take a look at what weapons are being banned and then balance them arbitrarily as they always have. As in, read on reddit what they tell them to do, then try to figure something out that might or might not work, rather than understanding the big picture or anything since nobody at Valve has played the game for more than 20 hours during facestab knife playtest sessions apparently.
[media]https://www.youtube.com/watch?v=hZVHDmjGut8[/media]
The dichotomy between casual and competitive play isn't what I was referring to though. Rather, I was talking about the divergence between--well, I'm not going to skirt around it--idiots and competent, well-informed players. Idiots tend to gather in casual settings, but they are not the exclusive domains of the less apt. Good players can also frequent casual environments. The primary difference between casual and competitive play lies with coordination and team composition.
In the case of the Phlogistinator, it wasn't the casual players making their voices heard, it was the idiots. Valve listened to the idiots and made yet another poorly conceived decision. In this way, Valve is actively discouraging players from learning and evolving--why should I endeavor to understand a weapon or match-up when I can simply cry and have mommy kiss my boo boo? There are plenty of weapons that pose actual balance problems at all levels of play, and Valve continues to ignore them in favor of hotfixing baby's first blunder. Was the Phlogistinator fundamentally and conceptually ill-devised? Perhaps, but it was never overpowered or insurmountable.
[QUOTE=ImACrocketMan;49581689]Last I checked, Engie didn't have a thumbs-up gesture either. Hopefully that'll be coming soon.
On a related note, Engie also doesn't have directional flexes for holding the PDA. It makes his motions look jittery if he's rotating his view quickly in place. Adding something like that would be neat, but we might end up having a [del]plague[/del] [I]phase[/I] where everyone plays as the "Rare Endangered Engie Crab."[/QUOTE]
kinda wish engie use the 'ok' gesture cos it fits him or something
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