Major Update Speculation V35 - A Distinctive Lack of Communication
5,000 replies, posted
Now that Driller has an official Reddit account he'll start posting on the TF2 subreddit along with Jill.
There are a lot of new Valve employee reddit accounts now thanks to this AMA, hopefully we see more communication in general from them now.
[QUOTE=Stroheim;51686950]Ask NeoDement[/QUOTE]
I make hats for TF2, ask me anything
[QUOTE=NeoDement;51687147]I make hats for TF2, ask me anything[/QUOTE]
When is the Tom Jones Memorial Afro coming into tf2?
also jill (if your still here), the abandoning system needs to be reworked, I tried to play about 20 games this weekend and in at least 15 of them someone left the game. But on the flipside i have have had 2 month long bans just because comp made my mac client crash. Maybe increase the legitimacy of the bots (or make it so other queuing player can replace them), and increase punishment for intentional disconnection, while giving a pass, or "lessoning the sentence" for disconnects out of the players control.
Also, a kick system would be nice, while i haven't met a single hacker since my ban (for my game crashing) has let off, but i have seen a couple afk's that everyone reported that weren't replaced by bots untill the mach ended.
thanks
AD⚡HD
[QUOTE=Blackavar;51687143]not sure why you didn't include those three, if we're going by the actual 6s meta[/QUOTE]
those just deadweight if more than 1 are run, tbh
I was emphasizing the ones that are game-breaking- multiple Medics means its impossible to calculate uber advantage/in a low playercount format, means its nigh impossible to kill their heals; multiple Engies and Heavies can lock down certain maps entirely; and multiple Demomen means they can protect each other while still having the highest damage output in the game
facepunch jill ama when
[QUOTE=Mort Stroodle;51687171]facepunch jill ama when[/QUOTE]
When our mods ask nicely I guess idk
[QUOTE=AD/HD;51687163]also jill (if your still here), the abandoning system needs to be reworked, I tried to play about 20 games this weekend and in at least 15 of them someone left the game. But on the flipside i have have had 2 month long bans just because comp made my mac client crash. Maybe increase the legitimacy of the bots (or make it so other queuing player can replace them), and increase punishment for intentional disconnection, while giving a pass, or "lessoning the sentence" for disconnects out of the players control.
[/QUOTE]
If Valve increases penalties for disconnecting via the menu but decreases them for unintentional disconnects people will just disable their network adapters , force kill hl2.exe or unplug their routers to avoid the harsher penalties.
[QUOTE=Contra132;51687165]those just deadweight if more than 1 are run, tbh
I was emphasizing the ones that are game-breaking- multiple Medics means its impossible to calculate uber advantage/in a low playercount format, means its nigh impossible to kill their heals; multiple Engies and Heavies can lock down certain maps entirely; and multiple Demomen means they can protect each other while still having the highest damage output in the game[/QUOTE]
I wonder what would happen if there was a 1 class limit across all classes, after:
1. Pyro were fixed so that you could aim with it's flamethrower, and perhaps triple direct fire damage + make the fire hitboxes 3 times as small, + make him as fast as medic or scout.
2. They buffed Spy's watches so that flickering only occurs if the Spy bumps into a person (a stray bullet to the Spy would no longer doom him, and if you were fast enough, you could cloak after a stab (or failed stab!) and run without the enemy being able to find you).
3. They gave Demoman a stickybomb nerf, say... a range rampup (damage rampups seem to make people angry) as it comes out of the barrel, max range occurring when the stickybomb hits the ground or the stickybomb being in the air for 1-2 seconds.
4. Removed the Love and War nerf on Heavy's Minguns, but also removed any knockback the minigun ever did to airborne players. Also change GRU in a way that makes it allowed in competitive (I suggested a health depletion over time attribute, as it would require the medic to keep the heavy healthy, lessening the health of the other classes, so that the enemy team would have an easier time dealing with them, speeding up the game. Also, with the Pyro buff, if the Pyro could aim, it could kill a Heavy before the Heavy could kill the Pyro if the Pyro strafed well enough, and the Heavy didn't see the Pyro first). Also make it so Heavy can jump/switch weapons while revved, blah blah blah I've said these things a million times.
I imagine teams would look more like -Scout Pyro Soldier Demoman Heavy Medic-, with Demo, Medic, and Heavy maintaining the front lines and the Scout, Soldier, and Pyro keeping the flank. Demoman and Soldier could switch places if the Medic needed more protection, etc etc. Might be pretty cool. The other team could replace pretty much any of their members with a Spy or Sniper to deal with the Medic or Heavy if they're too powerful, and so the ebb and flow of a balanced game is made.
[QUOTE=Blackavar;51687226]I wonder what would happen if there was a 1 class limit across all classes, after:
1. Pyro were fixed so that you could aim with it's flamethrower, and perhaps triple direct fire damage + make the fire hitboxes 3 times as small, + make him as fast as medic or scout.
2. They buffed Spy's watches so that flickering only occurs if the Spy bumps into a person (a stray bullet to the Spy would no longer doom him, and if you were fast enough, you could cloak after a stab (or failed stab!) and run without the enemy being able to find you).
3. They gave Demoman a stickybomb nerf, say... a range rampup (damage rampups seem to make people angry) as it comes out of the barrel, max range occurring when the stickybomb hits the ground or the stickybomb being in the air for 1-2 seconds.
4. Removed the Love and War nerf on Heavy's Minguns, but also removed any knockback the minigun ever did to airborne players. Also change GRU in a way that makes it allowed in competitive (I suggested a health depletion over time attribute, as it would require the medic to keep the heavy healthy, lessening the health of the other classes, so that the enemy team would have an easier time dealing with them, speeding up the game. Also, with the Pyro buff, if the Pyro could aim, it could kill a Heavy before the Heavy could kill the Pyro if the Pyro strafed well enough, and the Heavy didn't see the Pyro first). Also make it so Heavy can jump/switch weapons while revved, blah blah blah I've said these things a million times.
I imagine teams would look more like -Scout Pyro Soldier Demoman Heavy Medic-, with Demo, Medic, and Heavy maintaining the front lines and the Scout, Soldier, and Pyro keeping the flank. Demoman and Soldier could switch places if the Medic needed more protection, etc etc. Might be pretty cool. The other team could replace pretty much any of their members with a Spy or Sniper to deal with the Medic or Heavy if they're too powerful, and so the ebb and flow of a balanced game is made.[/QUOTE]
What?
Heh, look at all these people pouncing on the opportunity to talk to the TF2 team
[sp]dear TF2 team please accept all my workshop items kthx[/sp]
[QUOTE=NeoDement;51687147]I make hats for TF2, ask me anything[/QUOTE]
I'm so tempted to ironically ask for a hat to be all class, 2016 were wild times.
[QUOTE=Stroheim;51687318]What?[/QUOTE]
Oh, don't mind me, I'm just breaking the 6s meta, suggesting positive changes to a few classes that would never happen, and hoping that a couple of classes can be used in places other than last.
man gabe does one reddit ama and now everyone's just throwing questions at random valve employees
good luck to anyone at valve with an email address because emails titled "hey a few questions for u" are about to increase by a factor of ten per day
[QUOTE=Stroheim;51687152]When is the Tom Jones Memorial Afro coming into tf2?[/QUOTE]
Third Quarter.
[editline]18th January 2017[/editline]
[QUOTE=Serge Ivanov;51687333]I'm so tempted to ironically ask for a hat to be all class, 2016 were wild times.[/QUOTE]
We believe in hats as a product, rather than a service. Because of this, it wouldn't make sense to ship further updates to content we've already signed off on.
[QUOTE=NeoDement;51687147]I make hats for TF2, ask me anything[/QUOTE]
Are there any plans for an Ankle Biter Remastered?
16!? 16!? That many people work on this game?
[QUOTE=Mort Stroodle;51687456]Are there any plans for an Ankle Biter Remastered?[/QUOTE]
Not currently.
Alright guys, thanks for your questions. This concludes the AMA.
[QUOTE=NeoDement;51687397]Third Quarter.
[editline]18th January 2017[/editline]
We believe in hats as a product, rather than a service. Because of this, it wouldn't make sense to ship further updates to content we've already signed off on.[/QUOTE]
Yeah that seems to be the general consensus with the workshoppers and the TF team now, which honestly I don't blame you guys.
[QUOTE=Blackavar;51687226]I wonder what would happen if there was a 1 class limit across all classes, after:[/QUOTE]
just going to stop you right there
prolander is cancer and decreases the diversity and flexibility allowed by offclassing and switching
in a prolander meta, the "best" class composition is quickly found, and since it's impossible to focus on mobility, it typically becomes Scout-Soldier-Demo-Heavy-Medic-Sniper, with the remaining classes severely sidelined because they're objectively less useful
prolander: never again
also those are a lot of radical balance changes you're proposing that we have no reason to believe will happen
[QUOTE=NeoDement;51687397]
We believe in hats as a product, rather than a service. Because of this, it wouldn't make sense to ship further updates to content we've already signed off on.[/QUOTE]
I believe in hats as a big meme not to be taken seriously
[QUOTE=ikes;51687621]I believe in hats as a big meme not to be taken seriously[/QUOTE]
you're a big meme not to be taken seriously
[QUOTE=ikes;51687621]I believe in hats as a big meme not to be taken seriously[/QUOTE]
guess that explains why nobody takes you seriously
[QUOTE=Zeos;51687462]16!? 16!? That many people work on this game?[/QUOTE]
I somehow refuse to believe this.
Unless they're counting the comic artists.
[QUOTE=Punchy;51687643]guess that explains why nobody takes you seriously[/QUOTE]
that hurts i thought we were friends
[QUOTE=ikes;51687655]that hurts i thought we were friends[/QUOTE]
nobody takes me seriously either it was a compliment
[QUOTE=Oizen;51687654]I somehow refuse to believe this.
Unless they're counting the comic artists.[/QUOTE]
I belive that artists was mentioned so yeah probably
[QUOTE=Punchy;51687667]nobody takes me seriously either it was a compliment[/QUOTE]
you took me seriously
i cannot be hurt
[QUOTE=ikes;51687621]I believe in hats as a big meme not to be taken seriously[/QUOTE]
Please don't interfere with AMA proceedings.
[QUOTE=NeoDement;51687463]Not currently.
Alright guys, thanks for your questions. This concludes the AMA.[/QUOTE]
[QUOTE=NeoDement;51687759]Please don't interfere with AMA proceedings.[/QUOTE]
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