• Major Update Speculation V35 - A Distinctive Lack of Communication
    5,000 replies, posted
[QUOTE=TomatoGuy;51291628] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=574351862&searchtext="]Class Crown wasn't submitted under Halloween[/URL] They are even on the [URL="http://medieval.tf2maps.net/"]Website[/url] Can you imagine making a hat for TF2, not make it even any part Halloween like, as it meant to be part of a Medieval Project, then Valve adds it in a Halloween update and make it Elite tier?[/QUOTE] it was a very nice surprise also I never even got asked before they used it on the medieval site, I didn't even update it to use the medieval thumbnail border :p (still was a nice gesture of them and I had no problem with it)
[QUOTE=NeoDement;51292476]it was a very nice surprise also I never even got asked before they used it on the medieval site, I didn't even update it to use the medieval thumbnail border :p (still was a nice gesture of them and I had no problem with it)[/QUOTE] I'm sadden though because I want to see an unusual version of the crown with Sunbeams, which I believe is now impossible as they won't add it to other crates down the line that can give the unusual effect
[QUOTE=Kitt Stargaze;51292537]I'm sadden though because I want to see an unusual version of the crown with Sunbeams, which I believe is now impossible as they won't add it to other crates down the line that can give the unusual effect[/QUOTE] I can see it now: Hat Unusualifiers But seriously I want that so bad. since I haven't found one guy selling an aces high bombing run, hell I would apply that effect on my Wilson Weave if I could.
[QUOTE=Contra132;51290971]it's weakest, least-used medigun in 6s tho[/QUOTE] Its a pretty simple to counter for organized teams. Plus I personally think it only really shines on Heavy who isn't exactly known for his 6s presence.
[QUOTE=spectator1;51292914]I can see it now: Hat Unusualifiers But seriously I want that so bad. since I haven't found one guy selling an aces high bombing run, hell I would apply that effect on my Wilson Weave if I could.[/QUOTE] Unusuals should have been a tools from the start. But doing it now will piss off the community because "my rare expensive pixels" wouldn't be rare any more...
[QUOTE=Kitt Stargaze;51293054]Unusuals should have been a tools from the start. But doing it now will piss off the community because "my rare expensive pixels" wouldn't be rare any more...[/QUOTE] not gonna lie, I would be pissed too. I don't like it when my unusuals drop in price.
[QUOTE=Kitt Stargaze;51293054]Unusuals should have been a tools from the start. But doing it now will piss off the community because "my rare expensive pixels" wouldn't be rare any more...[/QUOTE] It's not like these rare pixels cost money and doing so would cause a lot of people insane losses and destroy quite literally everything.
[QUOTE=Magypsy;51291582]The Cow Mangler is okay now that it reloads at the same speed as stock. As long as there are no Engineers.[/QUOTE] I think the biggest downside is if your medic runs kritz. Otherwise I like it as I burn through ammo fast spamming as pocket.
[QUOTE=gav618;51293484]I think the biggest downside is if your medic runs kritz. Otherwise I like it as I burn through ammo fast spamming as pocket.[/QUOTE] It's more viable for roamers rather than pockets, they burn through ammo quick while rjing, also they don't need crits and don't usually get them as they're away from the medic, they don't take down buildings because 6s don't usually feature engineers - it's a straight upgrade from stock for roamers. Less so for pockets.
[QUOTE=psyke;51292111]We're probably going to ask for it to be changed to the beard equip region so you can wear glasses/goggles with it. and not beards. Not sure why it's like how it is. when this was the intention all along.[/QUOTE] Since when have Valve ever paid attention to equip regions? There's dozens of combos that don't make sense and dozens more items that [i]do[/i] work which they don't allow.
[QUOTE=Ona;51294132]Since when have Valve ever paid attention to equip regions? There's dozens of combos that don't make sense and dozens more items that [i]do[/i] work which they don't allow.[/QUOTE] I don't know what you're speaking of. [IMG]http://images.akamai.steamusercontent.com/ugc/198550000731887550/DD3165553ECA3ECF25959FA3181DF0D3951F4838/[/IMG]
[t]http://images.akamai.steamusercontent.com/ugc/216564333995320697/BEB17A7D151E2F65984D11CE67F0195AB68B6405/[/t]
[QUOTE=Cupkek;51294664][t]http://images.akamai.steamusercontent.com/ugc/216564333995320697/BEB17A7D151E2F65984D11CE67F0195AB68B6405/[/t][/QUOTE] Reminds me so much of that Gas Mask transformation from that Doctor Who episode. [video]https://youtu.be/7iAh4gSsVjo[/video]
oh my god, is anyone else still getting these fucking tough break cosmetic cases [I]jesus christ[/I]
Valve is making developers and publishers update their steam store pages to use screenshots that are more representative of the games: [IMG]http://i.imgur.com/Rhqew4J.jpg[/IMG] The TF2 screenshots are from a beta version and one of them is just the picture of all the classes standing together. Could we finally be getting new screenshots on the store page?
OK so I'm gonna give a quick explanation of why the Vaccinator is trash in organized 6s, since there's some misconceptions about how useful it actually is there [B](it's not)[/B] The first part of any game of 6s is what's called the midfight. Both teams rush as fast possible to mid, wherein the flank/combo of each team battle their counterparts and attempt to hold ground until one of the following conditions are met: A. The other team backs out, allowing the point to be capped (other times this happens in reverse) B. The other team is wiped, allowing mid to be capped AND second to be capped as the team moves forward C. One team gains Uber advantage and ubers their combo into the other, killing them and allowing A or B to occur Now, Vaccinator's quick/multiple charges are often given as a reason why it'd be advantageous in this situation. To a certain extent, this is true- the Pocket Soldier and Demoman, the combo's main damage dealers, are both explosive classes, so on paper, using the Vax seems like a smart move. What's the downside? Firstly, the entire enemy team will immediately focus the Medic. The longer the Medic goes uncontested, the better the Vaccinator gets. One or two charges won't mean much when facing bullets and explosives from all sides. Additionally, the diminished overheal rate is problematic for the Medic's entire team. Having everyone be buffed to mid is vital, especially for the survival of the flank. With full buffs guaranteed by the Medigun and Kritzkrieg, the enemy team will have a pure numbers advantage in terms of heals. Once the flank is dead, the combo is dramatically outnumbered- and, in fact, may even die before then, thanks to their own weak heals. Running Vaccinator is akin to telling the enemy team to be as aggressive as possible. Aggression is quite effective in 6s, especially when they know you don't have a real charge to be concerned about and that they have a health advantage. The Vax charge itself, despite the ability to stack two resistances on the same target, still crumbles under focus-fire from a Scout and a Demoman, especially with a playercount advantage (which they'll usually have, thanks to poor heals). Vaccinator also becomes less effective when spread across multiple targets- versus a Kritz or an Ubercharge, it simply doesn't stand a chance. The Vaccinator may provide a slight advantage in the combo v combo fight, but it pretty much ensures that your flank will lose due to a lack of overheal, and once focus fire is applied, charges become useless and the combo will die. Running Vaccinator to mid in organized 6s is akin to throwing. No amount of theorycrafting counters this point, either- ask any Medic Main in 6s with moderate skill and experience and they'll tell you the same thing I just did. [B]Vaccinator tradeoffs buffs and proper charges for a gimmick- a gimmick that may be effective for keeping a single person alive in a pub versus an uncoordinated team, but a gimmick that will [I]ensure your entire team dies[/I] in a competitive setting.[/B]
[QUOTE=ComodoreBluth;51295124]Valve is making developers and publishers update their steam store pages to use screenshots that are more representative of the games: The TF2 screenshots are from a beta version and one of them is just the picture of all the classes standing together. Could we finally be getting new screenshots on the store page?[/QUOTE] Knowing TFTeam i'd wager they can't be fucked to even follow steam guidelines
[QUOTE=Contra132;51295140]OK so I'm gonna give a quick explanation of why the Vaccinator is trash in organized 6s, since there's some misconceptions about how useful it actually is there [B](it's not)[/B] The first part of any game of 6s is what's called the midfight. Both teams rush as fast possible to mid, wherein the flank/combo of each team battle their counterparts and attempt to hold ground until one of the following conditions are met: A. The other team backs out, allowing the point to be capped (other times this happens in reverse) B. The other team is wiped, allowing mid to be capped AND second to be capped as the team moves forward C. One team gains Uber advantage and ubers their combo into the other, killing them and allowing A or B to occur Now, Vaccinator's quick/multiple charges are often given as a reason why it'd be advantageous in this situation. To a certain extent, this is true- the Pocket Soldier and Demoman, the combo's main damage dealers, are both explosive classes, so on paper, using the Vax seems like a smart move. What's the downside? Firstly, the entire enemy team will immediately focus the Medic. The longer the Medic goes uncontested, the better the Vaccinator gets. One or two charges won't mean much when facing bullets and explosives from all sides. Additionally, the diminished overheal rate is problematic for the Medic's entire team. Having everyone be buffed to mid is vital, especially for the survival of the flank. With full buffs guaranteed by the Medigun and Kritzkrieg, the enemy team will have a pure numbers advantage in terms of heals. Once the flank is dead, the combo is dramatically outnumbered- and, in fact, may even die before then, thanks to their own weak heals. Running Vaccinator is akin to telling the enemy team to be as aggressive as possible. Aggression is quite effective in 6s, especially when they know you don't have a real charge to be concerned about and that they have a health advantage. The Vax charge itself, despite the ability to stack two resistances on the same target, still crumbles under focus-fire from a Scout and a Demoman, especially with a playercount advantage (which they'll usually have, thanks to poor heals). Vaccinator also becomes less effective when spread across multiple targets- versus a Kritz or an Ubercharge, it simply doesn't stand a chance. The Vaccinator may provide a slight advantage in the combo v combo fight, but it pretty much ensures that your flank will lose due to a lack of overheal, and once focus fire is applied, charges become useless and the combo will die. Running Vaccinator to mid in organized 6s is akin to throwing. No amount of theorycrafting counters this point, either- ask any Medic Main in 6s with moderate skill and experience and they'll tell you the same thing I just did. [B]Vaccinator tradeoffs buffs and proper charges for a gimmick- a gimmick that may be effective for keeping a single person alive in a pub versus an uncoordinated team, but a gimmick that will [I]ensure your entire team dies[/I] in a competitive setting.[/B][/QUOTE] Seeing a vaccinator medic is like a field day for me and my Boston Basher.
[QUOTE=Kreepis;51296172]Seeing a vaccinator medic is like a field day for me and my Boston Basher.[/QUOTE] Which then gets rained on when the hit detection makes your swings miss and you die from bleed.
[QUOTE=TectoImprov;51297086]Which then gets rained on when the hit detection makes your swings miss and you die from bleed.[/QUOTE] There's a perfect[URL="https://wiki.teamfortress.com/w/images/3/3f/Scout_taunt_head_pain_20.wav?t=20140620234116"] scout quote[/URL] for that situation
I've been looking at the Wiki page with Merasmus' Scream Fortress 2015/2016 voicelines, and there's a ton of them related to giving the player a new Merasmission that I've never actually heard in-game. They're the same as the text quotes on a Merasmission's instructions. Are these voicelines just not featured in-game or is this the case of them not playing out if a player decrypts and accepts the contract in the main menu instead of while connected to a server? The same thing that happened during Tough Break? If that's the case, it's a real waste of voicelines. It's normal for a player to decode and accept their contracts/merasmissions in the main menu. That way, most people never really get to hear the recorded lines, and it's a major waste of Nolan North's and the voice recording guys' efforts. Especially not with the Casual MM format. Who wants to wait several minutes to connect to a random Valve MM server, then decode and accept the mission so they get to actually hear the lines, only to then find out they need to do the mission on a completely different map?! [B]TL,DR:[/B] I decode and accept my missions in the main menu, thus I never get to hear any of Merasmus' voicelines related to those actions. The only lines I actually get to hear are the reward-giving ones upon Mission completion while still connected to an official server.
You hear the new mission lines if you get a mission when playing on a server. Feels like a waste, because it's pretty rare.
[QUOTE=LZoleee;51297811]You hear the new mission lines if you get a mission when playing on a server. Feels like a waste, because it's pretty rare.[/QUOTE] At least it's something for the Gmod animators to mess with. Rock on ya crazy bastards.
[QUOTE=LZoleee;51297811]You hear the new mission lines if you get a mission when playing on a server. Feels like a waste, because it's pretty rare.[/QUOTE] the "new mission" lines won't even play for me on casual servers, even though the "_ new contracts" box is showing up. they play just fine on local servers/pubs/mvm servers, but casual won't allow it. do i have some convar set up wrong that's disabling them, or is this just another case of features bleeding over from competitive mode, like the "disable contracts in competitive" setting that also applies in casual?
[QUOTE=LZoleee;51297811]You hear the new mission lines if you get a mission when playing on a server. Feels like a waste, because it's pretty rare.[/QUOTE] Miss Pauline also had tons of lines that you could only ever hear if you got a contact while on a server (and even then it would often be hard to hear over the sounds of the game). Valve needs to make it so these voice lines can be heard on the main menu after you get the contract. The way they do it now they're just throwing away the money they spend on the voice actors for 99% of TF2 players.
[QUOTE]We're working on a mandatory update for Team Fortress 2. We should have the update ready soon. -Eric[/QUOTE]
-snip, trickstabbed-
Update is out, ~70mb but no notes yet
[QUOTE]We've released a mandatory update for Team Fortress 2. The notes for the update are below. The new version is 3678725. -Eric -------------------------------------------------- - Added the GA'lloween 2016 community event medals - Fixed sv_shutdown not working for community dedicated servers - All servers now enter hibernation state when they are empty and have no remaining work, which informs commands such as sv_shutdown - Added tf_allow_server_hibernation (default: 1) to allow disabling hibernation state - This should generally only be necessary if running server plugins that are not compatible with hibernation - Added sv_shutdown_cancel to cancel a pending shutdown - Updated the truce period during Halloween boss fights - Players are no longer affected by the truce when in their spawn room, allowing them to fight their way out if necessary - Sappers can no longer be used while a truce is active - Updated the "tiny" spellbook spell - Fixed a case where players could get outside the world - Fixed not switching Heavies to their melee weapon - Updated player destruction mode so the "Team Leader" does not heal teammates while in the Underworld - Fixed Halloween contract reward items not being craftable - Fixed Strange Human Cannonballs and Strange Battery Canteens not tracking stats - Fixed Casual search criteria being saved automatically while connecting to a server - Fixed a case where players could suicide on a pumpkin bomb to gain progress on certain Merasmissions - Updated the equip region for the Spine-Chilling Skull - Updated pl_fifthcurve_event (Brimstone) - Fixed exploit where players could get under the map near BLU starting area - Fixed exploit where players could get out of the map near graveyard - Fixed exploit where players could enter RED base as BLU - Fixed some skeletons running into lava when there are no enemies in Hell - Fixed medieval tiny spell & other Merasmus voice spells lasting too long for some players - Fixed big ghost getting stuck when map ends - Fixed a spot where players could get stuck if entering it under Tiny spell - Fixed another case of non-solid pumpkin - Tuned respawn time for RED team at last area - Updated cp_sunshine_event (Sinshine) - Fixed multiple visible nodraws and other texture bugs - Fixed nonsolid pumpkin in lobby - Fixed trigger bounds in RED spawn - Various lighting changes[/QUOTE]
[quote]- Updated the truce period during Halloween boss fights - Players are no longer affected by the truce when in their spawn room, allowing them to fight their way out if necessary - Sappers can no longer be used while a truce is active [/quote] YES FINALLY TRUCE ISN'T A NIGHTMARE ANYMORE
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