Major Update Speculation V35 - A Distinctive Lack of Communication
5,000 replies, posted
[QUOTE=Hell-met;51322653]the term "pubstomp" is so dumb and cringey I feel people don't even know what it means anymore
you can't "pubstomp" by yourself. it means a team of friends consistently beat down a group of strangers. you need a team to do it.
top score =/= pubstomp[/QUOTE]
I like it when I get called a tryhard because I top scored, but truth be told you don't even need to try most of the time to actually pull that off...
I've even been called a tryhard because I top scored as medic... What the hell does that even mean?
In Brimestone, why are sentries allowed to work again during melee only mini mode?
[QUOTE=ComodoreBluth;51322403]You have almost 3500 hours of TF2 played, I find it hard to believe you weren't able to pub stomp on quickplay servers.
I imagine most of the people who are regular posters here probably play enough TF2 to easily score near the top of most casual or quick play games.[/QUOTE]
[QUOTE=Hell-met;51322653]the term "pubstomp" is so dumb and cringey I feel people don't even know what it means anymore
you can't "pubstomp" by yourself. it means a team of friends consistently beat down a group of strangers. you need a team to do it.
top score =/= pubstomp[/QUOTE]
[B]Did someone say [U]pubstomp[/U]?[/B]
[t]http://images.akamai.steamusercontent.com/ugc/253714756087848096/97732DF1F459D56FB5DB6FDCB961660705F4F276/[/t]
(first six people on BLU are premade)
On topic: Any speculation about the christmas update? Do you think (or just pointlessly hope like me) that festives, the TRUE festives, will come back?
[QUOTE=Hell-met;51322653]the term "pubstomp" is so dumb and cringey I feel people don't even know what it means anymore
you can't "pubstomp" by yourself. it means a team of friends consistently beat down a group of strangers. you need a team to do it.
top score =/= pubstomp[/QUOTE]
huh. I just found that out. the more you know.
I don't normally pub in a stack with my friends (Comp MM being an exception because playing with randoms is asking to get fucked), and if I am playing Casual with friends I make an effort to play solo/seperately so we aren't being [I]those[/I] guys.
honestly, I really don't like the ease at which you can stack in Casual MM. it's made games so easy to ruin for 6 friends who MUST win a pub.
[editline]7th November 2016[/editline]
[QUOTE=quake84;51322715]On topic: Any speculation about the christmas update? Do you think (or just pointlessly hope like me) that festives, the TRUE festives, will come back?[/QUOTE]
that would make sense, actually, considering we still have festivizers for skins
Honestly, it's pretty pathetic that a 'major' update balancing a class was ever a possibility in the first place. After comp they should have been working with [I]every [/I] class. Then again, they figured that six months is an acceptable period to balance one class out of two that desperately need to be worked on
I recently created a version of the original Millstone for the UGC league with help of some of the players. It's going to be played [URL="http://ugcleague.com/schedule_tf2h.cfm"]this week over at the league itself[/URL].
But i released the [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=795101929"]map also to the workshop [/URL]itself today since it's changed since i created Hellstone from the base of it. Feedback & comments are welcome. Thanks.
[editline]7th November 2016[/editline]
[QUOTE=Kitt Stargaze;51322705]
In Brimestone, why are sentries allowed to work again during melee only mini mode?[/QUOTE]
What do you mean again? They were never disabled. I'm not aware of any method of disabling them.
[QUOTE=ics;51322959]What do you mean again? They were never disabled. I'm not aware of any method of disabling them.[/QUOTE]
The question is why aren't they disabled... In mini melee mod it's impossible to go anywhere near them without being destroyed by them. They should be disabled till the spell wears off...
[QUOTE=Kitt Stargaze;51322991]The question is why aren't they disabled... In mini melee mod it's impossible to go anywhere near them without being destroyed by them. They should be disabled till the spell wears off...[/QUOTE]
Did you read my message at all? I have no knowledge how to disable those in the map itself. I submitted a request to Valve to consider disabling the sentries during the spell itself. This would fix them also in Ghost Fort (lakeside_event). This is all I can do, sorry.
[QUOTE=ics;51323011]Did you read my message at all? I have no knowledge how to disable those in the map itself. I submitted a request to Valve to consider disabling the sentries during the spell itself. This would fix them also in Ghost Fort (lakeside_event). This is all I can do, sorry.[/QUOTE]
Valve's done it before, it's on them to make it.
It wouldn't fix ghost fort as well. Sentries and buildings need to be auto-destroyed the instant the truce is over.
[QUOTE=Kitt Stargaze;51322991]The question is why aren't they disabled... In mini melee mod it's impossible to go anywhere near them without being destroyed by them. They should be disabled till the spell wears off...[/QUOTE]
[QUOTE=ics;51322959]
What do you mean again? They were never disabled. I'm not aware of any method of disabling them.[/QUOTE]
They are only disabled (that is, ammo is emptied) on Carnival of Carnage (sd_doomsday_event) when Merasmus teleports everyone to the Strongmann. This is because THIS sentry spot...
[t]http://i.imgur.com/qVVmrOa.png[/t]
... annihilated entire teams before Merasmus casted the spell (before the dancing finished)
The same cheese can be used on koth_lakeside_event...
[t]http://i.imgur.com/VMgSCvC.png[/t]
... which will also wipe the entire team when the dancing occurs after they're all teleported to mid by Merasmus.
All maps that support "melee only minify" (or, simply, that add condition 85 [Player is forced to use melee weapons. Automatically adds conditions 32 and 75 when added], which forced you into thirdperson and minifies your model) are "exploitable" as the sentries are not disabled anyhow. In fact, if the map features a teleport&dance by Merasmus, it's just a fragfest for Engineers.
[I]I personally like it and I abuse it, so I'm part of the problem[/I]
I dont know if the fix (ammo emptied) is something in the engine spesific to sd_doomday_event which would suggest it's not, as then it would affect koth_lakeside_event too.
But i haven't found anything that would do this to sentries in the hammer file for doomsday_event itself. If I find something or hear back from big V, i'll report back.
Have a feeling that no one would touch Ghost Fort with how bad and boring that map gets if it weren't for the missions to it lol.
Every game now has people dropping left and right even when they're winning...
Just left a match where we had half the team the other one did, start of the second round it went down to 2 vs 10 lol... I ended up just sitting at spawn and wished them the best of enjoyment for the remaining 5 minutes of play before going spy and sapping all 3 engineers shit that were building sentries outside of our spawn room.
"Exciting"
[QUOTE=Kitt Stargaze;51323099]Have a feeling that no one would touch Ghost Fort with how bad and boring that map gets if it weren't for the missions to it lol.
Every game now has people dropping left and right even when they're winning...[/QUOTE]
Because rounds are too long. 7 min capture timers is overkill.
[QUOTE=Kitt Stargaze;51323099]Have a feeling that no one would touch Ghost Fort with how bad and boring that map gets if it weren't for the missions to it lol.
Every game now has people dropping left and right even when they're winning...
Just left a match where we had half the team the other one did, start of the second round it went down to 2 vs 10 lol... I ended up just sitting at spawn and wished them the best of enjoyment for the remaining 5 minutes of play before going spy and sapping all 3 engineers shit that were building sentries outside of our spawn room.
"Exciting"[/QUOTE]
Only people who willingly go to Ghost Fort are there to exploit it.
[QUOTE=kos8bit;51323116]Because rounds are too long. 7 min capture timers is overkill.[/QUOTE]
More then just that...
- Boss kills the flow of the game
- Boss effectively extends the match, matches can reach up to an hour long to finish
- Boss Lock's down the point
- Boss spells are easily to abuse, the dance spell in particular with stickies and sentries can annihilate the entire opposite team if prepped well.
- Engineers utilizing truce to set up Lv3's everywhere makes the game slow and tedious to deal with
- Infact, Truce itself is an annoyance and should have never been introduced.
- People haven't figured out that ignoring the boss will actually delay him from respawning. I presume this was intentional so that people could kill high level Merasmus's...
[QUOTE=Oizen;51323142]Only people who willingly go to Ghost Fort are there to exploit it.[/QUOTE]
Actually, I went there because I found it to be one of the faster ways to gain exp. I'm getting close to the Pink ranks and I do want to eventually hit the red ones...
Also, it screams casual all over that map. You have a lot of time to fuck around on that map while still contributing and having fun even when not trying to exploit the hell out of it.
Took me nearly an hour to complete ghost fort merasmission, simply because the bastard kept spawnign after 30 seconds and locks the point, which then needs to be recapped again so the timers go down. At this time, it arrives again. and again. and again untill it's powerfull enough not to get killed. The truce makes it impossible to collect souls for merasmission at that time. So you end up killing few people only between merasmus spawns and griefing lasts LONG.
The original ghost fort merasmus was not this annoying, it appeared way less than now. 3 times less i would say on the top of my head.
[IMG]http://images.akamai.steamusercontent.com/ugc/883002022139618532/D88C60FF4F8D1BDD1B21EFBED94B9FD3E69359AF/[/IMG]
hey remember this ?
back in the day we speculated that a new war campaign was to come, and it came somewhat...
I think that board was just the final remnant and legacy of the last TF2 team that cared.
It was probably prepared and sent over to the next employee rotation with the attached message - "do something with this gl bye"
Maybe the message was the original one:
"Be sure to drink your jarute"
It is the tf2 team way to say "piss off"
[QUOTE=ics;51323184]Took me nearly an hour to complete ghost fort merasmission, simply because the bastard kept spawnign after 30 seconds and locks the point, which then needs to be recapped again so the timers go down. At this time, it arrives again. and again. and again untill it's powerfull enough not to get killed. The truce makes it impossible to collect souls for merasmission at that time. So you end up killing few people only between merasmus spawns and griefing lasts LONG.
The original ghost fort merasmus was not this annoying, it appeared way less than now. 3 times less i would say on the top of my head.[/QUOTE]
just fight merasmus, it gives you like 25 souls if you get kill credit for the boss
[QUOTE=Mort Stroodle;51322076]I think you're giving quick play too much credit.[/QUOTE]
You could at least scramble the damn teams.
I've encountered multiple demos recently on Ghost Fort, who would put down a straight line of stickies just before every dancing spell. Is there some way to find out what's the upcoming one?
[QUOTE=LZoleee;51324506]I've encountered multiple demos recently on Ghost Fort, who would put down a straight line of stickies just before every dancing spell. Is there some way to find out what's the upcoming one?[/QUOTE]
It's suppose to be random so there's really no way of telling. I've gotten hit with the dancing bit multiple times. It's just short of shit you gotta deal with. Interesting note, there's ways for Sniper's to kill people thanks to that spell as well. Because I had a sniper instant headshot me with a huntsman arrow the instant we got teleported together. This is another instance where Valve could easily fix the problem by making all stickies disappear, but they choose not too. Then again, a lot of classes just flat out get screwed over with this spell to begin with anyway...
Same thing with engineers who place sentries in view of the dancers... Lv3 sentries will kill all of the enemy players before the dance is over...
[QUOTE=ComodoreBluth;51321976]Before casual play I dreaded playing on Valve servers for contracts.[/QUOTE]
Hey, Thank you for replying.
Regarding contracts I have honestly found contracts are much harder to do in casual. Maps last an unreliable 2 rounds instead of a reliable 45 minutes. You could vote to extend the map by 20 minutes giving players more time to complete a map contract. For me Quickplay queue's were reliably around 45 seconds where casual can be anywhere from 20 seconds to 5+ minutes. Quickplay allowed you to stay on the same server as long as you wanted until you completed a contract while casual kicks you into a queue after 2 matches (Re-match votes almost never happen for me). The casual system also has no qualms matching me into the re-match vote which infuriates me greatly and made contracts hard to do. Quickplay did this as well but you could stay and play a match and continue work on contracts.
[QUOTE=ComodoreBluth;51321976]It just wasn't a fun experience for me, most of the time I played my team wasn't really playing the objective and horrible team compositions were very common. Now in most of the games I play both teams try to play the objective and team compositions are much better. For example I almost always see a medic or two on both teams now in casual games where there was a 50/50 chance I would see a medic on quickplay servers.
Adding a leveling system so people want to win and making games a little more competitive was a hugely positive change for Valve servers.[/QUOTE]
Honestly adding a more serious pub was a good idea on Valve's part. Prior to Meet Your Match I really would have liked a more serious version of pubs. I don't follow competitive or want to play it as the experience is fairly foreign to the average pub. I think adding casual for more serious pubs for players who want to focus on playing more seriously but not playing with communities competitive rules is a good idea. The removal of quickplay was not a good idea. Team Fortress 2 was not designed to be played competitively by default.
Team Fortress 2 was originally designed as a casual game. Due to this in game mechanics and items were designed for casual play. Many achievements require the player to not play seriously to obtain. Taunting while capping a point, taunting after a kill, killing an enemy who is taunting and getting a taunt kill for example. The conga party achievement and Merasmus passtime tv tuning even encourages or requires half of the entire server to not play seriously. In a serious competitive environment all of these are discouraged and doing them could be considered griefing as it hurts the game for the team. Some items such as the Secret Saxton, Pallet of Crates, and key gifts are designed for a non serious environment. To be used players have to use them from their backpack while in a game. In a casual environment it is not a problem but in a competitive environment it could be considered griefing. These items are completely unfunctional unless used while in a match which requires not playing the game for a brief period. The presence of Halloween bosses and gimmicks, such as pumpkin bombs and crit pumpkins, themselves are intended for casual play. Some weapons themselves are not intended to be viable for competitive play. (Rocket Jumper, Sticky Jumper.) Cosmetics themselves were not designed for competitive play with some obscuring important game play information such as the Bombinomicon. The Coaching system requires the coach to be in spectate to function and relay information to a pupil. Team Fortress 2 was not designed to be played competitively by default and completely removing casual play and environments completely breaks many in game features.
I believe competitive and serious environments to play need a place in TF2 for the game to grow. We have lacked official support for years and it is awesome that we are now getting it. I also believe that TF2 should not completely lose focus of casual play as many mechanics are not designed to work in a competitive environment. What I would love to see is Valve re-add quickplay, spend much more effort improving casual matchmaking, add an "unrestricted" competitive matchmaking with no class limits or weapon bans(Similar to current competitive), and make competitive matchmaking use 6's class limits, rules, and bans. Team Fortress 2 has an extremely diverse player base and one system will not appease all players play styles. Removing quickplay was a big mistake and removing casual would also be a big mistake.
Looking at the history page [url]http://www.teamfortress.com/history.php[/url] , we are at the 599 update. Do you think Valve/TF2 Team will do something incredible (or try and fail spectacularly) for the occasion?
The new Steam store update, which requires more accurate screenshots for your game came out today and we still have the same old beta TF2 screenshots and class lineup picture.
At least the new store looks nice.
gotta love that it still says "six years"
[IMG]http://puu.sh/sa5Bq/20e5527782.png[/IMG]
[QUOTE=ikes;51325396]gotta love that it still says "six years"
[/QUOTE]
Well it's actually pretty fair statement, since it says that after 6 years it was over 400 updates which is true. But yeah, it is still kinda weird since it is basically a random date.
Does anyone know how to prevent matchmaking from queueing you into the same server repeatedly? I've gotten the same steamroll swiftwater match four times in a row when I have barnblitz/upward/swiftwater selected.
[QUOTE=Arthamus;51327138]Does anyone know how to prevent matchmaking from queueing you into the same server repeatedly? I've gotten the same steamroll swiftwater match four times in a row when I have barnblitz/upward/swiftwater selected.[/QUOTE]
Best advice I can give is not to immediately requeue
[QUOTE=ics;51323184]Took me nearly an hour to complete ghost fort merasmission, simply because the bastard kept spawnign after 30 seconds and locks the point, which then needs to be recapped again so the timers go down. At this time, it arrives again. and again. and again untill it's powerfull enough not to get killed. The truce makes it impossible to collect souls for merasmission at that time. So you end up killing few people only between merasmus spawns and griefing lasts LONG.
The original ghost fort merasmus was not this annoying, it appeared way less than now. 3 times less i would say on the top of my head.[/QUOTE]
Seriously, it takes just killing him 4 times to complete the contract, just make sure you're not dead when he dies, even if you're terrible at the game and need to avoid being killed during regular gameplay.
Sorry, you need to Log In to post a reply to this thread.