• Major Update Speculation V35 - A Distinctive Lack of Communication
    5,000 replies, posted
[QUOTE=Nebrassy;51382569]Anyone noticed merasmus can't set you on fire? It's been happening for a few days now[/QUOTE] I think I noticed that after the update that disabled holiday mitts heavy from force taunting during truce yes.
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[QUOTE=Nebrassy;51382569]Anyone noticed merasmus can't set you on fire? It's been happening for a few days now[/QUOTE] Yea, i got thrown up in the air and never got caught on fire. just took 55 damage and then fall to the ground taking 30 damage but never on fire o.o
can you use an unusualifier on an already unusual taunt and get double unusual effects? Stupid question
The update that improved the 'viewmodels' a couple months ago (or maybe a few updates after) actually included a new unique draw anim for the Fists of Steel. I never actually noticed, and I've never seen anyone mention it. It's not very special or exciting or anything, though.
And now the contracts are gone. I had two completed contracts waiting to be turned it, couldn't do so yesterday because the game wasn't working as usual and now they're juste gone. Fucking hell.
[QUOTE=Cornish;51383531]can you use an unusualifier on an already unusual taunt and get double unusual effects? Stupid question[/QUOTE] No, it will instead remove the old effect and overwrite it with the new one. It's thus better to get a Unique taunt and unusualify it instead as you will have two unusuals instead of one.
so, the comic definitely isn't coming out this year is it
[QUOTE=Ace of Butts;51384937]so, the comic definitely isn't coming out this year is it[/QUOTE] [t]http://i0.kym-cdn.com/photos/images/newsfeed/000/726/624/0f5.gif[/t]
Anyone notice that with sappers being disable engineers just setup outside of spawns during the truce?
[QUOTE=Sims_doc;51385472]Anyone notice that with sappers being disable engineers just setup outside of spawns during the truce?[/QUOTE] Which was one of the reasons they allowed sappers in the first place. Luckily demomen can use stickies to destroy those things as well if they build too close to spawn. Regardless though it's problematic to allow engineers to freely build. If they don't want them destroyable during truce, sentries and buildings need to automatically detonate the instant the truce is over.
I genuinely wonder what the reason was they disable it for?
[QUOTE=Sims_doc;51385518]I genuinely wonder what the reason was they disable it for?[/QUOTE] A: so engineers could build sentries to help fight the boss without spies harassing them B: so engineers could keep their existing sentry nests up through the boss fight without spies exploiting the truce to take them out for their team it wasn't a pointless change, it honestly [I]did[/I] help legitimate engineers who aren't just exploiting the truce
I think it would be more practical to keep sappers disable but make the area's around the spawn unbuildable with exception to the team who owns it.
[QUOTE=TwoYearLurker;51385595]A: so engineers could build sentries to help fight the boss without spies harassing them B: so engineers could keep their existing sentry nests up through the boss fight without spies exploiting the truce to take them out for their team it wasn't a pointless change, it honestly [I]did[/I] help legitimate engineers who aren't just exploiting the truce[/QUOTE] Meanwhile I have to play demoman, my least played class all the time when playing on ghost fort because of the 6 engies building on top of the point, behind the wheel and outside spawn
[QUOTE=Sims_doc;51385638]I think it would be more practical to keep sappers disable but make the area's around the spawn unbuildable with exception to the team who owns it.[/QUOTE] You've not had a situation where 3-5 engineers bum rush their Lv3 sentries and nests to the point on Ghost Fort and set up all over the point to screw over the other team then lol. It's already a boring and slow map thanks to timers and excessive boss spawnings. This shit just makes it incredibly more tedious.
i am so happy to have experienced the former halloween updates at their prime with no stupid shit like contracts, truces, increased boss spawn rates, nerfed horseman, ect instead we had free crates, serverbrowser freedom, potion spells and guns weren't awful messes of stats due to their 5th "rebalance" great stuff. rant over
In these 26 merasmissions I got this Halloween, around 7 or so were sinshine missions god help me
[QUOTE=rolfum;51386190]In these 26 merasmissions I got this Halloween, around 7 or so were sinshine missions god help me[/QUOTE] Ayyyyy, now that is Scary.so it was a good Halloween ?
[QUOTE=Hell-met;51386180]i am so happy to have experienced the former halloween updates at their prime with no stupid shit like contracts, truces, increased boss spawn rates, nerfed horseman, ect instead we had free crates, serverbrowser freedom, potion spells and guns weren't awful messes of stats due to their 5th "rebalance" great stuff. rant over[/QUOTE] Rose-colored glasses
Regarding truce Valve could disable sentries for ~2 seconds to allow players to deal with engineers exploiting truce a bit better. (Similar to the sapper change during one of the Smissmas updates.) Honestly I liked fighting bosses a lot more before truce was added. It was nice knowing that the server was choosing to fight the boss rather than being forced to. It also prevented a plethora of exploits players can now abuse and Valve should clean up after.
I remember Heavy fist dueling a good friend to win his Gibus, and even recall making that winning play on the staircase up to the sniper floor. I recall getting the haunted metal on my second encounter with the HHH. I remember laughing at where Demoman's other eye went. I remember having to go all Huntsman to get Merasmus dead. I remember getting to hear all the great bickering between Redmond and Blutarch to a version of the map that wasn't quite as stall-friendly. I remember having a great time with the bumper cars! I distinctly enjoyed seeing Valve embrace Player Destruction once more and that is what earned a key purchase from me once they patched the initial bad release. I also remember the jerkwad behavior that came with going for gifts between players and server admins (I somehow was able to corral a bunch of people into an orderly line back then, still not sure how I managed), people trolling to make the boss fights much less fun, the very disruptive gameplay elements that would not fly outside of Halloween, the crass attempts at profiting off of glitches when spells were meant to be self-contained to a specific time period to encourage people to use them and have fun right then and there, and other things of that ilk too. Some things were better back then, some things were worse. I'm just happy that virtually all of it is still there for us to enjoy, outside of those cosmetic spells that really only emboldened the worst of the trading community anyway.
...Contracts are stupid shit?
[QUOTE=Fluury;51386805]...Contracts are stupid shit?[/QUOTE] The Halloween ones aren't very exciting. They're all just "play on this map until you get 100 points."
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[QUOTE=Magypsy;51387041]The Halloween ones aren't very exciting. They're all just "play on this map until you get 100 points."[/QUOTE] They're all pretty terrible.
Are the odds of the Pyro Pack Update coming out tonight increased by Scream Fortress 2016's ending? I mean, it [I]is[/I] a Thursday, and valve does seem to like Thursday updates. I don't really know. What I do know is that Pyro won the war many millennia ago...
[QUOTE=Koi_Pond;51387276]Are the odds of the Pyro Pack Update coming out tonight increased by Scream Fortress 2016's ending? I mean, it [I]is[/I] a Thursday, and valve does seem to like Thursday updates. I don't really know. What I do know is that Pyro won the war many millennia ago...[/QUOTE] Sorry to break you, but we will likely just get an Update tonight giving us a normal main menu. If you are going to be extremely optimistic, maybe we'll get some teasers in the Code about future content.
I think the simplest solution to the sentries during truces would be to just remove all their ammo when the truce ends. Sentries set up in not troll places can easily be resupplied by the engie, while sentries near the point or spawns would be destroyed quickly by the other team seconds after the truce. Keep spies not being able to sap during, and there's no issues.
[QUOTE=Koi_Pond;51387276]Are the odds of the Pyro Pack Update coming out tonight increased by Scream Fortress 2016's ending? I mean, it [I]is[/I] a Thursday, and valve does seem to like Thursday updates. I don't really know. What I do know is that Pyro won the war many millennia ago...[/QUOTE] Let valve take their time. Everybody knows expecting improvements to your matchmaking's balance in any timeframe shorter than half a year is an unthinkable request.
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