Major Update Speculation V35 - A Distinctive Lack of Communication
5,000 replies, posted
[QUOTE=lateguy;51439118]So accurate that its scary[/QUOTE]
It's a funny video but suggesting that the pyro is too powerful is just laughable.
Valve put out a [URL="http://blog.counter-strike.net/index.php/2016/11/17081/"]CSGO update[/URL] today that added [URL="http://blog.counter-strike.net/index.php/steam-group-lobbies/"]the ability to create a lobby with people from a Steam group you're in[/URL]. I wouldn't be surprised if we see similar functionality come to TF2 in the future.
Im still waiting to be able to join matches via steam friendlist again.
No more crashing my friends games.
[QUOTE=Oizen;51443268]Im still waiting to be able to join matches via steam friendlist again.
No more crashing my friends games.[/QUOTE]
Yeah hopefully for casual Valve adds the ability to join a friends game or queue up for the first available slot on their server, then automatically party up with them soon.
[QUOTE]community servers were dead by that point anyways, thanks to quickplay. contracts were, what, two per week, anyways? I've never chosen a Valve server over a populated community server, especially not ones I belonged to.
I will grant that contracts shouldn't have been Valve server exclusive, but they did add incentives for experimentation to the game. Hell, I wouldn't be playing Demo or have developed my monstrous pipe aim without them.
[/QUOTE]
Community servers never died, although Valve's harmful policies certainly worked havoc upon the community server landscape, and rather than alleviate the pressure server owners felt (and currently feel), the addition of contracts only compounded the problem. Oh, and the game doesn't need to entice you to try new loadouts and classes--you can muster up the curiosity yourself. To this day I still vehemently refuse to acknowledge contracts as anything more than trite fluff; they are a mere pretext for providing "content" without actually needing to work at it. Once the general framework for contracts was coded into the game, the implementation of new contracts is trivially simple. I apologize, but you'll have to forgive my rather profound lack of enthusiasm for such a thing.
[QUOTE]content is content, and there's no issue with getting profit off of non gameplay-effecting cosmetics[/QUOTE]
Not all content is created equal, and we've received cosmetics for years, so I wouldn't classify the debut of tiered crates as anything extraordinary, and certainly not something I believe anyone should cite when positing that 2015 was one of TF2's best years.
[QUOTE]It's still an addition, and I use it frequently.[/QUOTE]
I don't have any statistics, but anecdotally, I rarely if ever witness players of any repute and experience making use of weapon drops.
[QUOTE]And I said that 2016 was a disappointment. I was talking solely about 2015 as the year stood, before MyM.[/QUOTE]
I may be wrong, but I believe this entire line of discussion was derived from your rejection of our disenchantment with, and low expectations for, Valve. Yes, you could say 2015 was an above average year by invoking the balance changes made, but when many of the positives brought by said changes were later repealed in 2016, it does little to dissuade us from feeling trepidation over Valve's future actions.
[QUOTE]Could they have been played at any time with a full server running them? Would common pubbers flock to servers running community maps (no- they never did that, not even before Quickplay). Would that have paid the creators responsible for the creation of the maps?
[/QUOTE]
Oh but they did, and I frequented many popular server communities hosting custom map rotations prior to the blight of Valve servers. I have no problem with Valve bringing custom maps into the fold officially, and Valve has done that very thing well preceding the Uber Update. However, that doesn't refute my argument that the so-called canonization of maps wouldn't be cause for significant celebration should Valve servers never exist. It's nice for map creators to be compensated, but on our end, it shouldn't be anything groundbreaking.
[QUOTE]They were involved, and I was talking about the fact that TF2 enjoyed a great density of content in 2015. Which, regardless of its source or your nitpicking, it did.[/QUOTE]
I'm fairly certain greenlighting the project and offering general assistance was the extent of their involvement.
[QUOTE]In terms of maps and balance changes, 2015 beats them all.[/QUOTE]
Perhaps in that regard.
Before giving Pyro any mobility of HP Boosts, how about fixing how the flamethrower works, or atleast the visuals?
I still feel like the projectile approach wont be good for it.
attach visible fire particles to the invisible fire hitboxes, make it so that ping does not affect how far the fire moves. the first part seems like a trivially easy change that would make playing pyro so much better
I don't think they are going to do anything major with Pyro lol.
The problem with Pyro is that he is supposed to be the best at close range combat but Scout does the job better.
[QUOTE=ComodoreBluth;51443260]Valve put out a [URL="http://blog.counter-strike.net/index.php/2016/11/17081/"]CSGO update[/URL] today that added [URL="http://blog.counter-strike.net/index.php/steam-group-lobbies/"]the ability to create a lobby with people from a Steam group you're in[/URL]. I wouldn't be surprised if we see similar functionality come to TF2 in the future.[/QUOTE]
I would really love to have this. Would make much more viable streaming opportunities to people with large steamgroups looking to play with viewers.
valve basically confirmed pyro getting the fix he's been needing for years when they linked frompyrowithlove in the blog, unless they didn't even read it
Do you think that the sniper will get his version of the jungle booty when this jungle theme update goes live?
Having read through the page, a lot of it can be understood in a wrong way.
As an example, one of the points were "Afterburn isnt viable competitively"
Imagine if they just extended the burn time or made the damage higher..
[QUOTE=Fluury;51445487]Having read through the page, a lot of it can be understood in a wrong way.
As an example, one of the points were "Afterburn isnt viable competitively"
Imagine if they just extended the burn time or made the damage higher..[/QUOTE]
no see valve thinks they already addressed this aspect by making fire give a magical invisible penalty against medigun healing rates in MyM. that's a case closed for them
[QUOTE=Fluury;51445487]Having read through the page, a lot of it can be understood in a wrong way.
As an example, one of the points were "Afterburn isnt viable competitively"
Imagine if they just extended the burn time or made the damage higher..[/QUOTE]
Few idea's I'd like to see consider...
- Afterburn starts off with low damage per tick, but constant being hit with fire will make it incrase in damage per tick
- Afterburn can spread to teammates by running through them
Second one though will need to make it that once the initial person goes out though the rest of the people go out. Mostly because of potential griefing potential by intentionally running through teammates to deal damage to them and keeping everyone on fire for extended amounts of time. A Problem medic had in QWTF and TFC were he'd apply his medic disease to an enemy, and then that enemy would stay in a spawn room and intentionally infect people for the sake of lols.
First one say starts off with say... 2 damage per tick, but can do up to 6 or 8 damage per tick if the person keeps getting hit over a good period of time. Degreaser would take significantly longer to build up fire damage.
Results from the last poll!
[t]http://i.imgur.com/WWmWEi0.png?1[/t]
[B]ANOTHER POLL FOR THE PYRO UPDATE[/B]
[url]http://www.strawpoll.me/11763457/[/url]
I voted for option two.
[QUOTE=Hell-met;51445632]no see valve thinks they already addressed this aspect by making fire give a magical invisible penalty against medigun healing rates in MyM. that's a case closed for them[/QUOTE]
That was a change to direct fire damage, not afterburn.
[QUOTE]All Flamethrowers
Added: Direct damage reduces Medi Gun healing and resist shield effects by 25%
Medics hear a "healing interrupted" sound when this is happening to their heal target[/QUOTE]
And the healing penalty is shown on the description of the flamethrower and the medic gets an audio cue, so it's not invisible.
isn't the "healing interrupted" sound the HL2 suit button noise? there's zero chance of hearing that anywhere
[QUOTE=chandlerj333;51447597]That was a change to direct fire damage, not afterburn.
And the healing penalty is shown on the description of the flamethrower and the medic gets an audio cue, so it's not invisible.[/QUOTE]
I dunno it feels like it is. I think it needs to be more visible, though I have no idea how. The logic of "fire makes you heal slower" is kind of weird too and I would think a first time player wouldn't get it immediately.
[QUOTE=Hell-met;51448347]isn't the "healing interrupted" sound the HL2 suit button noise? there's zero chance of hearing that anywhere[/QUOTE]
In the little time I've played when that update released I do recall hearing [I]a[/I] noise when hit with a flamethrower. It was, however, like you said, very faint and would likely be unnoticed by someone not looking out for it.
Which would be more likely to happen (in terms of the festives we get this year):
They release a Smissmas campaign and the festives will be festivizers for the new campaign skins (The current festivizer states "The Gun Mettle and Tough Break Festivizer" so if we do get a new campaign, the new skins cant have the current festivizer applied on it.
or
Festive weapons of non-skinned weapons (Aka like the Stock festive shotgun or festive black box).
If we are getting normal festives. I'd want a festive iron bomber that shoots christmas ornaments. Similar to wrap assassins ball.
Would that go too far though?
did the cuban bristle crisis' price go up recently?
[QUOTE=ikes;51449585]did the cuban bristle crisis' price go up recently?[/QUOTE]
Not that I'm aware of.
It's known as a fluctuating kind of cosmetic (IE: Demand is high, but the price always changes depending on what day you try and find one)
Just noticed the Steam Store frontpage now shows Games that get large Updates.
Means that with the Pyro Update, we are likely to see TF2 on the frontpage of Steam again.
Only if valve decides to put some money (for themselves) to highlight it, and thats not going to happen
[QUOTE=gonzalolog;51450376]Only if valve decides to put some money (for themselves) to highlight it, and thats not going to happen[/QUOTE]
Why?
Tough break was featured on the Store page, and that System wasnt even there back then.
You spent the whole day making jokes about how valve behaves cheaper and you dont get that? I've failed
[QUOTE=Stroheim;51449596]Not that I'm aware of.
It's known as a fluctuating kind of cosmetic (IE: Demand is high, but the price always changes depending on what day you try and find one)[/QUOTE]
i was more or less guessing based on the death of the item's likeness
[editline]30th November 2016[/editline]
i wish the wrench could have the allied healing done strange part attached to it, which would count dispenser healing
[QUOTE=ikes;51451411]i was more or less guessing based on the death of the item's likeness
[editline]30th November 2016[/editline]
i wish the wrench could have the allied healing done strange part attached to it, which would count dispenser healing[/QUOTE]
The PDA counts that, as well as sentry kills and teleports. I like it since you can use any wrench and still get kills counted. Too bad it's hella pricey.
Also great if you do MvM. It's borderline farming for healing and teleporting.
Update today or tomorrow?
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