• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
    8,672 replies, posted
That map isn't anything-friendly, not even fun-friendly.
Very interesting that Yeti Park takes place right before the mainline comic series. Speaking of which, I really hope we get that final comic someday. Kinda forgot they were a thing for a while.
Are they even gonna ever release it? We've been waiting so long for that final comic to be released and it doesn't help that Jay Pinkerton left Valve. Though there could be the possibility of it having been finished before he left.
Taken from LMAO pics: https://youtu.be/3cELNOy6TwE
You ever just want to shoot yourself in the face for thinking opening cases is a good idea I got the keys from selling surplus steam shit but still I could've gotten nicer things with that
only unbox if you are OK with possibly getting only shit, going into unboxing with high expectations is a suicide pact
its great if you use the phl- oh.
Curious to see if junction is actualy decent as a counter strike map.
I really like the detail that in most Valve maps, the spectator cameras actually correspond to physical cameras set up inside the teams' bases.
I never knew about that.
Isn't that just a variation of the Spy/Heavy/Medic background after they added hats?
Judging that most hats are pretty old i assume so
https://i.imgur.com/vJe0tJA.png Given they seem to be making casual changes to spec cameras this update I have a sneaking suspicion well see this become available
Good lord just by looking at this old menu gives me a tear in my eye. It's 10 times better than the actual menu background we have right now.
Never seen this before, for a bit my TF2 inventory in the Steam client was unavailable, and it showed my Dota 2 inventory as unavailable too, when I don't have any D2 items so it usually doesn't show in the inventory page.
who is this german peter guy and why does he looks german
What do you think of Pyro's afterburn? I like the idea of duration based on direct contact, but its pretty hard to guess how long you will burn. I would love to see this mechanic better designed with color-based flames (Woolen Sleevelet (tf2 youtuber) gave this idea in one of his videos a long time ago).
Duration based on length of contact is definitely a step in the right direction, but with how OP pyro is in general right now, it's not even that noticeable because you're typically dead before it can matter
why is it a step in the right direction? the old afterburn was "too strong"?
A skilled soldier killing a pyro but dying to full length afterburn isn't fun.
The old afterburn was super annoying and useless. Getting touched for a milisecond with a flame? Enjoy burning for 10 seconds, while doing jack damage.
My idea would be to make the visual presentation of flames on the victim's screen correspond with how long the afterburn will last. Now the screen simply displays flames near the edges, but if the amount of those flames could be connected with the afterburn's timer, there could be a way visualize the amount of cookin' crispy left.
There's an unused afterburn icon in the files, guess it would go in the same place as the minicrit/mark for death/parachute/slowed icons. https://i.imgur.com/WJC85wM.png
I miss the old load images so much.
You can replace the grayscale pictures easily with the custom folder.
then he isn't really skilled and he was out of position oh okay, so it was good but not good. :thinking:
Old afterburn was a bit silly, taking so much damage for getting scraped by a single particle, especially for classes like scout and spy. ...Which is also exactly what happens now because the game assumes you're constantly being hit for full damage even after the weapon has dropped to the ground from it's dead user's hands. These are good ideas but come on valve, they actually have to work.
that was pyro's ability. Spies cloak, scouts doublejump, snipers headshot. Pyro did 60 "poison" dmg. he was designed around hit and run, despite not working very well. It complimented the shit flames well. the JI flames right now could literally do zero afterburn and they'd still be very strong.
It wasnt strong but it was pretty annoying. It wasnt fun to fight against when you get hit by the flames for split a second and half of your health drains by the afterburn. With the new afterburn you have some extra time to grab a health pack or a medic.
Over the course of Jungle Inferno, I spent like 200 bux on TF2 for keys, first time I spent that much on TF2. And no I aint being a shill - Thanks to marketplace.tf allowing easy transfer in combination with the steam market I managed to make 250€ back while keeping an unusual to myself thanks geel
Sorry, you need to Log In to post a reply to this thread.