TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
8,672 replies, posted
Yeah but you'd think you'd want something like that to be actually worked for, otherwise it's pretty brainless.
All those other abilities you mentioned involve or are part of skilled play, pyro's, which also unlike them is a direct damage ability, involves running mindlessly into a big a crowd as you can.
That's not to say hit and run isn't part of pyro's game, but there has to be some kind of trade off.
hence why they shouldn't have messed with it, and instead focus on better fair flames.
the afterburn is fine, but due how the fire stream works you always get hit for full damage, wich means that small puff in a general direction and the issue of lingering flames and the ability to extend their travel distamce turns them into a ranged bleed efffect.
What about the flares afterburn? They seem to reward careful aiming and good prediction for a full afterburn damage. I think a problem arises with the Scorch Shot and how "easy" is to light up a group of players and deal pretty good amount of damage. The weapon for me feels too good for how little you need to invest on it. Meanwhile, the Flaregun and Detonator feel rewarding while not being so shitty to play against.
Guys, any weapons that are a bit broken? I want to send some more important gameplay related bug reports. Currently I remember:
Backscatter doesn't mini-crit when airborne
Scottish Resistance Stickies can't be detonated or seen through visleafs
Demoman's Grenade Launchers have different projectile speed due to different collision mesh
I'm a bit paranoid they don't see my emails because I have a crap address that looks like spam.
Enforcer resistance penetration doesn't work properly.
Disciplinary Action can hit enemies behind you.
Dragon's Fury have some issues with stairs and payload carts (I think it was because the fireball model doesn't match the proyectile hitbox)
Eyelander and other demo swords can hit behind as well, but it's not as easy to replicate as the DA.
sure it's possible to hit people behind you with a demo sword, but at the same time I've never seen or had it happen in my 5k+ hours in tf2, yet at the same time I've killed multiple spies behind me who should have easily killed me by just swinging the DA while walking out of spawn
Don't know what you're getting at since it's still an issue.
If you wanna throw the experience card, I've never killed somebody behind me with the whip.
I seem to have an issue with the Amputator where if you taunt or do the AoE heal effect a couple times in succession then you become unable to swing (attack with) it. You can switch to your primary or medigun and they will work just fine, but switch back to the Amp and you won't be able to attack with it again unless you respawn.
Wrap assassin ball also doesn't seem to be able to enter or exit spawn, like the same issue the Pomson had a bit back. It can hit people if their hitbox clips through the "no entry" wall but otherwise it just shatters when it hits where the spawn gates were.
Flare guns are still bugged in that switching weapons after firing them increases the time before you can fire them again after switching back. I have a theory that it's related to flare guns not having a separate reload animation (so you're switching back and forth before the full firing animation would be able to complete), but I don't really have a way to test it.
your coin ratings are on the way
good work shill
Demo's sticky detonation is borked in various cases (see description)
https://www.youtube.com/watch?v=5Tp3m8CNIm0
Seems like a pretty important one, dunno why it's been like this for so long.
jesus that's more than ive ever spent on keys in like 7 years
Thank you all for the bugs, I'll send a ton of bugs to Valve.
There's also this bug, don't know if the JI changes to the sandman and guillotine changed anything. Source
https://www.youtube.com/watch?v=fBsu_8vgGdQ
I'm all in about reducing the scorch's afterburn effect, or removing it completely. it absolutely negates the risk in using the phlog on anything that is not 2fort's sewers.
well it was a combination of losing and winning bets outside and inside of tf2 and I wont turn down a bet
if it wasnt obvious enough for the people dont invest 200 bucks into tf2 and expect profit, I only got lucky
Chances are, if you have to add the "I'm not being a shill" clarifying statement, no, you most certainly are being a shill.
I think removing afterburn completely would be fair. It doesn't really need it, the main draw and distinct gimmick over Flare/Det is the knockback and explosion from the flare itself.
How about make the damage and afterburn time from the Scorch Shot explosion go down with distance from the explosion like other explosives?
At most, Valve got $5 of the money he either spent on the market or the money somebody else spent to get whatever he sold. He didn't spend a single direct cent on TF2.
this is not how you fix problems.
the problem is the splash on contact with world, the push AND the minicrit.
the scorch's whole signature is the little "bounce after hit so it can hit more people". remove everything except <this and it'll be fixed. the splash should only appear after a bounce.
uuuh you are aware the mann co store is valve and if you buy something from the mann co store it goes to valve, not saxton hale
I forgot about the bounce off enemies and explode mechanic, was just thinking about the explosion if it just hits the world. (also do you have to be so abrasive)
keys gotta come from somewhere tho
Uuuh are you aware that he straight up said he bought from Geel's various sites
Sent 10 bug reports to EricS, that's probably the most I have ever sent at once to him. I think this amount will be enough.
Enough for what?
To not overwhelm, but hopefully get some of these fixed.
"enough to not overwhelm" sounds so dumb
at any rate, the way we get responses for these mails is completely random and has no pattern.
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