• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
    8,672 replies, posted
"Overwhelm" Wouldn't want these game devs to work on the game too much.
Tbh, I think the team is small enough for them to not know every bit of the game, like how they didn't know spectator cameras were broken in casual for nearly two years.
I believe they're still recovering from last year at this time.
Maybe they're just working on a big update with a lot of bug fixes before the two week Hawaii vacation all Valve employees take in April.
I get what you mean, it just sounded funny the way you said it, but I understand. I didn't even know about the camera bugs.
the issue with the scorch is that, unlike the other two flares, it deals shit damage on contact and the minicrit will only do so much if you don't actually connect it. the afterburn would at best finish off an already weak oponent and its literally useless agaisnt any building. however, since the explosive radius deals AOE afterburn both on direct impact and while colliding on the world, you can safely spam it to your heart's content and chances are that it will lit people on fire. and this has so much sinergy with the phlog that its literally the best(if not the safest way) to deal fire damage not only to single targets, but also to groups of enemies. One thing i'd love to see on the weapon is to actively reward good aim, like the rest of the flares. have the lingering flare be the one to deal AOE afterburn, the direct hit should deal direct fire damage with minimal or no afterburn effect and keep the knockback. this way you can punish slow classes like unaware heavies, engineers and snipers but you cant just shoot to the ground and deal 60hp over time to light classes with minimal effort.
you're gonna have to explain the "punish slow classes" bit to me because I thought getting hit by a projectile was the punishment itself
System maintenance message? huh.
Tuesday maintenance.
No, it's more than that. The TF Team don't broadcast a system-wide message every week about item server and game coordinator maintenance. It's probably nothing huge, but there was a system message a few minutes ago. https://twitter.com/TFSysMessages/status/976232538652934157
Replaced the main menu images with the launch ones https://i.imgur.com/QyprhwE.png https://i.imgur.com/JYA3BPN.png
as it now, low mobility classes like those i described are extremely easy to siege them without even need to aim directly at them to get full afterburn damage - just shoot at the ground and let the AOE do the rest. engineers specially can be hit pretty easily if they're close to a wall, like most sentry nests tend to be. to achieve the same effect with the detonator you need to actually time your flare properly, or else it will collide with the world and it will deal no damage at all. hope that makes it more clear.
I know how stupid the scorch is. I just don't get how you want the push to stay because apparently a flare pellet in your face isn't enough of a punishment?
God this looks so much better, I need to do this right now
Look in tf2_textures.vpk, find title_red/title_red_widescreen and title_blue/title_blue_widescreen, and extract them. Place them in tf/custom/customname/materials/console, and copy them when they're in there so there's eight files (this is needed later). You should have title_red and it's copy, and title_red_widescreen and its copy, and the same for blue. Rename two red ones and their widescreen versions to background_2fort/_widescreen and background_gravelpit/widescreen. Rename two blue ones and their widescreen versions to background_mvm/widescreen and background_upward/widescreen. To remove the seperate random images of the TF2 characters I took the blank replacements from 7hud and put them in console/characters.
Just a heads up: Red was the launch background, though at first the main menu would load Dustbowl last to act as the background. Blu wasn't added until the Classless Update. August 13, 2009 Patch
Thanks, I will do this.
I thought something was up with the Huntsman and the Engie/Scout hats.
the knockback isn't the issue and alone it will not kill anyone, but you could scale the push force based on the distance traveled - the longer the flare travels the less push force applied. its the afterburn effect what needs to go, or applied by the bouncing flare. basically something like: flares will apply knockback on direct hit, but no afterburn. damage dealt is still fire-based. direct hit flares with bounce off direct hits, and linger for a brief period (same for both allied and enemy players) afterburn is applied only by the bouncing flare in a small aoe once it hits the ground. no minicrit on burning players will not remove stickies (debatible. removing them with the detonator is already a chore) something something -45% damage. basically, have the scorch be exclusively an utility weapon.
Mini-sentry war paint, reddit link. https://steamuserimages-a.akamaihd.net/ugc/936060100841638037/1D5BE7A0D01D022F8196839F7E6A3BC9B0A05F20/
It's way simpler if you just extract scripts/chapterbackgrounds.txt and change it to this... "chapters" {     1    "title_blue"     2    "title_red" } "BackgroundMaps" {     1    "title_blue"     2    "title_red" }
some of you might remember me memeing and saying it feels like every time i get this weird feeling in my stomach I am prone to unboxing unusuals https://steamuserimages-a.akamaihd.net/ugc/937186000742700354/9CF134B5EFF133C761B17B81BEEBBF08C97A026A/ really starting to think i have some psychic ability
You've put me into the mood to unbox but I know for a fact that I'll just end up disappointed, now I'm conflicted
You can still load up that map as a background by adding map_background background01 to your autoexec. Small warning though: since it's technically loading a map, starting up the game will take a bit longer and there are a couple off-screen models that are missing which will give you a few console errors.
Can we pass off crates to you and have you use your Crate Whisperer powers to tell us our chances?
We were talking about bugs earlier, I've mentioned this a lot in the Emporium Discord, thought I should put it here too. https://www.youtube.com/watch?v=UY5aSrHPsf4
...The "He" in question is me and I used marketplace.tf to *sell* the unusuals I got, not to buy the keys, my dude.
Disguises need to be buffed. But Contra, why? Because they're...they're fuckin' inconsistent. Now don't get me wrong: the Spy class in general is inconsistent, and its effectiveness will largely depend on the ability of the people the Spy is playing against. But the disguise kit is presented as one of the Spy's main tools, one of the class' most distinguishing features...and the vast majority of the time, it doesn't make a difference. There's a lot of reasons for this. Chief among them is that the Invis Watch is better in pretty much every way. Disguise kits are a "please don't notice me" button. The Invis Watch is a literal "you can't notice me" button, and unless the Spy has poor positioning or initiates cloak while a wary enemy can see them, he's extremely unlikely to be detected while invisible. Should disguises be more than a "please don't notice me" button? Not necessarily. But they shouldn't fucking suck. Here's a number of issues with disguises, just off the top of my head: * Disguised Spies will sometimes be holding the wrong weapon. This is a bug that needs be fixed. * Disguised Spies will sometimes be conspicuously missing legs, especially when disguised as a Demoman. This is a bug that needs to be fixed. * Spies who disguise as a class that isn't in play on the enemy team will be rather conspicuously wearing no cosmetics whatsoever. This was acceptable in the era of TF2 where people didn't have cosmetics, but nowadays it sticks out like a sore thumb. This is an oversight that hurts Spy. * Disguises will adopt the speed of any slower class and will get speed-boosted by the Disciplinary Action. However, disguises do not take other speed modifiers (Powerjack, Baby Face, heads, etc) into account. This is an oversight that hurts Spy. * Disguises do not list the stock name of a weapon in HUDs. There is no practical reason for a Spy to need to know the special name of their disguise target's current weapon, they need to know what they are actually using. This has been outright weaponized by certain Medic players in HL, who opt to name their Mediguns after other Mediguns to obfuscate what they are actually running. This can be bypassed by 3D disguise models in the HUD, but at a significant performance penalty, especially for low-end users. This is an oversight that hurts Spy. Bonus for non-Spy players: * Disguised Spies have deceiving hitboxes. The Spy's original hitbox, now invisible, is the accurate one. Their disguise model does not correspond to where they actually take damage. This is especially problematic for Snipers, Scouts, Engineers- any hitscan weapon, really. This is an oversight that hurts everyone else. The bugs need to be fixed and the oversights alleviated. There should still be recognizable "tells" that give away disguised Spies, but not ones that come as a result of outright bugs or oversights. Even in the best circumstances, the Disguise Kit's effectiveness is unreliable, just as the Spy class itself is. Bugs and oversights like this serve as a detriment to an already-marginalized class, and need to be fixed so that playing with and against Spies feels more fun, fair and balanced for everyone involved. Also, yes, I realize I said "buff disguises" when I really just meant "fix disguises". That was to get your attention, but in my opinion the two mean essentially the same thing at this point: one of the biggest problems plaguing the Spy class is a number of bugs and oversights that make it frustrating to play as and against. Once Spy is working completely as intended, I think he'll be in a better place for real, meaningful rebalances.
Why would you want to gamble?
Oh, and I almost forgot. * If enemy players are running DirectX 9 and haven't explicitly disabled the command, they literally get wallhacks on disguised Spies as they spawn and for some time after. Not only does this mean Spy can't spawn-camp, it also means that Spies that are well-hidden but not cloaked are exposed, and Spies who just disguised or de-cloaked very conspicuously pop out of fucking nowhere. This is a huge oversight that hurts Spy. Also, #SpyMainBitching, but I think it's pretty shitty that these have been issues for the Spy class for multiple years (essentially since cosmetics and unlockable weapons were introduced), but the Spy is getting hit with heavy nerfs before fixes for these issues have been implemented. Many mechanics of the Spy class are fundamentally broken and not working as intended (in ways that hurt the Spy and ways that hurt people playing against him), and I believe those should be the priority before kicking a garbage class in the nuts when they're already down.
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