• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
    8,672 replies, posted
Is the megaman-esque death sound part of the weapon or is it just your kill sound?
These were added to the localization files:
Honestly the Natasha stun ability might be too good now.
new short circuit particles seem to be causing crashes, my game crashed when 3+ engies were using it in one game but was stable for an entire round of frontier with only a single engie on the enemy team using it in moderation
I'm loving that patch notes explain what they're trying to do. A good change in format imo.
I did it lads. Got/made myself a Strange Spec KS Back Scatter.
Folks, Panic Attack might be a viable sidegrade now. It not only has an improved close spread, it also deals 108 damage if you hit every pellet, vs. stock Shotgun that does 98. I feel it'll probably become the meta Shotgun for Engineers, the switch speed and boost in damage will help cover close-range weakness caused by the Wrangler.
that may be true if all fights consisted of pointblank vs pointblank. however it's not.
Sometimes I question why I even bother You know that only one context where you can't use your sentry? When it's being sapped by a Spy? And you're close by so you have to deal with the Spy? That's what I'm referring to. Think with your brain. ------------ In unrelated news: Thermal Thruster is missing an animation. I can't confirm whether this happened last update as well. https://www.youtube.com/watch?v=lhg9PiuE1xE
The missing TT animation was a thing before this update
gee soldier, how come robin lets you have two eagles?
honestly man I get that you're trying to make a point but you so commonly pull this arrogant tone when you do and it just kinda makes you look like an ass at least you edited the end of your post to be slightly nicer i guess
okay what the fuck I just saw a scout chaining infinite atomizer jumps into the skybox
It's because so many people immediately respond without thinking about what they're saying. It happens so much, people complain about ASIC just trying to argue whenever somebody says something he personally disagrees with but not thinking about what he's actually arguing for, but so many other people do it too. I'm not going to lie and say I don't do that sometimes (though I always try to encourage actual fruitful discussion here because TF2 balance can be interesting to talk about), but when I get arguments like "You said Panic Attack might be better in this specific context but what about when it isn't that specific context?", it gets incredibly tiresome.
I get it man I can see how it's frustrating (especially with ASIC) you do make a lot of good points about balancing that I tend to agree with but sometimes the attitude just feels so unnecessary, and that goes for everyone here
Teleporter traps fixed after all these years, woah.
btw I get that we're grateful for a new update and all but can we not bandwagon against all criticism of it? valve has this tendency to make half-steps and get congratulated as if they'd made a full one competitive mode may be better, but to any veteran of tf2 competitive play it's still fundamentally flawed and if, as valve has claimed, the mode is meant to bridge casual tf2 to league tf2...how can it do that when it functions under none of the rules and restrictions that make any of the league tf2 formats (highlander, 6v6, 6s-prolander, sigafoo meme format)? if you're a solely casual player this may seem like a nitpick to you, but if you have enough comp experience you know integral class limits are to a good experience in organized play
The TF team themselves seem to personally not want class limits, and personal opinions are the end all, be all at Valve.
class limits make no sense for them to pursue it's a perfectly logical decision if anything
Yeah that seems to be a thing with most discussion about tf2, a lot of people are new and haven't seen how good Valve used to be compared to what it is now so they never critique them ever, all the Half Life writers quitting from Valve is an obvious sign they no longer care about making games. A large majority of people here saw no problem with Valve taking almost two years to put out the Pyro update, it's sad really.
then they're going to need to balance for every possible stack combination, and I don't think that's something they're capable of. not with their resources. 6v6 unlimited is bound to have a much different meta from any of the competitive formats, and i don't think that's a good thing at all. multiple Medics in play makes gauging uber advantages impossible. multiple Demomen can put out more burst damage and DPS than any other class in the game, and if they move together and cover each other they're virtually unstoppable. stacking Heavies and Engies with a lower playercount can make some pushes nigh impossible. etc etc etc. there's so many fucking issues that arise with no class limits, issues that make strategizing and spectating impossible to do. 6v6 without class limits or weapon bans is just a smaller pub, and in the case of comp mode, one that also includes actual consequences for losing your games. instead of a rapid game of balancing DM and strategy, it'll become a game of who has the cheesier comp.
the problem with the tf2 team over the last few years has always been a lack of consistency you get these periods where they push out a decent patch or two and communicate with the community, followed by large stretches of silence and mystery
The funny thing about there being no class limits in MM is that most of the time the people I end up playing with think that the meta class lineup is simply the best anyway, so even though there isn't e.g. a medic limit, there's always a few people who insist we should only have 1 med since it's the best ¯\_(ツ)_/¯
They don't like the current mode of a 5cp worshipfest with 2 scouts, 2 soldiers, 1 demoman, and 1 medic. A class limit of 2 should be used first, then Valve should balance against some of the issues that arise when you have 2 of any class (including Scout and Soldier). Then, let a new meta arise from additional balance that makes the weak classes in this context stronger. Current 6s isn't what they want, so they should really just start over.
I do feel like this update is a sign that things might be changing. We got a lot, we got a proper spring cleaning update with comp reworks and a ton of bugfixes and a new cosmetic case. It may not be everything I want, but it's a really positive sign from the TF Team that they might just break their recent once-a-year update schedule. This update actually feels like the culmination of work done since Jungle Inferno's release about 5 months ago, and if we can expect them to keep this schedule it bodes well for us.
Saying that is just excusing their behavior, which in itself is why they can get away with it. Valve time has always been a thing but now they know for a fact they can give the community the run around for years and no one will ever do anything about it.
..so rumor is that they added a end of game survey that asks if the player likes random crits.
Literally all you need to do to "fix" 6s as it is is get more gamemodes in play and make them actually function with a low playercount. That's literally all. The same class limits would still work perfectly fine. But 2 Medics, Demos, Heavies or Engineers when there's only 12 players in the server? That's a fucking disaster waiting to happen, a disaster that either slows a game to a crawl or, in the case of the Medic-stacking, makes it impossible to properly follow and keep track of. There's way too many issues with balancing and game pacing and actually playing the damn thing that arise with no class limits. It pretty much leaves the TF team with one of two solutions: * Actually balance around this clusterfuck and make everyone a specialist (if everyone's a generalist, no one is- this sound familiar to you?). I'm sure they have the time and resources to pull that off (they don't) and make a game everyone's happier with! * Use class limits, a solution proven to work by a community that's been working tirelessly to make TF2 competitively viable for over ten fucking years
What in my post excuses them lol I'm not defending Valve I'm calling them out on being unable to keep up a consistent flow of patches and a general lack of communication
The issue with instating class limits is that they will come off as arbitrary to those who don't understand the problems that stacking those particular classes presents. Either you have a sweeping brush of 1 or 2 limit, both of which cause issues for various reasons, or you wind up with limits that need to be explained to the uninitiated.
Sorry, you need to Log In to post a reply to this thread.