• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
    8,672 replies, posted
Make it even simpler. I don't think we need a "BURN!" meter on the HUD further cluttering things. Just make the sound get higher pitched as the damage ramps.
it doesn't work like that. also, getting angry and giving it attention will make it worse
On further observation it may not be ddos affecting comp servers. I'm losing connection to the whole server and the drowning noise plays, and I lose connection to the coordinator for small periods.
Not getting angry, giving attention = yes, because this needs to be solved.
not only dragon fury got nerfed ultra hard but the fireballs also fizzle on any mid-air contact with nearby enemy projectiles (which is bound to happen, like, 80% of the time?) just unload a syringue clip to nullify any DF in the surrounding areas gg ruining a great concept once more
Hitbox size needed a reduction to get unbanned. But they went too far and it needs a damage/fire speed/airblast buff now. Maybe instead of it being only the center does bonus damage it always does bonus damage but it decreases the farther the fireball center is away from the target.
The only time I've had problems like that was when I got matched into a game with truktruk, so I assume it is a ddos.
-25% size was the only necessary thing. Requiring hitscan aim on a projectile weapon that needs to be lead is a fucking mess. soldier or demo are a straight upgrade to this DF right now. and of course all the bugs
I'm surprised they remembered to add the camera recoil while firing it. For the first new type of weapon you fire since like the Pomson/BIson it's relatively polished considering how long it's been since they made one.
It doesn't make much sense why he isn't banned, manual VACs aren't super uncommon and all the evidence is there that he cheats.
The DF does hit other props instead of the player much less now because of the smaller hitbox size. The DF does suck against good players now, and that needs fixing.
Man, soloqing MM as a medic is...really hit and miss. Half the time your team doesn't really do anything resembling teamwork, meaning a) they're pretty scattered and get picked off without you being able to heal them and b) they seem to have zero concept of defending the medic; for example, in my most recent game every death was from their pyro bombing me with a jetpack, and my team basically would just let them. Like, I could position myself out of the way and have some distance from where they'd land, and they still didn't get harassed and had free reign to walk up to me. Also c) they're pretty fond of just trickling into the enemy and dying in 1v6s, that's also a thing apparently. The other half of the time the games are actually fun, makes me think I should try 3rd party stuff again.
Not only that there's all the evidence, but he also even gives out all of his alts to public.
https://i.imgur.com/7qxcZVW.jpg This is how it looks like when yar about to Rank up. Interestingly enough, both me and my frend ranked up - and we both skipped a rank. Don't know if that's Glicko telling us we are gods in a sea of placementmatchers or it actually being borked.
one of the things i really like about the new competitive icons, is how clear it is to tell what's better. The bronze, silver, and so on border is a nice indicator, but my fav is that they re-ordered the icons even to help show wats better rank. The lower ranks are less effective ways of killing someone, (brass knuckles, and a knife) and the higher levels are more effective ways of killing people (pistol, and machine guns) Just want to say this was a very great update/patch. I'm sure many of you dont think much of it, but to me it's showing the future of tf2 (for this year at least) is going to be a fun one, full of good improvements, and speedy fixes to any bugs introduced, with communication on why they are doing things the way they are.
Made this. https://i.imgur.com/tQhpNmg.png
If the match is safe to leave, but the remaining players decide to keep playing, does that match counts towards to MMR? because if it doesnt then that one match i managed to get in three days might as well been a waste of time.
... I actually suggested engie get a Pomson rework where it acted sort of like the shredder did in Turok 2: Seed's Of Evil... Lol... https://steamuserimages-a.akamaihd.net/ugc/849341077189998104/992513E18BA761E8A96CFB66447AD2CE3DF4A29F/ This is why I stopped playing competitive before they even released it... Only matches where we lost would be ones where it wouldn't have an abandoner present... Ever single game that we were winning someone would leave and it "wouldn't count"... Felt like a complete waste of time... Never touched Competitive again after that point. Game Abandoners are the bane of both competitive and casual matches... =/
might as well give engie the cerebral bore. https://www.youtube.com/watch?v=opFxvqefKTo
First of all, that weapon is a lock on weapon that all but garuntee's a kill when it lands on the victoms head... That's not even remotely the same lol... I am genuinely curious to why a ricochet type projectile wouldn't work though? Grenades technically can be ricochet around corners already and if it's about hitting people that cannot see you any explosive weapon in the game can already do that in the game right this moment... It's gotta be something more then that I would presume...
This low-range variant exists why would people have problems with it if it had range? Do you even read your posts before completing your thought process?
19 people are in official comp games at the moment according to teamwork.tf. Maybe what I thought was was just Steam/the game coordinator messing up lately?
Asking questions is never inherently a bad thing if the purpose of said question is to get different perspectives on the situation. It's generally a way to gather information... Also, care you reword what you say if you don't mind me asking... Cause I'm not entirely sure what your grasping at there...
In the context of blindfire: Splash damage is inherently a very limited range. In most situations there will be a direct line of sight between the origin and the point of contact, due to the splash being so small, the target will also have line of sight unless they're in an extremely unfortunate situation where they're close to a surface that the projectile is exploding and are behind map geometry. A genuine bouncing projectile doesn't have that limitation.
Shouldn't be too difficult to set up restrictions that could give it it's own limitations couldn't you? Like only allow a set amount of times it can rebound off of surfaces for instance or introducing a fairly low travel distance so that you have to put yourself at more risk and move closer in order to capitalize on it.
also another thing to consider with the Dragon Fury nerf is that valve actually believes the "bonus damage" it does is exactly that - a ""bonus"". Even the weapon kill message in console is called "_bonus". They almost seem to imply the dragon fury poking 25 dmgs at people constantly is perfectly "normal" and intended and that you gotta work "harder" to achieve damage that barely keeps up with the big boys soldier and demo. a primary doing burst 25 damage is not acceptable lmao. It's very obvious valve people aren't communicating with eachother or something.
They might think DF having lower damage even with the +300% against burning enemies is a trade off for the lack of reloading it has compared to other projectile weapons. Maybe they think it's also a trade off for the lack of self damage compared rockets/grenades/stickies.
Honestly, if DF's damage had a base 75 damage, with increasing and decreasing damage based on range, and the fire rate was like... 25% faster than the base speed (with no more speedup on hit), it'd be a completely fine weapon.
That might be too simple for an unlock for Valve, they seem to only want stock weapons with simple stats. Take the Thermal Thruster, could just be a jetpack, but it's full stats are: 50% more pushback from enemy fire 120% longer deploy time 60% longer holster time 50% (not sure on the actual number) less fall damage taken Deal 600% (3 times normal fall damage) fall damage against enemies by landing on them Landing pushes back enemies based off falling speed The game gives you concrete info on two of those.
I think the Dragon's Fury has good damage as it is. I think of it in terms of shotguns kinda. The 25+a little afterburn is free, the big damage is like a meatshot. Yeah it does less damage than a meatshot, but you also have an unlimited clip and a higher rate of fire. I wouldn't be against it getting a buff to its airblast or afterburn something like that, but the way it was before was way too much bang for too little effort.
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