TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
8,672 replies, posted
Because cheaters are smug babies that are confident they wont get hit eventually, then they do and play it off like "pff not like im bothered by that lmao"
its routine by now
So basically, paying lots of money for the game, people don't like you or give a single fuck about the items, people want them to die and get banned asap.
And the best part is, when someone counters them with vaccinator + machina combo, they ddos the server and say "ur all mad XD" when in real life they're bashing their keyboards as hard as possible that their hacks got countered.
Cheaters in a nutshell.
Good news!
dorkster posted:
When pr3dator went rouge people spammed tons of threads yelling for garry to help and spam etc, it was glorious. I was pbanned for spamming with everyone else and used my V2 account for a while after. pretty sure we're allowing those guys to hang around on new accounts if they want.
These new forums are pretty rad
https://files.facepunch.com/forum/upload/250178/43b7304a-52f9-4d17-b149-e1a63975e60e/barbo baggings.png
The only reason I use Facepunch is so I don't see 20 pages of unfunny TF2 memes like I see on r/tf2.
Well...Tf section is now incredibly quiet. it's sad really.
I'm still kinda wishing we could have an offensive MvM tour.
Imagine pushing a payload to one of those big tank bases and then watching that whole thing exploding.
https://www.youtube.com/watch?v=x6Etd8ZY9gE
Like this?
Well...Sorta but i meant more of the 6 players pushing a bomb to one of those big tank bases you can usually see in the background.
Instead of rounds you would just keep going till you hit a checkpoint where you can then buy upgrades and such and then continue from there to the next.
Last checkpoint being of course the base and the biggest defence.
Perhaps instead of tanks, there could be turrets.
I dunno, just throwing that out there.
I like the idea of an offense mvm map, though I'm not sure what the failstate would be, since the robots are just defending rather than delivering a bomb of their own. Maybe just a timer like in pvp payload.
what if the southern hospitality made it so detonating your buildings caused damage depending on what building an level they are, and you can (generally large damage and explosive radius though) and you could detonate your buildings while they're being sapped?
Was thinking about how competitive TF2 is generally unnoticed by people who don't play competitive TF2, and I think it's gotta be how fast things happen in general and the lack of carry-over from one fight to the next.
In a game like League of Legends, every player is at nearly all times engaged with an enemy. Even when they aren't due to having just killed their lane opponent or what have you, it's still important what they do now to affect future engagements. Do I return to base for healing and shopping? Do I play it safe until my natural regen kicks in? Do I go full steam ahead and push down their tower? etc.
In TF2, most engagements end pretty much instantly and the closest thing there is to setting up for future fights is "did we get the medic?"
Canyonpush from the Mappers vs Machines contest attempted the concept but truncated the gameplay to that of a singular stage rather than a monolithic multistage one. The general strategy was to clear out the first cluster of bots, push forward, then just spawncamp them until the payload catches up. This basically meant that you'd be doing exactly what normal MvM is like, except you'd be down a player since someone needs to move the payload. As if Engineer wasn't demanded for MvM before, now on top of being the primary way to control space, you have an increasing amount of distance to travel before you get to the action which will necessitate a teleporter more than ever. The wave would culminate in the payload getting wedged into the final cap and then the entire team has to sit around waiting for the rest of the bots to spawn so they could collect their money.
The difference between playing offensively and playing defensively is that when you're on offense you want to spend as little time in an area as possible, meanwhile defense's entire MO is to hold the line and stall however they can. Sure it can be thrilling to bust through a fortified area, but offensive teams won't utilize the entire map layout in order to do that since their goal is to minimize the stall time. Defense, however, is free to take a couple steps back if they feel their initial hold is faltering so they can reinforce and push back once they've gotten their composure again.
All you're asking for is an absolutely massive puzzle with DPS-checks that ultimately will have a solved solution or get broken by some mechanic that wasn't accounted for (requiring a pretty large amount of playtesting). I don't blame people for not wanting to put lots of time into something that doesn't even sound that appealing once you start tugging at the strings aside from the novelty.
everybody got so fed up with pyro in the last months that no one even gives a shit all his primaries are shit tier again, Lol
cursed class
It will be impossible to fix pyro if they don't move from the "shoot out a lot of boxes" mechanic of how flamethrowers work. It will be either useless or incredibly annoying.
They just need to fix the new bugs from flamethrower version 2.1 and tweak damage till it's useful as they can make it.
JI flames were perfect in their trajectory, but now they're full of delays and non-beamlike and damage nonsense again.
from one extreme to the other
I already miss when the Dragon's Fury was a nice sidegrade.
Having to hit dead center with a projectile is kinda impossible to guarantee with skill due to the way lag comp doesn't touch the things.
Write a bug report? The delay may be intentional as the flamethrower now always shoots at least 7 boxes to prevent m1 spam.
if they felt like the projectile was too generous, they should've stuck with making it smaller. soldiers don't have to hit rockets at center-of-mass to do direct rocket damage, and neither do demomen. feels like an unfair shot in the pyro's foot.
If Dragon's Fury got the bonus damage on any contact with a burning enemy it'd be back to being a low effort multi-target shredder. I'm not sure what a middle-ground would look like.
What's the problem with the smaller projectile size? Getting people lined up is more difficult to do.
Take changes 1 step at a time rather than throw the whole thing into the air.
Discard the necessity for pinpoint accuracy to get the bonus damage, let that sit for a week.
If that's tested as being too potent at taking out groups limit the bonus damage to the first already-ignited target that a particle touches, then let that sit for a week or so.
Iterate again if things aren't settling where they should be.
Fast iteration is the complete oppositve of Valve's balance philosophy lol. They usually make giant changes very slowly (except in Dota 2)
Is there a video showcasing the new pyro "Bugs" introduced because I personally havent noticed anything about beam changes or anything
https://www.youtube.com/watch?v=hFTxaRLl2rg
This is more about the rampup bug/mojo, but I haven't really noticed anything besides how the flamethrowers now always shoot at least 7 fire boxes.
Obviously the wall stuff/damage mojo needs a fix, however the "non beam like" shit described above is obviously not true
I can tell you now that smaller projectile alone wouldn't do it, because it's still really easy to get the low damage dings on a scout bouncing around me so fast I can hardly keep track of them. (Unless you mean a projectile even smaller than the current one.)
Any target slower than 100% base-speed is really easy to get the bonus damage on. If a soldier or demoman isn't at liberty to explosive jump, they have a very narrow window of opportunity to kill you or be killed. Even a fully spun heavy has little room for error unless you get caught out of range.
Normal speed folks can be pretty tough to hit if they use it right, but it doesn't feel unfair. Good scouts will likely beat you, but I don't see this as a problem that needs to be fixed. A lot of weapons have class counters- and keep in mind that they still have to outplay you and even one hit of bonus damage on a scout is virtually a death sentence.
stand still. hold mouse1. look around. compare with pre-JI, then JI, then now.
Have videos of people standing still and looking around with the flamethrower for the different versions?
There's another weird thing with the flamethrower, there's a second flame source above the regular one, made a mspaint illustration:
https://i.imgur.com/foT9iXd.png
It corresponds with lines that appear with tf_debug_flamethrower.
yes
I see no difference
TF2 competitive matchmaking "fixed". Now it only takes 20 minutes to find a game.
So few people play it that might be the best you can get without completely sacrificing balance. Whitelisting settings and having the rest locked in comp is silly, should be the opposite, only restricting stuff like mat_phong and r_rimlight. At the beginning the game brightness and zoom_sensitivity ratio were locked in comp lol.
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