• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
    8,672 replies, posted
Agreed, but I thought this goes without saying.
https://media.discordapp.net/attachments/303113473381105674/432924357174493184/unknown.png why the fuck is the stat clock of my favorite fucking skin RIGHT OVER THE FUCKING EYE
The Huntsman already performs similar checks to ensure that a headshot done with the weapon is as legitimate as possible since it's a projectile weapon. If you want to test it out, go to itemtest ("map itemtest"), spawn a bot ("bot -team blue -class heavy"), and while looking at the bot, type in "cl_ent_bbox", all on the developer console, which will display you the Heavy's bounding box. You'll notice that just shooting on the sides of the upper part of the bounding box ("bbox" for short) won't simply award you a free headshot. When the arrow touches an enemy's bbox, it will do damage based on what was the closest hitbox to the arrow (which is pretty lenient, and the arrow will visually offset, attach and rotate from the model depending on where it was shot from). For example, if you hit a Heavy's bbox by the side where there's empty space, the arrow will attach to its forearm or pelvis because that was the closest hitbox. Usually when you shoot at the sides of a bounding box, the arrow will find a mercenary's hand as the closest hitbox and attach to its correspondent bone. For the most part, as long as you want to shoot at a certain extremity, like an arm, foot or head, it will be accurate enough and attach to those, so basically, as long as you intend to shoot at the head, you'll get a headshot. At the same time, this makes it really difficult to score headshots on, say, MvM giants, because the height difference means that you'll mostly hit a Giant Soldier's arms most of the time rather than their head because their arms are leaned forward (as seen below). All classes utilize the same bounding box size, so smaller classes like a Pyro, Soldier, or an Engineer are easier to headshot to because of the empty space between their head and the bbox itself. https://files.facepunch.com/forum/upload/1823/28ed2eac-b616-409f-956c-58e2b187fbf5/image.png You might be thinking: "doesn't this make the Huntsman easy to score headshots with?" Yes and no. Often being at a height disadvantage means that headshots with the weapon are nigh-impossible against certain classes who have their arms learned forward quite a bit, like it happens with Soldier or Pyro. Sometimes lag compensation messes with the player and an arrow that should've been a headshot only gives normal arrow damage (or in contrast, an arrow that should've been a bodyshot becomes a headshot). Lag compensation is sometimes why the reason why DF shots that should've been dead on don't do the bonus damage and causes more visual mismatch to the player. Gist of it is: you want to make some things lenient like it happens with the Huntsman so players don't feel robbed off their still when lag is at play, however, you don't want to make it like the Dragon's Fury (which was lenient enough), which might rob off a player's opportunity to knock an enemy player upwards with the weapon because the hit wasn't "dead on".
Strange skins need a style without the statclock?
https://steamuserimages-a.akamaihd.net/ugc/919173337896246270/94E442573DDE1F03AC0A1D4FC100DB4C6F88EAB6/ You know you can check how it looks like before buying something, right?
Esay solution: Tale the classics fullcharge headshot downside and give it to huntsman Boff the charge rate of huntsman to compensate
I had an idea for a ref sink, two ref to make a cosmetic stat clock to put on any strange non skinned weapon.
wouldn't mind if huntsman charge actually matched the animation
thats what I did chump
You're the only chump here, chump
There's some unused TF2 logos in the files, the whiter regular logo is labeled "new" https://i.imgur.com/jK1X4fP.png https://i.imgur.com/JmD9o2W.png https://i.imgur.com/WU4CY5H.png https://i.imgur.com/qjYy7R3.png https://i.imgur.com/QEdKBic.png https://i.imgur.com/qe5sMIy.png
The pink one is definetely related to pyroland,my guess is that this is going to be a feature where the team fortress 2 logo will change depending on the background character. Or yet another abandoned feature a tf2 dev had in mind until he left to leave to another project and because nobody communicates they dont know what to do with them.
*A game about a red team vs a blue team gets new unused logos that are red and blue respectively* "Oh that red one? Definitely about that abandoned Pyroland feature. No doubt in my mind."
Why would Pyroland have the comp logo lol, but it might very well be another small addition to the list: Decals Coaching Replays Arena MvM Quickplay Beta Map Beta Mannpower Killstreaks Collector's, Vintage, and Haunted qualities Strange Parts Pyroland Halloween gifts Asteroid and Cactus Canyon Duels Crates Workshop tools Competitive Mode (?) War Paints (?)
I still think the saddest thing to be abandoned is MvM. The amount of years it took to develop, the amount of secret stuff we overlooked and found leading up to it, only to be pretty much forgotten. Such a wasted opportunity...
ALOT of people play MvM still.
I think MvM doesn't get new content not because the guy behind it left the team, but that they won't update it without totally new enemies, upgrades, and rewards. Like Mecha Engine and Two Cities. Basically they don't want to throw some community missions in a tour and call it a day, but new botkillers and everything. Though with skins they'd likely give out Robotisers like Festivisers.
The optimistic side of me wants to believe in the background they've been planning on doing a new tour. All whilst checking out community ones for ideas whilst planning on what to add for new loot. But who knows really, we've waited a long ass time for something like that. I just don't think it's a priority anymore, even if it does rake in money from MvM veterans.
I mean, im not surprised in any slightest by the fact that we haven't seen MVM content in a while - they should finish heavy class pack and rebalance his stuff, (and add further comp mm improvements, because even though we have elo and placement, there is still work to be done), as well as rebalance some more weapons that aren't just for Heavy - Diamondback, Liberty launcher as two examples Once they come to conclusion that they've done enough work on rebalancing the game and comp mm (thus somewhat creating this bridge between casuals and competitive players, i guess), they'll probably start adding more casual (or rather stuff that isn't suppose to further make this game fit for competitive) content - mvm and stuff like asteroid/cactus canyon in mind Optimistically they'd make a mvm update after summer update, in some random month or even a winter update, who knows last thing to mention, is that elo and placement matches were probably the "hardest" thing to implement (though it shouldn't have them 2 years, lets be fair), and stuff like class limits is easy to implement; not sure how much work would be needed to implement an overwatch system that allows to prosecute cheaters by watching demo's, but let's say that they have to fix replay system and then modify it to fit that - it shouldn't take a major amount of time for them to do that.
I think CSGO's replays and Overwatch are based more on SourceTV than TF2's replays.
queue for comp play in a friendly community server that happens to be playing Hydro enjoy 20 mins of pure, unadultered fun among regulars and new faces trying to figure what the fuck is hydro "your match is ready" On your way to gullywash. happy because its finally my first placement after last week's fiasco. teammates are competent folks using voice chat, happy as you that the MM took so little to get organized. carnage ensues, both parties are doing their best "i love you tf2" enemy team is down on one man, ask if other team is ok with it "we can win this anyway lets rock" about to cap last, the game stutters and i get disconected. I have been DDOS. "this server only recieves connections negotiated through matchmaking" https://files.facepunch.com/forum/upload/132767/7dfdeaf8-89dc-4fcd-b679-73e1147a206d/image.png
Bet you played against one of those [VALVE] scumbags
There aren't that many active official comp games according to teamwork.tf, around 15 or less. A person or group could ddos every single official comp match at the same time.
This is my usual comp experience thus far https://files.facepunch.com/forum/upload/109755/0618100d-37d6-473b-a527-0204ae8dd0cb/image.png
this is happening because people are getting kicked out due to the graphics restrictions, right? I see a really simple fix for this problem, Valve a reaaaaaal simple fix...
ban all graphic configs..
Valve would rather severly limit the playerbase of a mode they've been working on for more than two years. Pub players might try comp mode if they can run it at a decent framerate.
The problem with people not being able to reconnect to comp servers isn't related to the the forced graphics, the issue with lag, pink eyes and ShaderAPIDX8::CreateD3DTexture: Invalid color format! being spammed in console might be. I think it might be related to DX8 not being allowed for Comp. I very much doubt that Valve will remove forced graphics. The next best thing that I could see happening would be optimising the game, adding more customization (most config stuff) to the options, then forcing graphics on the whole TF2.
Honestly it's kinda surprising Valve still supports Direct X 8 for TF2. I keep thinking we'll see a patch note that says TF2 is now DX9 only for Windows now but it never happens.
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