• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
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I don't know anything about the GDPR, but this part sounds fascinating "...breach of GDPR can be fined up to 4% of annual global turnover or €20 Million (whichever is greater)." OT: This saturday or sunday I'll be giving Comp a chance. I want to experience how horrible or beautiful is the solo queque experience.
a 4year old community server operator should be more than aware who's a bad apple from who isnt either by pure experience and by regulars being able to report them. source: someone using community servers since 2009.
Jill has been posting a lot more recently than normal. Could we be seeing the begining of a golden age of communication from the TF2 team?
How does the airblast's new lose footing mechanic interact with Demo charges?
same as anyone else. slide 10 feet backward
Aw, can you do on demand trimping with the airblast aiming down? (also what do y'all think of the intentional airblasting up if aiming down mechanic? They can disable it if they get enough feedback)
I'm kind of curious as to why Crits don't get hit with damage fall off like normal shots. Is it because the sniper rifle deals crit damage at all ranges as long as you land a shot on the head?
random crits are different from Sniper and Spy crits (Sniper is 2x bodyshot damage instead of 3x, Spy's is programmed to do something like 300x the backstabbed's health). i couldn't tell you why random crits have no falloff, but I can tell you it's fairly annoying.
You could do some research before pulling nonsense out of your ass. Sniper always has done triple damage. Backstab does 600% of the target's current health, which is why it's possible to survive with the Dead Ringer.
Chill the fuck out, I made a mistake.
wish the macho man was updated to have styles and have the mustache facial flexed thatll be dopeeeeeeee
Well technically backstabs deal 2x the target's current HP, which is then multiplied by 3 for being a crit. But since backstabs are always critical it's effectively 6x. Also I'm sure it's been mentioned many times before, but Valve has probably tested crits and minicrits with falloff in the past, given the existance of two CVARs that specifically toggle that behaviour: tf_weapon_criticals_distance_falloff tf_weapon_minicrits_distance_falloff
it was possible to survive with the classic DR's resist- surviving backstabs has been impossible with the DR since the Gun Mettle and Tough Break updates reducing that resist.
serves you well for not using a map filter.
@Contra Let's say "on succesful backstabs: 2 seconds of no flicker time, & 2 seconds of 50% damge resistence while cloaked" What would you say of these changes to spy?
Like a base buff or a rework to a watch? If the former, sounds like a great way to make Spy a little better at surviving picks.
Would that be better off added to a new watch or knife?
 @Contra Backstabs don't always have the crit multiplier- namely in any server with nocrit. It's why competitive spies wouldn't have backstab animations for the longest time, but has since been patched out. You're right, I forgot about that behaviour since it was fixed in the October 30th, 2014 patch (if I'm not mistaken). Currently backstabs do always deal crits regardless of random crit settings, even through the Battalion's Backup crit negation.
I'd prefer it as a base buff, personally, lessens dependence on the DR (which is straight-up awful for actually getting important picks anyways) and strengthens Spy across-the-board, which he sorely needs. Plus, he can still be chased/punished under this system- he just has a few more moments to duck and hide into a good position. If he moves predictably, he'll still be tracked down and killed.
yeah i was referring to it as a base buff. I suppose it wouldnt effect DR at all.
can you put festivizer on dragon slayer skins?
I think so?
Don't know if it's intentional, but the trail after using the jetpack is like the trails on Soldier's/Demo's boots after blast jumping.
It's intentional. Valve added new attachments to the Pyro's feet for the blast jump effect.
I thought the effect came from the rockets and that's why you can sometimes see it in first person without looking down.
Considering tf2 weapons with particles on them when certain conditions were met i assume it would function similiarly as the eyelander,perhaps hits or kills level up the weapon making it perform better and due to TF2's design on visual indicators for weapons that have an affect it might be the case that until it was scrapped into the current weapon we got.
Is everyone getting super long comp matchmaking queues again? We had those few days where it was 2-10 minutes for a match but now it seems to be an hour wait or more if I'm even able to get into a match. I'm not sure if that's because I'm still doing placement matches or not.
Just played a rank up match against a cheater who had aimbot and capped points instantly. We won.
I've done my placement matches but it's taking about 40 minutes for me.
Well today I got into a match in15 minutes (of course it ended before it started) but yeah the last few days it just hasn't been putting me in matches.
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