• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
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[QUOTE=Fluury;53110888]We have gone roughly a month now without any updates; makes me think they are cooking something up for the end of Jungle Inferno as often speculated. Then again thats what was also thought while we were waiting for JI. :v:[/QUOTE] Well i know its just a community update but Titanium Tank has been enjoyable and you do get an item for beating the tour.
I'm neutral about random crits, but is it just me that gets random critted by a wrench engineer or ubersaw medics like 98% of times?
[QUOTE=qubestf2;53110988]I'm neutral about random crits, but is it just me that gets random critted by a wrench engineer or ubersaw medics like 98% of times?[/QUOTE] Those two classes have 60% melee crit chance practically at all times, so it's definitely not just you. Random crits definitely need a rework.
[QUOTE=Drury;53110992]Those two classes have 60% melee crit chance practically at all times, so it's definitely not just you. Random crits definitely need [U]complete and utter removal[/U]. [/QUOTE] Fixed that for ya.
[QUOTE=Yukinari;53110937]Well i know its just a community update but Titanium Tank has been enjoyable and you do get an item for beating the tour.[/QUOTE] Yub, the maps featured are really fantastic. I still dont know why Valve doesnt cash into a community mvm update.
[QUOTE=Stric_Matic;53109575]On a related note, been playing some more Banana Bay recently and the balcony outside each team's spawn is pretty much 2Fort Battlements 2.0. You always get at least two f2p or clearly inexperienced Snipers there, standing in the exact same spot, scoped in for 90% of the time, aim unflinchingly trained on the opposing balcony. They get flanked and killed over and over and over again by the same Scout/Spy/Pyro climbing the side stairs near the shore to get behind them, and yet that doesn't stop them from sticking to Sniper, respawning, immediately running to the exact same spot, scoping in and tunnel-visioning again, and dying the exact same death to the exact same opposing player after 20 seconds max. I've always been baffled how stubbornly persistent and clearly at peace and full of zen these kids are (a lot seem like inept kids from their usernames) to not be bothered about dying the exact same way by being the most predictable and unaware Snipers in TF2 for an entire match or two, without making any adaptations or switching positions. It's like getting those sweet two headshot kills on pablo.rodriguez2006 on the other battlements matters way more than not dying 20 times in one match to the same three guys that keep killing you while you're zoomed in and standing in one place.[/QUOTE] Yep I taunt killed two snipers as engineer up there in my last session. A pyro and demo just watched me do it too. Those people probably don't even know theres a cart on the map.
[QUOTE=qubestf2;53110988]I'm neutral about random crits, but is it just me that gets random critted by a wrench engineer or ubersaw medics like 98% of times?[/QUOTE] Adding onto the previous responses, the chance for random crits increases the more damage you or your healing target does in the last 20 seconds, and crit chance is higher for melee weapons, so the max crit chance becomes 60% for melee. You can see the specifics [URL="https://wiki.teamfortress.com/wiki/Critical_hits#Critical_hit_chance"]here[/URL].
[QUOTE=Fluury;53110888]We have gone roughly a month now without any updates; makes me think they are cooking something up for the end of Jungle Inferno as often speculated. Then again thats what was also thought while we were waiting for JI. :v:[/QUOTE] I would think that over the past year people would have learned that extended periods of not getting small patches has nothing at all to do with big updates coming
[QUOTE=RedDagger;53111092]Adding onto the previous responses, the chance for random crits increases the more damage you or your healing target does in the last 20 seconds, and crit chance is higher for melee weapons, so the max crit chance becomes 60% for melee. You can see the specifics [URL="https://wiki.teamfortress.com/wiki/Critical_hits#Critical_hit_chance"]here[/URL].[/QUOTE] I'm no gay but 60% is 60%. That's way way too much. It's like almost a guarenteed 195 damage melee crit. Light classes can't even counter a medic on Casual sometimes, that's the reason why we have random crits removed from Competitive. It should be skill>luck not the otherway around imo.
[url]http://www.teamfortress.com/post.php?id=36910[/url] lads
[QUOTE=JasperDx17;53111192][url]http://www.teamfortress.com/post.php?id=36910[/url] lads[/QUOTE] Well that was nice of them. Repairing the pyro's physics and addressing the crime wave of cheating might have been nicer, but its better than nothing.
[QUOTE=JasperDx17;53111192][url]http://www.teamfortress.com/post.php?id=36910[/url] lads[/QUOTE]Well shit I just spent the last month trying to juggle school work and grinding for contracts At least I can stop stressing about that damn Engineer MVP Bonus
[QUOTE=Fluury;53111021]Yub, the maps featured are really fantastic. I still dont know why Valve doesnt cash into a community mvm update.[/QUOTE] Yeah I've said it before but Valve should be really doing a yearly MVM update in February/March/April to fill in the dead spot of updates we have every year. Have the Valve artists make a new set of Australium weapons and bot killers (and a set of silver weapons as well), sell a new event Tour of Duty ticket that gives a % to the map makers to pay for the maps. If you use the new Tour of Duty you get a chance of finding a new exclusive bot killer or finding an exclusive unusual effect on your bot killers/Australiums. Grab some cosmetics and war paints and make them a reward for the Tour of Duty ticket along with selling them in a crate for people who don't play MVM. Also revamp Squad Surplus voucher so you can find stuff like a few new, exclusive war paints, strange parts and a few exclusive, very rare unusual effects. I'm sure it would take a little work to setup and require the Valve artists to do some work, but it could be an easy yearly source of content and revenue for the TF2 team. [editline]5th February 2018[/editline] [QUOTE=JasperDx17;53111192][url]http://www.teamfortress.com/post.php?id=36910[/url] lads[/QUOTE] I was really hoping this inevitable blog post would include a "what we're working on this year" section as well. Oh well.
[QUOTE=Minigun;53110177]What I want is a flamethrower sentry, short ranged but still more useful than a pyro and shouldn't be hard to code.[/QUOTE] Flamethrower sentries were in a mod for TFC with a mod that... I don't remember the name of the mod at the moment, it's been a hell of a long time since I played TFC lol... they sucked mainly because of the fact that they don't move and their close quarters makes them very easy to dispatch... Most people only used them to deal with spies and even then they sucked ass lol. When making new sentries for engineer, you also have to factor in a special restraint. One that makes it that sentries don't nullify weakness of other sentries... Other wise you get sort of a wall effect were sentry nests can put up a brick wall that would be a pain in the ass to deal with even with a solid team that communicates. That's probably why Engineer hasn't gotten a new building since the mini sentries... [QUOTE=JasperDx17;53111192][url]http://www.teamfortress.com/post.php?id=36910[/url] lads[/QUOTE] Oh good... I'll be able to 100% the contractor after all since all I lack is 8 bonuses left... Most of which are "kill the attack team while they're on the objective" nonsense lol... Still have 4000 blood money to spend too... Nothing I want though lol...
[QUOTE=Fluury;53110888]We have gone roughly a month now without any updates; makes me think they are cooking something up for the end of Jungle Inferno as often speculated. Then again thats what was also thought while we were waiting for JI. :v:[/QUOTE] i swear, so many times when i see us say "man havent heard much from them" and then shortly the same week, usually the same day even as of recently, they seem to throw out an update post for us. Maybe im just super trusting, but i do truly think they still checking in on us the community; which is pleasant thing to see.
bet they just forgot how to turn contracts off is all
[QUOTE=Curly Bill;53111258]i swear, so many times when i see us say "man havent heard much from them" and then shortly the same week, usually the same day even as of recently, they seem to throw out an update post for us. Maybe im just super trusting, but i do truly think they still checking in on us the community; which is pleasant thing to see.[/QUOTE] That'd be more deceptive than beneficial, if what you're proposing (they hold off on ideas and updates until people mention not seeing any news) is true, and even then. But, chances are almost 100% it's just coincidental.
who's the little genius who decided to fasten universal switch speed in GM, again?
[QUOTE=Hell-met;53111572]who's the little genius who decided to fasten universal switch speed in GM, again?[/QUOTE] Maybe it was to make it easier to modify switch speeds, I suppose .5 seconds is more easy to calculate percentages compared to .67 seconds. I don't think it's really a bad change, though the faster animation son things like spy knives is a bit weird. (also was changed in tough break)
[QUOTE=TheBorealis;53111579]Maybe it was to make it easier to modify switch speeds, I suppose .5 seconds is more easy to calculate percentages compared to .67 seconds. I don't think it's really a bad change, though the faster animation son things like spy knives is a bit weird. (also was changed in tough break)[/QUOTE] other than destroying heckling as a skill, giving demoman a big undeserved buff and overall giving everyone an easier access to random melee crits, yeah I guess we needed it cause it looks pretty in the code? not to mention everyone benefits from it except heavy of course.
[QUOTE=Hell-met;53111586]other than destroying heckling as a skill, giving demoman a big undeserved buff and overall giving everyone an easier access to random melee crits, yeah I guess we needed it cause it looks pretty in the code? not to mention everyone benefits from it except heavy of course.[/QUOTE] Heck for all we know a valve dev was playing and got mad they got killed when switching weapons. (at least after the balance changes blog post we should get an explanation for changes from now on) edit: also why is it such a problem regarding weapon hitboxes and clip brushes, after the grordbort weapons and the dragon's fury it seems like they would have come up with a standardized fix.
[QUOTE=Hell-met;53111586]everyone benefits from it except heavy of course.[/QUOTE] this wouldn't be a problem if heavy could switch weapons while spinning down or even while revved. he's already the slowest class in the game, a so-called tank shouldn't be that vulnerable all the time.
[QUOTE=Blackavar;53111612]this wouldn't be a problem if heavy could switch weapons while spinning down or even while revved. he's already the slowest class in the game, a so-called tank shouldn't be that vulnerable all the time.[/QUOTE] I don't know but I think Heavy could be banned from 6s if you could switch to the Sandvich faster, could make Medics too hard to kill? edit: is it common to throw the sandvich before a fight in comp? if so that could render it moot.
[QUOTE=TheBorealis;53111617]I don't know but I think Heavy could be banned from 6s if you could switch to the Sandvich faster, could make Medics too hard to kill? edit: is it common to throw the sandvich before a fight in comp? if so that could render it moot.[/QUOTE] Probably be best to toss sandvich before engaging so you don't have to switch off of your minigun in fights.
[QUOTE=TheBorealis;53111617]I don't know but I think Heavy could be banned from 6s if you could switch to the Sandvich faster, could make Medics too hard to kill? edit: is it common to throw the sandvich before a fight in comp? if so that could render it moot.[/QUOTE] Yes, the sooner you throw it the better. [url=https://youtu.be/3-AyG8Y4rZM?t=766]In fact the most efficient play is to randomly throw it in a ditch at spawn and teleport.[/url]
[QUOTE=Nebrassy;53110431][T]https://i.imgur.com/i67guWC.png[/T] great, the wiki is now hosted on google, so I can't access it[/QUOTE] I don't care about ratings but can you guys explain why you're disagreeing?, is it not hosted on google services now?
[QUOTE=Nebrassy;53111666]I don't care about ratings but can you guys explain why you're disagreeing?, is it not hosted on google services now?[/QUOTE] It's literally just from you using google chrome and getting a browser error.
[QUOTE=JasperDx17;53111192][url]http://www.teamfortress.com/post.php?id=36910[/url] lads[/QUOTE] Given the fact they didnt lose a word about the Pyroland ones we can assume these'll be gone and replaced with drops? Also I sure as hell hope they'll fix that stupid bug where you have "CONTRACTS AVAILABLE" on your screen at all times even though being done already and Pauling calling after you everytime you spawn if they decide to make the Contracts "endless" - Besides how is this supposed to function with future Campaigns? Will the Gift Shop and Blood Money become universal systems and currencies and you essentially just expand the variety of items available in it/will be able to use Blood Money to purchase stuff from old AND new campaigns?
[QUOTE=qubestf2;53111156]I'm no gay but 60% is 60%. That's way way too much. It's like almost a guarenteed 195 damage melee crit. Light classes can't even counter a medic on Casual sometimes, that's the reason why we have random crits removed from Competitive. It should be skill>luck not the otherway around imo.[/QUOTE] If I know that this engineer/medic/sniper is almost certainly going to melee crit me, then i should try to stay out of melee range. It's the logical counter-play. Medic is a bit faster than most other classes though. One issue with this that comes to mind is the melee hit registration, although that's more a problem with how melee works.
[QUOTE=ComodoreBluth;53111205]-great ideas for mvm- [/QUOTE] Yes, this is great and all, but you're missing the point. See, Valve can't re-invent the wheel with an ordinary MvM update.
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