TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
8,672 replies, posted
- Fixed players not being able to push the payload cart on some maps
- Fixed a client crash related to the main menu
- Fixed a client crash when exiting the game
- Fixed not being able to pickup item_bonuspack entities that have not been assigned to a specific team
- Added self-damage when using the Short Circuit's orb to attack an enemy at close range
- Added the new Pyro weapons to the list of weapons that can be found via random drops
- Added The Heartfelt Hero medal for the Hugs.tf 2018 community event
- Updated ctf_foundry
- Organized powerup locations to be more consistent with other maps
- Removed the crit powerup in the center of the map
- Fixed the return times for dropped flags
weird that they're still making adjustments to Mannpower, I kinda figured that was just one of the many experiments that was going to collect dust forever.
it is very much speculated that mannpower is just one guy's weird invention and he on occasion adds his patch to the updates of the usual team
Am I out of touch or is the self-damage for short circuit a really pointless nerf to an already situational weapon?
Like, I believe Uncle Dane even brought up that the weapon 'should not' delete recently created projectiles.
As to prevent completely shutting down a soldier or demo from being able to explosive jump.
Any thoughts for the next major update.
So because the class is limited to one per team, that means he isn't bad at top level play? What rules are limiting Heavy from being fielded full-time in 5CP 6v6? Demoman and Medic are also limited to one per team, can also be categorized as having multiplicative effects in numbers, and yet they are considered essential.
Heavy items, comp/casual improvements, new cosmetics and war paints, new campaign, something totally random.
Honestly, I'm still holding on to the hope that they'll finish Cactus Canyon or Asteroid one day.
Took eight years for Powerhouse to be finished, they should be added in 2024 or 2025's major update.
Its not like it would be a big project either. Texture here and texture there, add a CACTUS to cactuscanyon and you're just about done. Community mappers are able to do it in 72 hours, Valve mappers take 72 months. It's pretty spectacular, really.
They could just throw them to tf2maps.net and they would be done with them by monday.
i dunno why you are scared I "touch demoknight" when all I said was PP is terrible, Lol.
You can use the Short Circuit self-damage to jump higher, looks to be between Shorch Shot and Detonator height.
it's probably about time you realize valve isn't very good at balance
Getting mad at Valve is a bit like getting mad at the weather, Valve is absolutely not going to change what they do or how they do it
Full demoknight is entirely focused on the Persian Persuader, perhaps? Any other melee weapon apart from the Eyelander is uneffective.
Also: Can you craft the new Pyro weapons now?
L4D's melee is capable of the worst. Not only there are the same "blood everywhere" hits that actually don't register like in TF2, but the game can even somehow make special infected yowl in pain from these hits which in reality did nothing.
there's no good system apparently.
I feel like cactus canyon would need a pretty big detail pass; I'm not really sure how valve does their maps but it doesn't seem like something you could just whip up in a weekend or two.
Well, i guess its safe to asume we're one step closer to strage hot hand/strange DF
That is fucking cool
Well, yeah. Not the smallest but still, it has taken them years to complete two darn maps and they won't even give a reason why its taking so long.
It is 100% because the mapper(s) for those maps left the team and Valve devs seemingly never touch each others unfinished projects.
There's so many talented map makers they could put this burden on though.
Research says that the Engineer gets dealt 15 self-damage if the orb were to touch both him and at least one enemy (more enemies won't apply more damage). Although this should only happen once per orb in gameplay, the projectile will apply this self-damage as long as the Engineer and his enemy is touching the orb, but for this to happen, the Engineer needs to be traveling as fast as the orb for it to happen anyways.
If the Engineer dies to self-damage to this weapon, he vaporizes and counts as a death done by his own projectile ("tf_projectile_mechanicalarmorb").
Art pass contest part deux when
this is wrangler jumping without the level 3
I hope you like finding mini sentries in the wildest of places. Even if the self-damage is high, +25 from the gunslinger is enough to make it "comfortable" to make these kinds of jumps.
From the mailing list:
- Added the new Pyro weapons to the list of weapons that can be found via random drops
Does this include the Heavy Banana?
It didn’t, but it does now. Thanks for the email.
-Eric
watching the GDC talk, apparently this will also improve ping for most users?
Funny/embarrassing they forgot it.
I updated my Weapon Visuals Fix and Consistency Pack. Now it includes:
~ More than 60 weapons, styles, variants modified (skins not included in the number)
~ Skins have been given better parameters
~ More consistent weapon looks, many weapons look much better (Especially the stock weapons and the Dragon's Fury (Made the Dragon's Fury VMT myself)) and how the TF Team designed it (I swear the weapon parameters weren't done by an artist, these are pretty random for each weapon, some of them seem rushed (e.g. Prinny Machete's parameters are like cosmetics parameters), and they don't seem to care too much about the weapon looks)
~Added missing phong parameters
~Added missing lightwarps
~Added missing rimlight parameters
~Changed weird lightwarp choices
~Changed bleugh rimlight parameters
~Changed weird phong parameters
~Fixed some weapons not getting crit glows
~More
I'm planning to send the update to Valve, upload it to a better website and do some screenshots. Just I would like first if you guys could test this pack out and tell me, what you want changed or added, then I will do the final tweaks. https://drive.google.com/file/d/1HcHIOgyu6qNor4E5cMmYIc5mt4wVF-Gg/view?usp=sharing
Weapons changed (Festives and Australiums included):
Prinny Knife Flying Guillotine Half Zatoichi Conniver's Kunai..
Well it is a heavy weapon, after all
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