• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
    8,672 replies, posted
imo the backgrounds kind of overshadow the avatars, I think they offer way more in terms of personalization than our avatars ever did
There's a new tool called Demor to convert demo files into replay files you can edit in game!
holy shit this is HUGE, I love replays and when replayer died down and essentially stopped working properly there really werent any options mental.
Absolutely. Them adding it as a basic feature possible for everyone instead of gold members only allows us to make profiles a bit more personal than ever. on topic however i do think we should have stranges for the old ones we already don't. Considering crates seem to be dead, the universal strangefier just seems logical at this point. One thing i do wonder is why we didn't get more strange clocks for skins than civilian grade ones.
You don’t have any kind of inalienable right to get your money back when you put it into this game, and frankly the idea that putting money in this game is stupid.
@ the big woops this exact same post is coming again in 30 coins, sorry guys
I'm going to dunk your head into a toilet also @ the stranges discussion, stranges are for counting your kills with a weapon, the worth comes from that; if you feel the need for the worth of items to be protected in spite of gameplay yer just a bad trader
Avatars would be better if the cost didn't increase by 2 coins every time you up the size by an entire one pixel (per axis). After an extra measly 3 pixels on either side, it'd cost the same to just buy a background as it would to upgrade another pixel.
One of the limitations of demo to replay method says that you can only set a immobile third person cam, but I found a way to make the freecam/thirdperson cam move while also showing your playermodel. Press Shift+F2 to enable drive and freecam mode on replay Press space to record the replay, you can freely move while recording although your playermodel will be invisible (because drive is still on, no workaround of this afaik) Stop recording the replay and go back to where you started recording Disable drive Press space to watch the recorded replay, the camera should move around as you recorded with your playermodel being visible. Sorry It's hard to explain with just words but I hope it helps, it's hell of a lot better than trying to record videos with demo tool.
This might belong in the Emporium but whatever happened to that icon pack that the wiki uses? I really liked the standardised icons.
Today/tomorrow is the tenth anniversary of TF2's first major update, the Gold Rush Update. With it, the tenth anniversary of Payload, the Kritzkrieg, the Blutsauger, and the Ubersaw.
You know starting with the Gold Rush update we are going to have a lot of 10th Anniversaries in the next months and years.
It would be awesome for the Heavy pack to come on August 19th, ten years after Heavy's first update.
So I know that we all have our favorite TF2bers, so I was wondering, who are your least/most disliked TF2bers and why?
mmmm this seems like a bad idea anyways, delfy is acceptable to hate, as is pretty much everyone else who hacks/exploits and makes videos for profit
It would be more awesome if it arrived earlier.
Agreed, but Valve has absolutely no idea when they ship updates, and JI was (intentionally or not) very soon after the tenth anniversary of TF2's launch.
I haven't played this since 2010. I'm so confused.
so then who actually here was there back then
https://steamuserimages-a.akamaihd.net/ugc/933811790097868367/7E7143A1339E1D63AC954615E42D24087E66F9D8/ Rate Asshole to high-five this playerslot-wasting Heavy
Red outnumbers blue so it's even I suppose.
It was actually because we had a hacking sniper on our team so people were leaving, he got banned a bit after though
I'm guessing you, maybe Exor? About it
I'd rather burn the heretic for trying to convert my fellow teammates to the religion of stupidity while also acting as an agent for the Blu team.
I started playing in December of 2007 but I didn't play a ton back then. Though honestly updates like the Gold Rush update with new free maps and weapons got me to play more TF2 since games on consoles were usually charging $10 for map packs.
Aight
i always felt it was understood that strange weapons will eventually drop to a cheap price, but if you perfer to skip the time until it's affordable, so you can start tracking your kills now, then you pay the extra dollar. I hope it continues to be this concept, even if it takes a year or so before the gunslinger goes affordable. just my thoughts
I remember people being aghast at the initial achievement requirements for the medic milestones. You used to need evey single one to unlock the ubersaw. That got changed in like.... a week I think.
I had some ideas for some Spy tweaks and new weapons, lemme know what ya'll think ---- three different weapon ideas come to mind, and two of them are sapper replacements. the issue many people had with weapons like the ambassador is that it turned spy into more of a fighting class than a support class- if spy must be played in a stealth and support-centric manner, why not give him weapons that enable this playstyle to a greater extent? the au contraire (dont name it this) the first, a gun replacement, would essentially just be a projectile dart gun similar to the sydney sleeper. I'm thinking a weapon like this should be single-fire, cause the target to take mini-crits, and even be under a temporary slow status effect. to counter-balance these powerful status effects, there will be two caveats: these status effects do not stack- you can't keep shooting a person and continually stacking the status effect, you'll need to wait for it to actually wear off the length of these status effects will scale in direct accordance to the range of the shot, with close-range shots dealing the least amount of time and long-range dealing the most: think crusader's crossbow the idea of this weapon is to give spy a weapon designed entirely for team support, in exchange for his own pick utility and self-defense capabilities. it may infringe on the sydney sleeper's territory, but in my humble opinion this kind of weapon makes more sense on a class like the spy than on the sniper. the sound and fury a sapper replacement. while active, pressing M1 will throw the sapper in a heavy arc. the sapper will attach itself to whatever surface it hits, and after 10 seconds, it will play a noise and self-destruct. if M1 is pressed during this period, this will happen early. M2, meanwhile, can be used to cycle through the noises it makes. the noises I would like on a tool like this would be: (default) dead ringer decloak noise - loud and jarring, this will immediately cause any seasoned TF2 player to rotate to find out what's going on. demoknight scream - self explanatory "I am fully charged!" - self explanatory crit sticky/crit rocket being fired - self explanatory soldier rocket jump/fall noise - self explanatory backstab death noise and scream, randomized - self explanatory by allowing spy to rotate through these different noises and create them at will, he will be given a way to consistently startle and terrify his enemies. the ability to activate it at will or allow it to rest on a timer will also allow spies to time it to things like team pushes or his own decloaks, effectively obfuscating what is actually happening. a weapon with this potential would require some counter-balancing, of course. to compensate for its potential power, I believe it should be roughly 1.5x the size of the original sapper, and can be destroyed by enemy players in midair or when it attaches by dealing any damage whatsoever to it (this will not trigger the noise). additionally, it will instantly be destroyed if it collides with an enemy player. on the spy's end, one of the nerfs is that he doesn't have any real sentry counterplay left. in addition, the ammo supply for this weapon should be limited- perhaps 5 uses before it needs to be refilled? saboteur's sonar yet another sapper replacement. like the sound and fury, this is a throwable sapper alternative with a heavy arc that attaches to whatever it touches. its function, however, is quite different. once placed, the saboteur's sonar will have a brief building period, akin to that of a mini-sentry, where it will slowly protrude a blinking antenna. once this building process finishes, the sonar will automatically activate and send out a wave of sonar in a small radius that passes through nearby walls and props. enemies, buildings, health kits and ammo kits will all appear as a white blip, visible through walls to all teammates, lingering for a second after detection. the sonar will activate once every 5-10 seconds, and each time it will make a distinct noise and visibly blink with a light corresponding to the color of the spy's team. acute players will know when this is in play, track it down and destroy it. speaking of destroying it, I think this weapon should have ~50-70 health. any direct focus-fire will kill it, but providing it with a health pool, however small, will allow the spy some notice before it is destroyed completely and ensure it isn't destroyed out of dumb luck. to counter-balance this weapon, it should be on an extended cooldown. anywhere from 30 seconds to 60. this will encourage spy to place it intelligently and ensure that enemy players aren't left constantly hunting for an active sonar device. I think allowing multiple in play would be fine, but that this number should be capped at 2 or 3. the main benefit I see in a tool like this is to enable Spy to provide a more active form of intel gathering for his team. this will allow the entire team to have a more active eye on the positioning of the enemy team, while still not quite turning into outright wallhacks due to the periodic nature of its activation. for an example of how this might work without so much text, here's an example of a similar mechanic in MGSV that gave me the idea: https://www.youtube.com/watch?v=xNq_PGWKoVc ---- aside from weapons to expand spy's versatility, there's some minor buffs I think would really improve quality of life for the class. this is separate from the extended list of bugs and oversights, which agrastios and I are still working on. sapper teammates should be able to see a glow effect on placed sappers that is visible through walls, similar to that of a payload cart or teammate spawn. a team with good communication can accomplish the same result, but this will make life easier for both the spy and his teammates. no more "SAPPING" binds or cluttering comms- when your spy is sapping, you will know. cloak (non-DR) all non-DR cloaks should have a 3 second buff that activates immediately after a backstab. this buff will shorten the spy's cloak time and provide him a few seconds of cloak that cannot be flickered. damage resist can stay the same. the purpose of this buff is to allow spies to actually survive picks- skilled and attentive players will still be able to track and kill the spy with this buff (contrary to popular belief, even the DR can be chased by a skilled Pyro due to flame range), but will have a much harder time doing so if he plays his cards right and moves unpredictably. disguises if the spy is in midair, allow him to take knockback while disguised. disguises as they currently are are completely immune to knockback, which is fine when you're passing a spycheck but a serious problem when you're trying to escape or dealing with a sentry. this buff would allow disguised spies to surf enemy soldier rockets and airblast. will it "expose" them? absolutely, but it will do so without requiring them to actually break disguise, which could kill them if a sentry is near. ---- these are the new weapons and minor buffs that, when combined, I think would turn Spy into a much more versatile class overall while still maintaining his base identity. the explanation of mechanics on these may have been somewhat lengthy, but in an actual in-game scenario it'll be much simpler: blinking object on the wall is supporting enemy team. destroy it.
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