TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
8,672 replies, posted
Can we please not have this discussion? Nobody gives a shit what sexual attraction people have to what.
it's a heavy-handed comparison but still a valid one
https://www.twitch.tv/videos/257051395?t=02h19m55s
It's possible that this will not embed correctly. Jerma played some TF2 recently. He was terrible at the game, but entertaining as hell to watch. He wasn't feeling well when he recorded this, but there's some moments where he gets excited and the genuine Jerma comes out. I maintain that he is one of the best if not the best personalities ever to grace TF2. If for some reason the clip doesn't embed correctly, it starts at 02:19:55.
No, it's not.
Nobody is oppressed or murdered for being a fucking furry. LGBT folk have experienced institutional oppression and worse for centuries, and furries are just fuckers on the Internet who jerk off to furry porn. There is no equivalence here. None.
Don't generalize people, sure, but don't compare people not liking your stupid fucking Internet subculture to the very real oppression and murder of LGBT folk. It's stupid and insulting.
If you could ask Valve one thing and they'd have to answer truthfully, what would you ask? Besides HL3
Toss up between "why will you not communicate after over a decade of complaining" and "why will you not do simple, crowd pleasing, money making things like adding new stranges"
why have you bothered designing the huge framework that is MvM only to abandon it like 3 updates later
Yo', any chance we could see another Facepunch Server event? It was a pretty damn good time, and I'm still salty because a player just head-shotted me most of the time (I think it was JugadorXei IRRC).
I have a theory that they don't want to update MvM without totally new, official robot or class mechanics. Like the Mecha update's robot Engineers or Two Cities' robots capturing points, and Medic's reviving and
shield. Just have to wait for a them to think of a bunch of new stuff, which would probably happen after competitive is finished.
what's the future of tf2 look like for you valve? do you have longterm plans for it? Do you plan to continue to do awesome class packs like the jungle inferno? etc involving what they think of TF2's lifespan
I'd ask if new accounts has or had a higher chance of getting tool drops than normal accounts.
I remember back when idling was a thing, I created a bunch of new accounts and all of them dropped a tool within the first month or so.
What, if anything, is stopping you from tossing a community hat and a couple bucks towards someone in the community to finish rd_asteroid for you?
Probably what the chances of TF3/some successor to TF2 are
after the community's chucked themselves at the game mechanics for over a decade it's clear that there's plenty of things that only a new game could do, from the engine itself to the basic structure of some classes and the class roles in general.
I know TF3 is a rather silly thing to think about but it'd just be really nice if done with care.
The only thing that needs reworking is the framework to TF2 idk why we need a new game for that when they could just rebuild with the assets already there.
You know what I love about TF2 items? I can slowly get drops, craft metal and trade or buy items with spare change to build up a decent item collection. Now XCOM 2 is on sale, and I'm tempted to sell virtual items for a good game. Plus, I want to do another XCOM run with Facepunch names.
A bit before Meet your March they updated the class photos on the tips/new match hud, I hope they update the full class photos in the inventory/class selection/near your health. They're not the final class design in the case of Pyro, Heavy's head clips with his vest, and they're not as high res as some other backpack icons.
Please let me know when I die.
I just made someone slightly annoyed on ctf_well to where they left after I Market Gardened him twice in a row and got him, his pocket, and another Medic all within the span of around 8 seconds. I don't even use this thing all that much.
I suppose people just don't appreciate a proper shoveling anymore.
Came back from work, TF2 crashes to desktop with no error or errorlog right after startup. Worked fine yesterday, wat do.
try verifying cache
nvm, fixed, had to restart my pc apparently.
didn't manage to record it but i got a triple taunt kill in the airvents in turbine and it was amazing
https://files.facepunch.com/forum/upload/110524/5efa8942-4963-439f-bc02-532c13a18c6d/image.png
I've been thinking about global changes to gamemodes. Specifically, changes to each that would make them more attractive to the competitive scene.
Payload Race: An unchangeable timer counts down to 0. Upon reaching 0, the team who's cart is closer to the end wins automatically. Also, the team with the winning cart has increased respawn time, like with Koth. If there's a tie, somehow, overtime until one of the carts is moved slightly forward.
Capture the Flag: Problematic because it's very easy for a single player to rush in and rush out (instead of a coordinated push), dodging enemy fire and, by the time they get to their side of the map, the point is won with no way to change that. Therefore: The wearer of the intelligence has reduced movement speed and takes minicrits (either/or). This requires the team to actually push the intelligence to guide the intelligence-bearer out. Another thing: On touch, your team's intelligence goes back to the base. Add an unchangeable timer to the gamemode. When it hits 0, the team with more points wins. If it's a tie, overtime where the first team to get a point wins. Finally, the team with more points has increased respawn time.
Attack/Defense: Make each individual map more difficult to defend on. Increase cap speed on a case-by-case basis. The point of competitive Attack/Defend is to attack faster, and defend longer, not defend all the way through the timer. Also, change the timer significantly. Instead of counting DOWN, it counts UP. Every minute, the defending team's respawn time increases by a second. This will keep stalemates from happening forever. After that first round, the same timer counting up shows, but there's the obvious stopwatch counter going down.
Payload: Again, make each map more difficult to defend. Double, maybe triple the speed of the cart. The goal is to attack faster and defend longer, so keeping stalemates from happening is the goal. Carts should no longer move backwards. Timer counts up, every minute adds to the respawn timer of RED. Round ends, watch is set for the other team to beat.
Domination: The only gamemode I'd say that needs to let the player see outlines of his entire team at once. I'm very unsure of how to salvage this obscure gamemode. How about making it so that, if one team has a point, the enemy team cannot go through the spawn door leading directly to that point, and instead must attack the enemy points from the points they have? How about making it so that having 2 control points increases your respawn time? How about an unchanging timer that, when it reaches 0, automatically rewards the team with 2 control points the win (overtime in effect if enemy team is attempting to cap)? There are a few things that we could try.
King of the Hill: This gamemode is basically perfect already, but there's one addition I'd like to make: Add a resupply (not a forward spawn) close-ish to the point on each map so offensive classes can switch for defensive classes on a dime. And discourage using it to get health/hide in by making the door very small and easy to camp.
3 Control Points: Like with Domination, I think the attacking team (team with 2 points) should have an increased respawn time, and the timer should automatically reward the team with 2 points with a win. I made a suggestion on the Discord of a 3cp map that is essentially a Koth map, with a last you can capture if you feel like winning right then and there, so maybe that could work. And perhaps, like with Koth, a resupply could be added close to the middle point (which, in this instance, would act as a forward spawn for those with the mid).
a bit late on this, but i have a Civic DA and was wondering if the blood stains glitched somehow because the loop perfectly around it.
https://files.facepunch.com/forum/upload/132767/52c52e5b-efbf-4662-b3b0-805d80cb69b3/image.png
Give me some good TF2 bingo cards for gameplay.
Make these Comp-specific, first of all. Globally, many of these are a disaster.
Anyways:
PLR's change is fine for Comp Mode, disastrous for pubfun.
CTF's still doesn't solve the problem of excessive turtling. It does alleviate the issue somewhat with a hard time limit, which the format sorely needs, but once you get a point advantage you have little reason not to turtle as hard as possible.
A/D is fine as-is, and these changes overcomplicate the mix. It's a map design problem, not a game mode problem. Linear A/D generally works well in 6s, it just isn't played because the community finds 5CP and KOTH more enjoyable. Nonlinear A/D is where problems arise, and your changes don't address this.
Payload carts should scale to the number of players, so double speed seems to work here. I'd recommend a "cart continues until stopped" feature as well, so nobody is relegated to fulltime cartbitch. The weird respawn mechanics seem counter-intuitive and hard to play around, though.
No opinion on Domination. It doesn't have any official maps in the game sans perhaps Standin, and hasn't been played in competitive for years upon years.
The KOTH changes are straight-up bad. The added resupply can be abused constantly by the team holding point and will only make one-sided games more one-sided. It doesn't matter if it's a small shutter, teams can and will guard it from harm if they play intelligently. Hurt players will be able to rotate in and out whenever they like, Scouts and Soldiers can rollout to it and instantly go Heavy on mid with no penalties...no thank you. This is a very, very bad idea. KOTH is already quite flexible for offclasses as it is.
3CP wouldn't work, either. If you can win without pushing last, all you need to do is hold mid once you win and do nothing else. In, say, Powerhouse, this would be the far easier and less risky option than pushing last. 3CP in general is a fairly flawed design, which is why there's not much of it in the game.
Would anyone be willing to give some general opinions on the stock Syringe Gun / Overdose? Since going through my Medic loadouts and nearly forgetting about the stock/overdose I've been toying with some balancing ideas, but I would like see what you guys think. I very rarely see any decent Medic worth their salt using any primary other than Crossbow/Blutsauger, and I could probably count with 1 hand the number of times I've been killed with stock syringes in the last year. Should Medic's primaries be left alone, or are some of them due for some tweaks? To be clear I'm not advocating any specific buffs/nerfs, just brainstorming a bit is all
I main medic in comp and play medic quite often in pubs.
If you're going to use Vaccinator, consider using Overdose. Alot of times you're going to have full uber with Vaccinator, which will grant you to use Overdose at It's full potential.
However, stock syringe gun is quite a shameful medic weapon, I never use it, the projectiles are weird and hard to hit and the dps is not even that good, you're better off just using your melee to kill someone.
Increase the base power of the Syringe Gun and make the Overdose's speed buff a passive.
So now you've got Medic Primaries for if you wanna do damage, if you wanna heal yourself, if you wanna heal from far away, and if you wanna run up real fast and heal up close.
Each one fulfills its own niche and presents roughly comparable buffs and setbacks, as it should be.
I completely agree, Syringe Gun needs a buff. It's suppose to be Medic's stock primary, but Crossbow completely steals the spot.
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