• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
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[QUOTE=Yukinari;53114356]Can someone refresh me on the process of making strange versions of weapon skins you cant otherwise get by unboxing? Stuff like the Top Shelf or High Roller skins. Must be a lot of work for how expensive they are.[/QUOTE] I presume the ones you need to trade up to get higher tiered skins with strange stat clocks on them. Essentially, trading up requires you sacrificing 10 of the lower tier in order to tier up. But you get some control at least with trade ups that you can control if they turn out strange or what wear they'll end up. Using stat clocks you can make the bottom tiers strange garuntee'd. If you trade up 10 of those skins when they're all strange the next tier will automatically be strange. With wears, you just need to trade up weapons that all share the same wear. 10 factory news = higher tier item will garunteed to be factory new. Problem is you don't get the option to pick which higher tier item you get. So there is still some bullshit RNG involved. On top of that, the highest tiered stuff will be extremely expensive to make as well... Each level tier requires 10 sacrifices to move up. Tier 2 costs 10, tier 3 costs 100, tier 4 costs 1000 sacrifices, and so forth...
[QUOTE=Yukinari;53114356]Can someone refresh me on the process of making strange versions of weapon skins you cant otherwise get by unboxing? Stuff like the Top Shelf or High Roller skins. Must be a lot of work for how expensive they are.[/QUOTE] Take the normal strange version of the weapon, and buy the skinned version on the market. When the trading ban period of 1 week is over, add 200 unique versions of the weapon to your Strange Skin Chemistry set. Draw a cubist depiction of your favorite tf2 character on merasmus's envelope, as well as your personal PO box number. Then wait 8-12 business days for valve to mail you a ceremonial life-sized jag. Beat your first born to death with it on an alter of original Half-Life 1 box copies, chanting the sacred words "Unray eamstay enway aymay omputercay arts-stay". When steam support grants your account the crate, open it with a $2.50 key for a 2% chance at a Strange Top Shelf Revolver.
[QUOTE=Kitt Stargaze;53114372]I presume the ones you need to trade up to get higher tiered skins with strange stat clocks on them. Essentially, trading up requires you sacrificing 10 of the lower tier in order to tier up. But you get some control at least with trade ups that you can control if they turn out strange or what wear they'll end up. Using stat clocks you can make the bottom tiers strange garuntee'd. If you trade up 10 of those skins when they're all strange the next tier will automatically be strange. With wears, you just need to trade up weapons that all share the same wear. 10 factory news = higher tier item will garunteed to be factory new. Problem is you don't get the option to pick which higher tier item you get. So there is still some bullshit RNG involved. On top of that, the highest tiered stuff will be extremely expensive to make as well... Each level tier requires 10 sacrifices to move up. Tier 2 costs 10, tier 3 costs 100, tier 4 costs 1000 sacrifices, and so forth...[/QUOTE] Would explain why i havent seen any strange versions of a top shelf minigun. Crazy.
[QUOTE=Yukinari;53114382]Would explain why i havent seen any strange versions of a top shelf minigun. Crazy.[/QUOTE] Yeah, I'd love to get a Strange Night Owl mk.II Grenade Launcher to go with my Sudden Flurry Sticky... But it's going to probably be a cold day in hell before I get my hands on a Strange Night Owl mk.II war paint... I've only seen one non Air Strike out there so far ( Air Strikes could be cheated, hell I even have one before they were patched to not allow strangifiers ), and that was a Scattergun. =C
[QUOTE=Kitt Stargaze;53114389]Yeah, I'd love to get a Strange Night Owl mk.II Grenade Launcher to go with my Sudden Flurry Sticky... But it's going to probably be a cold day in hell before I get my hands on a Strange Night Owl mk.II war paint... I've only seen one non Air Strike out there so far ( Air Strikes could be cheated, hell I even have one before they were patched to not allow strangifiers ), and that was a Scattergun. =C[/QUOTE] Air Strikes had strangifiers. If you want a Commando Grade Strange Warpaint of a Skin you cant get via unboxing, youll have to invest roughly 1000 Stat Clocks and thus 1000€+.
[QUOTE=Rajikaru;53114271]You contributed nothing to what I said and rather just condensed it into a too-simplistic, incredibly vague, pointless response. It's mostly because Valve is at least smart when it comes to where to draw the line. Not a single game they've released has had microtransactions be for anything that isn't just cosmetic. The one time they had something that was even close to be considered microtransactions based (the bonuses from Gas Jockey, Milkman, Sydney Sleeper, and Familiar Fez sets that required wearing the hat to use) they changed it within a year's time, and even then it wasn't that strong, just a notable outlier. Even DOTA2 has one of the smartest econonmic systems of any F2P game - the entire base game, including every character, is free, and you only need to pay money to get different skins, like TF2's hats. Really, they're probably the most business-savvy-while-also-being-consumer-friendly videogame companies out there right now. Even big successes like Arcsys's DBFZ have some sort of major pricing flaw (8 DLC characters announced before the game even released).[/QUOTE] They didn't change the set bonuses within a year's time; Valve never fixes anything important within a year's time, unless it's some major game-breaking glitch, or nerfing Heavy. The set bonuses were fixed three years later.
[QUOTE=Cupkek;53114322]My point is that I don't think we're getting new MvM content anytime soon[/QUOTE] really? I couldn't tell from the last 5 years
[QUOTE=Hell-met;53114640]really? I couldn't tell from the last 5 years[/QUOTE] But why bother making new maps when they can just ask the community for their maps and just slap a new contract pass for playing on these maps on official valve matchmaking and do defend the bomb [20] times contracts on mvm. Atleast mvm maps cant get too much chokepointy as pvp valve maps like dustbowl or merc park.
Any advice on doing the Thermal Thruster contract bonuses legitly, without literally finding someone to set themselves on fire with the Cow Mangler in spawn? I've managed to somehow scrape together 10 enemy blasts, but I have zero extinguishes yet. Both this contract and the Gas Passer one are so fucking illogical and make you do stuff that goes against any common sense or normal, effective gameplay. Instead of letting others light Gas-drenched enemies on fire, YOU have to do it (why anyone would do that when they can just use their FT 10x times more effectively, is beyond me). And using the jetpack to extinguish allies or push away enemies is hard to pull off and literally requires you to run into enemies with the jetpack out, or to try and clumsily extinguish moving teammates with a takeoff, even though M2 on your primary is again 10 times easier. Compared to Dragon's Fury, Banana and most of the main campaign's weapon contracts, which actually have realistic bonuses and something that can be done while you're playing normally, these final Pyroland contracts are such frustrating, poorly thought-out ass. I went from enjoying the DF and Banana contracts to ''what kind of a sadist/person who playtested these weapons for 5 minutes came up with these bonuses?!''
The same people who still think that the flare gun does mini crits
[QUOTE=Stric_Matic;53114707]Any advice on doing the Thermal Thruster contract bonuses legitly, without literally finding someone to set themselves on fire with the Cow Mangler in spawn? I've managed to somehow scrape together 10 enemy blasts, but I have zero extinguishes yet. Both this contract and the Gas Passer one are so fucking illogical and make you do stuff that goes against any common sense or normal, effective gameplay. Instead of letting others light Gas-drenched enemies on fire, YOU have to do it (why anyone would do that when they can just use their FT 10x times more effectively, is beyond me). And using the jetpack to extinguish allies or push away enemies is hard to pull off and literally requires you to run into enemies with the jetpack out, or to try and clumsily extinguish moving teammates with a takeoff, even though M2 on your primary is again 10 times easier. Compared to Dragon's Fury, Banana and most of the main campaign's weapon contracts, which actually have realistic bonuses and something that can be done while you're playing normally, these final Pyroland contracts are such frustrating, poorly thought-out ass. I went from enjoying the DF and Banana contracts to ''what kind of a sadist/person who playtested these weapons for 5 minutes came up with these bonuses?!''[/QUOTE] I know you said legitly, but if anyone is willing to ignite themselves with the cow mangler for you, go for that. There is no honor in doing it properly. It's utterly asinine. That said, I got the bulk of my extinguishes on Banana Bay when an enemy pyro was spamming scorch shot flares at an engie set up right on the battlement. Since they weren't moving much, I could manage to extinguish them and then run back to resupply. Banana Bay was also good for blasting enemies. Since there are so many angles and drops, it's not too hard to get next to some enemies before they notice. I mean, you'll die a lot and be of no use to your team, but you can get it done. Contracts! :disgust:
[QUOTE=Big Snake Bos;53114663]But why bother making new maps when they can just ask the community for their maps and just slap a new contract pass for playing on these maps on official valve matchmaking and do defend the bomb [20] times contracts on mvm. Atleast mvm maps cant get too much chokepointy as pvp valve maps like dustbowl or merc park.[/QUOTE] considering how long it took for Powerhouse to get finished and the additions of mvm_siren and some attributes, I guess it's fair to say that we'll have another MvM update after about 9 years (released in tandem with the bi-eternal comic)
i take pride in doing all my pyro contracts in legit ways. as asnine as the TT bonuses are, its easier as one would think - it would had been worse if they asked for actual kills with the thing, let it be stomp kills or enviromental ones.
[QUOTE=Stric_Matic;53114707]Any advice on doing the Thermal Thruster contract bonuses legitly, without literally finding someone to set themselves on fire with the Cow Mangler in spawn? I've managed to somehow scrape together 10 enemy blasts, but I have zero extinguishes yet. Both this contract and the Gas Passer one are so fucking illogical and make you do stuff that goes against any common sense or normal, effective gameplay. Instead of letting others light Gas-drenched enemies on fire, YOU have to do it (why anyone would do that when they can just use their FT 10x times more effectively, is beyond me). And using the jetpack to extinguish allies or push away enemies is hard to pull off and literally requires you to run into enemies with the jetpack out, or to try and clumsily extinguish moving teammates with a takeoff, even though M2 on your primary is again 10 times easier. Compared to Dragon's Fury, Banana and most of the main campaign's weapon contracts, which actually have realistic bonuses and something that can be done while you're playing normally, these final Pyroland contracts are such frustrating, poorly thought-out ass. I went from enjoying the DF and Banana contracts to ''what kind of a sadist/person who playtested these weapons for 5 minutes came up with these bonuses?!''[/QUOTE] Not sure if it'd work, but you could try doing what I did: Following the most clueless person in 2fort while having the jetpack deployed at all times. Pyros are plentiful, deaths don't matter on that map, it got the job done eventually though having to finish a round was a bit of a pain in the ass.
I know very little about CS:GO, but what I know is that it has a drop system that seems(?) to have a rare chance at getting you some super valuable stuff. Can someone explain to me how it works - when you get rare drops - and what prevents people from mass botting the fuck out of this system?
Quick question about the Titanium Tank servers: are they hosted on the US or Europe?
[QUOTE=Fluury;53114958]I know very little about CS:GO, but what I know is that it has a drop system that seems(?) to have a rare chance at getting you some super valuable stuff. Can someone explain to me how it works - when you get rare drops - and what prevents people from mass botting the fuck out of this system?[/QUOTE] Well in TF2 individual weapons are worth so little it's not even worth the electricity it costs to sit in idle servers overnight anymore. A refined metal is worth about a nickle. There used to be weekly item drop limits but they removed it. And the chance of getting a hat as a random drop is still hilariously low despite the game being out for a decade.. I've played about 100 hours since Jungle Inferno launched, after taking a 2-3 year break from TF2, and I've gotten one hat drop and I consider it pretty lucky. In CSGO the drop chances are even lower than in TF2 and the game isn't free so theres really no feasible way to farm.
[QUOTE=Fluury;53114958]I know very little about CS:GO, but what I know is that it has a drop system that seems(?) to have a rare chance at getting you some super valuable stuff. Can someone explain to me how it works - when you get rare drops - and what prevents people from mass botting the fuck out of this system?[/QUOTE] There are multiple types of drops Random drops, you can get it at the end of any match, only consists of cases + rare chance of getting one of the older inactive cases XP drops, you can get 1 random skin/grafitti per week when you rank up your private rank, only available on valve servers, there are some rare valuable stuff, but they are really rare and only include skins from the public collection (ie no dragon lore or medusa) And finally operation drops, some of the older operations just gave you a coin to level up, every certain amount of xp got you a drop (here includes expensive ones), then they added the private rank to everyone, last operation gave you a rare chance to get expensive stuff for completing the bot missions
[QUOTE=Nebrassy;53115033]There are multiple types of drops Random drops, you can get it at the end of any match, only consists of cases + rare chance of getting one of the older inactive cases XP drops, you can get 1 random skin/grafitti per week when you rank up your private rank, only available on valve servers, there are some rare valuable stuff, but they are really rare and only include skins from the public collection (ie no dragon lore or medusa) And finally operation drops, some of the older operations just gave you a coin to level up, every certain amount of xp got you a drop (here includes expensive ones), then they added the private rank to everyone, last operation gave you a rare chance to get expensive stuff for completing the bot missions[/QUOTE] So what stops TF2 from doing the same? I know I know, free 2 play game and all, but you can buy CS:GO with a 2€ Coin nowadays at every Sale. Slap Phone confirm on it, and there you go.
[QUOTE=JCDentonUNATCO;53114984]Well in TF2 individual weapons are worth so little it's not even worth the electricity it costs to sit in idle servers overnight anymore. A refined metal is worth about a nickle. There used to be weekly item drop limits but they removed it. And the chance of getting a hat as a random drop is still hilariously low despite the game being out for a decade.. I've played about 100 hours since Jungle Inferno launched, after taking a 2-3 year break from TF2, and I've gotten one hat drop and I consider it pretty lucky. In CSGO the drop chances are even lower than in TF2 and the game isn't free so theres really no feasible way to farm.[/QUOTE] CSGO was great to idle before they added the weekly drop thing, back then it was all random, you could get them on any server, most drops were at least $0.06, you could get up to 6 drops a week, hundreds of achievement_idle servers were full, now you only see those spike in activity when a new case is released since you can still get those on a ny server [editline]7th February 2018[/editline] [QUOTE=Fluury;53115045]So what stops TF2 from doing the same? I know I know, free 2 play game and all, but you can buy CS:GO with a 2€ Coin nowadays at every Sale. Slap Phone confirm on it, and there you go.[/QUOTE] well, some people suggest tying drops to casual, others say this will kill community servers, i don't really know, but the drop/craft system definitely needs a rework
[QUOTE=Nebrassy;53115033]There are multiple types of drops Random drops, you can get it at the end of any match, only consists of cases + rare chance of getting one of the older inactive cases XP drops, you can get 1 random skin/grafitti per week when you rank up your private rank, only available on valve servers, there are some rare valuable stuff, but they are really rare and only include skins from the public collection (ie no dragon lore or medusa) And finally operation drops, some of the older operations just gave you a coin to level up, every certain amount of xp got you a drop (here includes expensive ones), then they added the private rank to everyone, last operation gave you a rare chance to get expensive stuff for completing the bot missions[/QUOTE] To add, the common drop collections are more worthless because they are botted to some degree. I recall some farmers employing strategies like queuing two teams of bots for unpopular maps, and having one just suicide. XP is awarded for round wins there. The operation specific drops are protected because in most cases, it isn't worth it. You'd have to buy a pass for each bot and there's no guarantee they'd get anything good. The most recent operation even required completion of more advanced objectives which isn't feasible for a bot.
[QUOTE=JCDentonUNATCO;53114984]Well in TF2 individual weapons are worth so little it's not even worth the electricity it costs to sit in idle servers overnight anymore. A refined metal is worth about a nickle. There used to be weekly item drop limits but they removed it. And the chance of getting a hat as a random drop is still hilariously low despite the game being out for a decade.. I've played about 100 hours since Jungle Inferno launched, after taking a 2-3 year break from TF2, and I've gotten one hat drop and I consider it pretty lucky. In CSGO the drop chances are even lower than in TF2 and the game isn't free so theres really no feasible way to farm.[/QUOTE] I'm pretty sure items only drop when you level up in CS:GO.
[QUOTE=Nebrassy;53115047]CSGO was great to idle before they added the weekly drop thing, back then it was all random, you could get them on any server, most drops were at least $0.06, you could get up to 6 drops a week, hundreds of achievement_idle servers were full, now you only see those spike in activity when a new case is released since you can still get those on a ny server [editline]7th February 2018[/editline] well, some people suggest tying drops to casual, others say this will kill community servers, i don't really know, but the drop/craft system definitely needs a rework[/QUOTE] Community servers are already dead, tying drops to casual will however end up essentially being stabbing someone on life support.
kill a backburner pyro with the dragon's fury "pyro is for noobs"
[QUOTE=Fluury;53115081]Community servers are already dead, tying drops to casual will however end up essentially being stabbing someone on life support.[/QUOTE] We're already beyond that. [t]http://media.steampowered.com/apps/tf2/bloodbrothers/images/comic/1024x768/042.jpg?v=3[/t] In 100% efficient gameplay, the thruster bonuses would be extremely rare to get, as it would require you to pull out the thruster to jump, then notice a teammate who is on fire and decide that it would take too long to switch back to the flamer to extinguish them. Most of the time you'd have the flamethrower out and extinguish them with that or if you're powerjacking you'd switch to the primary because it is quicker than the deploy animations for the thruster. Either farming it or sacrificing your damage output and following teammates around are the only ways to get it done quickly by yourself. Taking advantage of the friend share mechanic will increase the rate you get points, especially for the passer contract. I dont even think you both need the can to help eachother, just shoot the can your teammate throws.
[QUOTE=Fluury;53115081]Community servers are already dead, tying drops to casual will however end up essentially being stabbing someone on life support.[/QUOTE] if you only get a drop when you level up, and if the number of drops is decreased, I don't really imagine it having any effect on community servers, however I don't think this is enough, more should be done, like allowing new players to more easily acquire all weapons, stopping weapon drops and replace them with some shit tier war paints and stuff like that
[QUOTE=Nebrassy;53115131]if you only get a drop when you level up, and if the number of drops is decreased, I don't really imagine it having any effect on community servers, however I don't think this is enough, more should be done, like allowing new players to more easily acquire all weapons, stopping weapon drops and replace them with some shit tier war paints and stuff like that[/QUOTE] my idea would be a seperate XP Bar that youd simply get by playing the game(Finishing, winning rounds, getting points etc.). Attach restrictions to what Community Servers change (Like with ye olde Quickplay) to avoid people farming shit and making mass bot farms. Also encourages more vanilla community servers. Add bonuses for playing workshop maps(A system thats already available!)
Shame you can't really hear all the new lines from MyM because you usually hear them at the beginning of a round and all the classes speak at once. Plus I think they're rather quiet. edit: I think I heard they lost the original filter for the Heavy lines, surely they can recreate it? edit2: oh and now that the voice actor strike is over can Medic get some new lines
[QUOTE=TheBorealis;53115178]Shame you can't really hear all the new lines from MyM because you usually hear them at the beginning of a round and all the classes speak at once. Plus I think they're rather quiet.[/QUOTE] I can only hear engineer's "the engineer is engi-here!" because of the laugh at the end of it. I didn't even know most classes had lines till I looked it up on the wiki. Medic doesn't even get lines if I recall, I think medic has the least amount of lines in total compared to the other classes besides pyro.
The sniper and the spy still reference 6v6 even in casual such as the 5 more snipers.
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