TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
8,672 replies, posted
Despite summer events being long far away and the TF2 Update cycle having stopped being around summer sales, might aswell throw this out for good measure.
https://i.imgur.com/3GFtPLV.png
I miss TF2 summer sale. e.g the update where they added summer shades and such.
If updates really happen by a vote, well I guess I hope there's an update election soon
Huh?
VNN said that Valve teams democratically decide whether to release an update. If a majority of the team members want to, it ships
That explains a lot then. when you only have 3 people working on the game at any given time, and two of them are inanimate plants, no wonder updates are sporadic and broken.
if we switched the potted plants with mushrooms we'll get more sporedic.
"VNN" saying that doesn't really tell me much, is there any source of this?
No source, VNN just said it in this video, that 18 of the CS team's 35 devs have to agree to ship things
Yeah, that's why I don't trust it.
It wasn't VNN that said the TF2 team got new members, it was some other Youtuber (I don't remember who though).
one benefit of being a spy main is the phenomena known as "spy main movement"
now, you might be thinking: "what effect does this have on anything else?"
more than you'd think, actually. experienced spy mains develop a lot of movement habits that players of other classes can find unusual and difficult to predict...especially if you aren't actually playing spy.
just about every medic main I've ever played with, even when I'm not playing Spy, has great difficulty hitting crossbows on me, because my movement just does not make any sense of them. I've had many people in MGE and 6s outright pull me aside and ask me: "what the fuck is your movement!?"
I just naturally move in a way that doesn't make any fucking sense now, and it's become a legitimate tactical advantage in fights. The only downside is the aforementioned situation where my Medics can't predict my movement because I'm constantly accidentally evading their crossbow fire, but even that can be fixed by just walking in a straight line or standing reaaaal still.
I feel like there's a whole lot of overlooked intricacies when it comes to player movement in TF2. I think my favorite aside from the scenario I just mentioned is new player movement.
specifically, a hypothesis that myself and some other competitive players have reached concerning new players:
a new player's movement, at a certain stage in their development, and an invite player's movement, are functionally identical.
invite players dodge everything and have such highly-attuned situational awareness that ambushing them ends in either your death or a completely failed attack.
new players are so bad, so confused and so clueless that their negative movement skill value turns positive, and they are inexplicably impossible to hit and insanely lucky without even knowing it. you can't predict someone who doesn't even know where they're going or what they're doing.
Learning movement is crucial for every class, not just spy.
People would not complain so much about Snipers if they knew how to move.
But I'll agree with you, Spy requires the most movement most likely.
oh, I wasn't saying learning movement was most important for spy, just that spy main movement is unusual enough vs the norm that it can become a legitimate advantage
hey here's a random raffle; for whatever reason i threw in a shield, but no fear as there's few winners who'll take at least 2 items with themselves, if I set it up right; every man a king
hey if you ever wanted to play tf2 on your toilet/bed with a controller you now have the chance
News
TF2 and the Steam link app do both have Steam Controller support, which is the next best thing to keyboard and mouse
Why are there that many people working on CS? What do they even do?
Backporting Source 2's Panorama UI, organizing tournaments, (if each game team does that) and bizarre balance decisions like the Negev. Seriously the way they want the Negev to lay suppressing fire is
the total opposite of how CS has been played for 20 years, you aren't supposed to slowly move out of cover.
I don't know, but that doesn't sound like work worthy of 35 dedicated staff members.
Staff are allowed to move to projects they want to work on don't they? Maybe it has that much staff because they all just like playing Counter-strike?
Now that's a broken system, folks.
CS updates have really slowed, comparable to TF2 except CS gets more engine improvements. Artifact was made because Valve devs like card games, and I'd imagine Dota 2 is popular internally as well.
They are getting ready for something big probably.
oh, so you use the A & D keys too? whoa man. we have so much in common.
Sounds simple doesn't it? Yet there's still bunch of people with 2k+ hours complaining that Sniper is too OP, when all they do is walk fucking in a straight line against them.
movement in tf2 can be boiled down to wasd and jump/crouching, but there's seriously a lot more to it than that. different players at different levels of experience and with different mains will move around the map and in combat differently, and in my case, spy main movement is so far from the norm that i've had it repeatedly pointed out to me by different medics I've played with. anything can sound stupid if you simplify it enough.
just browse facepunch
I wonder how many of the heavy mains on here actually bother crouching in random intervals when faced with a sniper.
Heavy has enough problems with being slow. Crouching at random intervals would mean getting to mid would take the entire map's time limit.
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