TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
8,672 replies, posted
That's the thing. Regardless of whether you are trying to pinpoint the exact day or just the month the update arrives, the way you are going about it is wrong. You can predict the future, but you are not using the right data for that.
What does the arrival date of the update depend on? A bunch of things. Here is a small overview:
The time the team starts working on it, and any deadlines. The size of the update. The people on the team.
Another reason historic data doesn't really help here is that the circumstances may not be the same as they were the previous times. You change who is on the team or their life circumstances or whatever, and then the time will change.
Trying to predict the future update time is in fact rather different than trying to predict stock market movements.
An interesting example:
The value of the stock is related to how much people think it is worth. It is the demand part of Supply & Demand. If I were to convince enough people that a certain stock will go up, the value of that stock will go up (for how long is another thing).
You could even do crazy stuff like throw darts at a board or get a certain post number on 4chan, and if enough people believe your advice it becomes accurate.
On the other hand the time that TF2 updates arrive is not related to when we think they will arrive. If I were to convince a ton of people that the update would arrive on June (25th), that would not cause the update to arrive on June (25th).
Pyro counters Soldier hard. Sniper counters Demo and Soldier pretty hard. It could be argued that an equal skill level Spy counters Soldier because of the movespeed discrepancy.
Hey, I made another Map!
https://steamcommunity.com/sharedfiles/filedetails/?id=1411532041
you sure improved alot in such a short timespan
https://pbs.twimg.com/media/DfoarIjX4AA-ECg.jpg
Saw this on Twitter earlier.
Soon™?
Within the next year.
Can you give more context? Who is dis lad? When did you see this? How do we know it isnt a jape?
I'd argue that Heavy isn't as nearly as hard of a counter to Scout as a Sentry, or as other classes by any means. It's a bit easier if you catch the scout early on before he can really get up in your face to meet shot you. More so since his primary is hitscan and not projectile like soldiers rocket launcher or demo's pipes and sticky launchers. But scouts can easily shit all over a heavy if they can get in his face.
I do agree with Engineer though being one of the hardest counters in the game, to the point of completely shutting down Scout directly if the sentry has good placement of his sentry. Bit difficult to get close to take on the sentry when it's an aimbot utilizing hitscan bullets lol. Won't be dodging those shots at least. Although, I find that Bonk or even the new PBPP might beable to get around sentries even at range. The Pistol has a fairly decent amount of burst damage, so it might be possible to kill it faster then the Engineer can react if you can get within a reasonable distance to the sentry.
https://steamcommunity.com/sharedfiles/filedetails/?id=964636618
He got this thing ingame, big woop.
It's a stretch to say pyro even soft counters soldier. It's pretty easy to juke out pyros, and they have no counter whatsoever to you just pulling out a shotgun. Even if you're not running shotgun and the enemy pyro is a god you can just fucking leave because of your incredible mobility. Pyro's range is small and soldier can very very easily stay out of it. Also how does spy counter soldier at all? Soldier is the highest mobility class in the game, and can two shot any suspected spy in a second.
I've been watching videos with my girlfriend recently, and I remembered she never saw the Meet the Team videos. After showing her a few, the first thing she said upon looking at scout; " he looks hot. I want to fuck him."
That just seems wrong on some level.
See what she says after watching expiration date.
fried chicken tramp
Please let us know once she says something like that upon seeing some hot guy irl.
Show her the comics and our beloved Soldier covered in honey, then try to explain to her why it took years to go from one issue to another.
Love how diverse is the TF2 community.
yeah one of the fans even has a girlfriend
He even has a social life. The madlad.
I would like to believe that the next major update will center around Heavy and drop within the next three or four weeks, but who am I kidding? We'll get the next Scout update in November.
Last Scout weapon was in 2014, the Back Scatter, the last Heavy weapon was only least year, the actually useful Second Banana.
psh! i had a girlfriend too. twice.
Ugh, I feel like such an idiot. I've been trying to get an unusual for each class and decided to use backpack.tf since marketplace didn't have what I wanted. With it being my first time using backpack.tf I didn't know how the trade system work, so I put my items in the trade but not the hat I was offering for, so I think I just accidentally gave away the keys I bought. I have not gotten any notification from the seller or from backpack.tf on having my keys returned.
Any advice is appreciated.
Backpack.tf doesn't handle the trades. The person who made the add handles the trades. It's just basically a trade classified listing like on TF2outpost or other trade sites.
In essence person puts up advertisement saying "I have this item, and I am selling at this price. Add me or send me a trade offer using this link".
Note that the trade system always asks you to confirm that the trade is a gift if you are giving items without selecting anything in return. So if you just put your keys into the trade offer, but NOT the hat you wanted then you want to cancel the trade before the other person accepts it.
Now if the other person has accepted the one sided trade, you have to convince that person to give your keys back. This can be hard as they have basically no reason to return you the keys.
Why?
Because if they do not return you your keys (or give you the item you wanted), nothing bad is going to happen to them. There is precedent that they will not get steamrep scammer/warning tag or even a backpack.tf ban.
https://puu.sh/AFEwd/e9fcd9355d.png
But Scout has more weapons than Heavy.
Also Scout has more weapon variety. FaN/Soda Popper, Back Scatter/BFB, and Shortstop, Bonk/C-a-C, Mad Milk, Cleaver, and the various pistols, and all these cool gimmicky melees like Boston Basher, Atomizer, and Sandman.
Heavy has... a slowing minigun, a Minigun that only has a use in countering Spy-cicle, and sandviches.
IIRC scout is more popular than heavy, which part of why he has more weapons.
Tomislav doesn't make a sound when revved up, so it is useful in defense. The Huo-Long Heater is also useful while you are sitting on the payload cart.
Why do you think those scout weapons need to be reworked? What part of them needs to be changed?
They need to be reworked because they're unbalanced.
Mad Milk and Cleaver are insanely powerful compared to the stock Pistol, to the point of being overbearing when used properly. It's not a secret that Mad Milk and Jarate are two of the most powerful secondaries in the game, and what they take away is too little (Scout and Sniper aren't nearly as reliant on their seconadries as, say, Pyro). Jarate does have a bit of a niche since there are other secondaries for Sniper just as powerful, but Scout's Mad Milk is a huge boon in fights, both 1-on-1 and in teamfights. Cleaver is just up way too fast, even if you don't hit it, it's only down for 6 seconds, and if you do, it deals minimum 50 damage and can be recharged as quick as 5 seconds. Combined with Wrap Asssassin's bleed (which stacks), it just takes two accurate hits to deal ~150 damage through no interaction other than "hit a ball and cleaver". Make it so Cleaver and Wrap's projectile resets bleed instead of stacking on bleed, and reduce recharge time to be minimum 8? seconds, with its current recharge time being given upon contact, and it'll be in a much better place. I think a very minor band-aid fix of, say, only allowing up to 2 people being Milked at any time, or only allowing Scout to heal from the damage, or turning it into an actual consumable that you have to return to resupply or pick up a large ammo box to restore, would make the weapons feel better as sidegrades.
Every other weapon is weak or is pointless in its gimmick - Baby Face has the annoying aspect, but is also uncreative. A lot more could be done with the idea of Scout not having as much speed or gaining it through some sort of gameplay. I'm not sure if it still has the "Scout's hitboxes trail behind at max speed so the weapon is actually broken" bug still exists, but if it does, that alone warrants a re-thinking and re-tooling of the weapon.
Soda Popper, much like the two drinks it's based on, is flawed from the outset, and that shows in how weird of a weapon it has become. When has even more jumping ever been needed for a Scout other than to reach very high up areas? Especially since the F-a-N can do the exact same thing? The only reason one would use it for an actual tactical advantage over the F-a-N is because it doesn't have a damage downside. I think there's potential in its visual design, I like its aesthetic of a double-barrel equipped with Bonk!/C-a-C, but it needs something done to it to make it stand out as more than "just F-a-N but a lot more confusing statwise".
On the topic of other pistols for Scout - I think most of them are fine, I think the Winger could use a very slight buff of 1 more bullet per clip (6) would be fine. Pocket Pistol was nerfed so now it's fine, but it still is basically just Mad Milk but in pistol form. Not necessarily a bad thing, but it's overshadowed when Scouts actually want to contribute to teamfights.
Drinks - I think something that should very much be considered as a universal change to consumables is removing the MOBA ability cooldown function, and making it so that you have to either pass a resupply, or pick up a large ammo box, to use it again. It's very hard to balance the moba-esque designs they encompass when the game is dedicated to high damage with ammo counts and not a lot of different mechanics to consider - Healing, DoT from fire, AOE damage, and Spies are probably the biggest things one should always consider. It'd be a lot more interesting and fit with the ammo box design better if players were forced to hunt for ammo boxes to actually be able to use the items again, because then you can actually make these items powerful and impactful, otherwise balancing is doomed to a limbo of "wanting the item to feel unique as a sidegrade from actual weapons like pistols or SMGs, but not so unique that what it offers completely outweights the necessity of having those sidegrades in the first place".
For example: Bonk! - now can't be recharged, you have to use a large ammo box or return to a resupply to be able to use it again, but to compensate you can give it more stats that make it actually useful outside of running past choke points or being juggled around all day. Some potential buffs could be up to 5 extra double jumps, or having reduced knockback effects, or removing the speed downgrade if you take damage while invuln, or maybe boosting Scout's movespeed a little. When a Scout uses this item, you know it was a one-time thing unless he can find a large ammo box, and it becomes more of a mindgame than just "I have to kill him before he can use it again".
What I'm saying is consumables would be a lot more flexible in their balancing if you were forced to take extreme measures to actually be able to use them again, instead of being handed them every ~15 seconds and being forced to work around that knowledge that it can't be too powerful, or the class will be nigh unstoppable for most of their uptime. In MOBAs, abilities actually have costs, usually mana, and if you speak to any League player, you'll know that characters that have cost-less abilities are fucking hell to balance and play against. Abilities having costs is important in the balancing of the actual second-to-second gameplay, because if it's just a time-based restriction, there's not as much at stake, your choice doesn't feel as impactful.
Anyways,
Shortstop needs its push removed. It's stupid and pointless. The weapon itself is fun, I very much enjoy using it, and it isn't weak necessarily, but it needs the push removed and some kind of very minor buff to compensate, such +15 health.
Back Scatter doesn't do enough damage and its gimmick is weird. I generally feel like Scout weapons outside of the F-a-N trying to encourage "get even closer to do more damage" is superfluous when Scout can already put out an insane amount of damage at close-range, because that's what his playstyle is about. I think trying to provide solutions to his downsides (correctly) would be a lot more interesting - weapons that maybe allow him to better contest Sentries, or give him a bit more flexibility in his methods of engaging other classes outside of "jump around and hope that they can't swing fast enough to track or hit you".
Pocket pistol is absolutely not fine, it's practically an upgrade to stock pistol because it has a higher damage rate. The clip size downside is the most negligible thing. Why does it have a faster firerate? Seriously?
Bonk needing an ammo box instead of recharging is absolutely a buff in almost any scenario, also don't need a reason to encourage scouts stealing metal from engies or ammo from soldiers. Topping on other buffs-especially 5 extra double jumps-is pretty ridiculous.
Give Jarate and Mad Milk the thing that the gas passer has so you can't infinite throw it from resupply room and they're more scarce in use.
Soda popper is fucking busted. Having that many jumps makes you basically impossible to kill to explosive classes, nothing short of a heavy at close range will be able to reliably kill one. Ontop of that, I'm not sure if it technically out-DPS's scatter gun still or not. Sure you have to be a robot to take advantage of that but it's still stupid.
Cooldowns are moba-esque now? What? Cooldowns are a fundemental part of game design for almost any genre imaginable. Ammo boxes are fucking everywhere. Saying that they should be more powerful and impactful ontop of being easier to recharge is ridiculous.
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