• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
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While waiting for a map to compile, I was bored and decided to check out what the chances of unboxing a Case are. This is entirely based on: 1. The Abominable Cosmetic Case 2. Backpack.tf Stats of Items existing. 4. Me not counting STRANGE and UNUSUAL versions. I quite literally just checked how many instances of each item bp.tf has saved and ended up doing some basic math. I left out some of the exact numbers and often rounded up for reading pleasure + it doesnt make a large difference either way. Every Mercenary Grade item of that collection roughly exists 6k-7k~, and given there are 10 Merc grade items in this Case, we end up with the number 67000~. Commando Grade items are roughly having 3500~ instances each, and given there are 5, we are left with roughly 17500~. Assassin grade has 3 items with roughly 1k~ each, meaning we got about 3600. Elite Grade are two items with 500 instances each, meaning we have roughly a Thousand. Adding these all up we have 88960 Hats, being 88960 Abominable Cases unboxed, making up for roughly 186.816€. That's quite the sum, but we arent here for that. Doing some basic math, you can easily find out the percantages of each Tier, and here they are: [B]MERCENARY GRADE: 75% COMMANDO GRADE: 20% ASSASSIN GRADE: 4% ELITE: 1%[/B] Also just for fun, I continued this escapade a little bit and wanted to figure out just how much money Valve roughly made with this Update. Once again using bp.tf as a refrence, about 85000~ People have a Contracker. Given they initially costed 5€, and then went down to roughly 4€ for a few weeks, I just went with 5€ since its not that big of a difference either way, given most purchases were made BEFORE. So doing 85000*5 gives us roughly [B]425 000 €.[/B] Given the Campaign had 4 Cases, let's just say they made about as much profit as the one I checked out. 425000€+186000€*4 = [B]1 169 000 €[/B] And that excludes all Taunt sales. So there you go, the TF Team shoveled Valve in more than a million Euro.
I wonder if its possible to combine all stages of dustbowl onto a single map,if that even is possible within the source engine limits.
[QUOTE=Big Snake Bos;53122135]I wonder if its possible to combine all stages of dustbowl onto a single map,if that even is possible within the source engine limits.[/QUOTE] They already ARE on the same map. You don't load an entire new map when you go to another stage. It just activates the points on the other stage and spawns people there. Making it seamless would just be a matter of reorganizing the stages to fit together and tweaking the map logic for a long A/D map.
Smalltown Bringdown MK. 2 is one of the best paints on the Soda Popper, the chalk texture goes good on the stock. [t]http://community.edgecast.steamstatic.com/economy/image/fWFc82js0fmoRAP-qOIPu5THSWqfSmTELLqcUywGkijVjZULUrsm1j-9xgEMaQkUTxr2vTx8mMnvA-aHAfQ_ktk664MayTdinxVwPffkZGRYexDHDPQKBMot8Qn-WGk2sMJiDI-18-oHegzps9aXN-IqN9pLGJTRXfaBYV31uBpth_AMK5SAvmqxigvhZqZG/360fx360f[/t] edit: by best I mean "doesn't completely clash with the model of the weapon", it looks somewhat fitting
[QUOTE=Rajikaru;53122113]You can't just flip a switch and the map is instantly night time.[/QUOTE] It's extremely easy in Hammer, It shouldn't be that hard to implement in game.
So, I saw this on bp.tf's statistics section... [QUOTE][IMG]https://cdn.discordapp.com/attachments/337790132126089222/411944307205865484/unknown.png[/IMG][/QUOTE] And upon further inspection, apparently 3,161 people own this specific item of the "quest" that were given to them as a drop. (quest25054 has 3,153 copies in existence & 25055 has 2,905 copies in existence) [QUOTE][IMG]https://cdn.discordapp.com/attachments/337790132126089222/411944792969183243/unknown.png[/IMG][/QUOTE] Also, the last time all 3 of these items were changed was on February 6th, 2018 [QUOTE] [IMG]https://cdn.discordapp.com/attachments/337790132126089222/411946815752110081/unknown.png[/IMG] [/QUOTE] Anyone have any idea what this is?
[QUOTE=TcChallenger;53122233]So, I saw this on bp.tf's statistics section... And upon further inspection, apparently 3,161 people own this specific item of the "quest" that were given to them as a drop. (quest25054 has 3,153 copies in existence & 25055 has 2,905 copies in existence) Also, the last time all 3 of these items were changed was on February 6th, 2018 Anyone have any idea what this is?[/QUOTE] That's just how the game distributes contracts to pass owners.
[QUOTE=Big Snake Bos;53121580]I found a video from the creator of probe that gives some insight about it. [video=youtube;H4DsRPkc4cY]https://www.youtube.com/watch?v=H4DsRPkc4cY[/video][/QUOTE] Crash’s vids are always nice, especially his tutorial series. It’s a bit dissapointing that he can’t upload more often, but it’s understandable since his [URL="https://www.youtube.com/watch?v=XmDx4xPR5SM"]daughter[/URL] was born and him working on other projects. His streams are good too, but I prefer the videos due to their concise nature.
[QUOTE=Rajikaru;53121301]Did I say it wouldn't? We'd still have a healthier game than keeping random crits and so many weapons that grant crits.[/QUOTE] Well, why would it be healthier? I'm going to assume by health of the game you mean the popularity or lifespan of it. How big of a problem is this stuff? TF2 has been around for 10 years at this point. Part of the question is that: is having full crits going to negatively affect its lifespan, and if it does how much of an effect will it have? Another thing is that why has TF2 survived so long? Is it the frequent updates? I think cosmetics and unusuals obviously play a part. The variety of classes, + what is added onto that from weapon unlocks is also relevant. I don't know much new maps factor into, since there are a bunch which are not really played. ctf_2fort and ctf_turbine are really old, but probably the most popular maps. One thing about the suggested change is that a more forgiving game isn't necessarily a more healthy one. Games like dota 2 and CS:GO are pretty popular. One thing to note is that what makes a game long lasting or popular is not necessarily the same as balanced. Another thing to consider is that popularity of a game doesn't always mean it will last long, and long lasting games aren't always the most popular. Nethack is a text based game, and it probably isn't as popular as tf2. However it has been around for 30 years, and is still played today. Nethack was from 1987, and is actually the descendant of an earlier game called Hack from 1982 (which was a descendant of Rogue). The thing about health popularity and balance and whatever, is that you could say that the health of a game has multiple different aspects to it. I wonder what it would be like to have random mini-crits instead of, or in addition to random crits.
ASIC, you should try the Critical Hit Challenge. It's simple. You go for a week without mentioning critical hits, random or otherwise, on Facepunch. If you lose, you eat a Tide Pod.
[QUOTE=TheBorealis;53122207]Smalltown Bringdown MK. 2 is one of the best paints on the Soda Popper, the chalk texture goes good on the stock. [t]http://community.edgecast.steamstatic.com/economy/image/fWFc82js0fmoRAP-qOIPu5THSWqfSmTELLqcUywGkijVjZULUrsm1j-9xgEMaQkUTxr2vTx8mMnvA-aHAfQ_ktk664MayTdinxVwPffkZGRYexDHDPQKBMot8Qn-WGk2sMJiDI-18-oHegzps9aXN-IqN9pLGJTRXfaBYV31uBpth_AMK5SAvmqxigvhZqZG/360fx360f[/t][/QUOTE] Some items look weird when warpainted. Or at least the idea sounds weird to me. Basically what i find strange in this case is the soda-popper already has a pattern on it, on the critacola thing attached to it. On a semi-related line of thought: Imagine a war painted-sandvich.
[QUOTE=Ultravod;53121400]In nearly 10,000 hours of TF2, I have played exactly zero comp. It is my understanding that the fast heal rate is the main reason it is banned in 6s.[/QUOTE] [QUOTE=Blackavar;53121406]If Quick-Fix were given an actually slower charge rate (than stock uber) than a faster one, it'd be fine. Teams could then actually switch to Kritzkrieg at a mild disadvantage and still roll. Quick-Fix should then be given a slightly faster heal rate and a greater effect upon ubercharge.[/QUOTE] [QUOTE=Drury;53121427]From what I've heard, it charges fast, QF rollout is only countered by QF rollout, and uber isn't much worse than stock uber.[/QUOTE] I wrote a paragraph about it [URL="https://facepunch.com/showthread.php?t=1586131&p=53055295&viewfull=1#post53055295"]here[/URL] explaining why it's banned if you don't want to read it, the bottom line is that pure healing prevents you from attacking at all and slows the game to a total stop, which results in it being banned. this probably will never change as long as it's centred around healing [QUOTE=Rajikaru;53122113]You can't just flip a switch and the map is instantly night time.[/QUOTE] I don't know about that. You could do a lot with logic switching lights on/off and changing the light env/fog etc. You could also switch over the skybox if you used a false model skybox, it is possible with the right amount of fuckery
Would removing overheal help balance out the QF in 6s?
Hmm.. If healing is the problem... Quick-Fix (i) Ubercharge increases movement speed of user and target by 50% for 5 seconds, and increases healing rate by 200%. The Ubercharge is split into two usable sections. (+) 25% increased Overheal build rate (+) 25% decreased holster time (-) 50% decreased Ubercharge rate on Overhealed patients Notes: Now the weapon is more focused on creating space through faster buffing. Holster time lets you reach your Crossbow faster (or needleguns if they're buffed with a utility purpose in the future) for those clutch long-distance heals. But the Ubercharge rate is slower than Stock. The two sections allow you to be more versatile, allowing you to push and retreat at will, however, the Medic is unaffected by the healing portion of the charge, so they are still vulnerable. The movement speed allows all the classes to really get in there deep. It would also allow offclasses to get places they normally wouldn't. Sort of a rough draft.
The current derpfest on /r/tf2 is "How to get from Blue to to Red on Badwater Basin. It's the new "How to get on the shack in Borneo." After several absurdist entries involving noclip, removing the clip brushes in hammer as well as other stupidity, I have contributed my own iteration of this highly witty and original meme: [video=youtube;WDl85uKI2zg]https://www.youtube.com/watch?v=WDl85uKI2zg[/video]
[QUOTE=DrCactus;53122387]Would removing overheal help balance out the QF in 6s?[/QUOTE] As Mould said, the issue with the weapon is that its simultaneously difficult to push with and push against. The lack of sizable overheal prevents your team's Roamer/Scouts from making space, and the increased heal rate prevents the enemy from pushing in. It's basically just a stalemate gun.
I played the Watershed Waylay mission in Titanium Tank. There are Neon Annihilator Pyros, and they have the shark hat. I thought it was punny(?). On an unrelated note, there were like 3 or 4 players with cropped porn or hentai sprays. :why:
As somebody who plays a lot of MVM and just recently played through 4 of the titanium maps to completion, I have to say I'm not a big fan of them. The missions themselves either feel hastily strung together, and imbalanced, or stuck to bad maps. Powerplant is the only one so far I actually enjoyed, while Teien was easily my least favorite of the bunch.
[QUOTE=DrCactus;53122586]As somebody who plays a lot of MVM and just recently played through 4 of the titanium maps to completion, I have to say I'm not a big fan of them. The missions themselves either feel hastily strung together, and imbalanced, or stuck to bad maps. Powerplant is the only one so far I actually enjoyed, while Teien was easily my least favorite of the bunch.[/QUOTE] Teien feels like it could be like Snowplow and reach the engine entity limits, was giving me 5 fps during waves.
[QUOTE=TheBorealis;53122590]Teien feels like it could be like Snowplow and reach the engine entity limits, was giving me 5 fps during waves.[/QUOTE] Teien is pretty bad with performance, it gets worse at the hatch area because the entire map renders while you're up there and once the wave gets going and bots start running all over the place, it tends to tank a lot of people's fps
[QUOTE=DrCactus;53122586]The missions themselves either feel hastily strung together, and imbalanced, or stuck to bad maps.[/QUOTE] I'm curious, any specific reasons on why do you think so? I'm not sure which missions have you played so far, but it's known that Downtown's mission, Entertainer's Entourage, is pretty iffy difficulty-wise, so probably that left you with a bad taste of mouth.
Teien looks cool and I actually enjoyed it, but it has many problems, sightlines are too long, performance is terrible, it takes ages to get anywhere without a teleporter, playing heavy was a nightmare waterfront looks amazing, and it's ok as a map although it's too small, but I don't like the mission itself downtown was definitely the least enjoyable though powerplant and dockyard were fine [editline]10th February 2018[/editline] [QUOTE=Fluury;53122126]While waiting for a map to compile, I was bored and decided to check out what the chances of unboxing a Case are. This is entirely based on: 1. The Abominable Cosmetic Case 2. Backpack.tf Stats of Items existing. 4. Me not counting STRANGE and UNUSUAL versions. I quite literally just checked how many instances of each item bp.tf has saved and ended up doing some basic math. I left out some of the exact numbers and often rounded up for reading pleasure + it doesnt make a large difference either way. Every Mercenary Grade item of that collection roughly exists 6k-7k~, and given there are 10 Merc grade items in this Case, we end up with the number 67000~. Commando Grade items are roughly having 3500~ instances each, and given there are 5, we are left with roughly 17500~. Assassin grade has 3 items with roughly 1k~ each, meaning we got about 3600. Elite Grade are two items with 500 instances each, meaning we have roughly a Thousand. Adding these all up we have 88960 Hats, being 88960 Abominable Cases unboxed, making up for roughly 186.816€. That's quite the sum, but we arent here for that. Doing some basic math, you can easily find out the percantages of each Tier, and here they are: [B]MERCENARY GRADE: 75% COMMANDO GRADE: 20% ASSASSIN GRADE: 4% ELITE: 1%[/B] Also just for fun, I continued this escapade a little bit and wanted to figure out just how much money Valve roughly made with this Update. Once again using bp.tf as a refrence, about 85000~ People have a Contracker. Given they initially costed 5€, and then went down to roughly 4€ for a few weeks, I just went with 5€ since its not that big of a difference either way, given most purchases were made BEFORE. So doing 85000*5 gives us roughly [B]425 000 €.[/B] Given the Campaign had 4 Cases, let's just say they made about as much profit as the one I checked out. 425000€+186000€*4 = [B]1 169 000 €[/B] And that excludes all Taunt sales. So there you go, the TF Team shoveled Valve in more than a million Euro.[/QUOTE] and all that doesn't take into consideration all the sales on the community market
[QUOTE=Ultravod;53122439]The current derpfest on /r/tf2 is "How to get from Blue to to Red on Badwater Basin. It's the new "How to get on the shack in Borneo." After several absurdist entries involving noclip, removing the clip brushes in hammer as well as other stupidity, I have contributed my own iteration of this highly witty and original meme: [video=youtube;WDl85uKI2zg]https://www.youtube.com/watch?v=WDl85uKI2zg[/video][/QUOTE] what's faster? the way in this video, or riding on top of/in front of the cart?
[QUOTE=JugadorXEI;53122624]I'm curious, any specific reasons on why do you think so? I'm not sure which missions have you played so far, but it's known that Downtown's mission, Entertainer's Entourage, is pretty iffy difficulty-wise, so probably that left you with a bad taste of mouth.[/QUOTE] Downtown is easily the least balanced of the maps. The mechanic of capturing back points isnt also clearly explained since you can walk right past the picture tutorial.
Which is a shame cause downtown plays amazingly with a proper mission
[QUOTE=DrCactus;53122387]Would removing overheal help balance out the QF in 6s?[/QUOTE] The Quick-Fix is in this awkward position where it's considered overcentralizing in 6s, yet is relatively useless in pubs. I can't stand being healed by Quick-Fix Medics in pubs, since I know their megaheal isn't ever going to be enough to protect me from the five Pyros and six Snipers.
[QUOTE=chandlerj333;53122639]what's faster? the way in this video, or riding on top of/in front of the cart?[/QUOTE] carts are faster than BB
Why can't you move when crouched when revved up as Heavy? Only reasons I can think of are they thought Heavies would be too hard to hit behind things like moving carts (though you can move and crouch down anyway) or there were severe clipping issues when crouch moving.
[QUOTE=Hell-met;53122740]carts are faster than BB[/QUOTE] But the cart has to follow the track, while the beast can go offroad.
Can someone set their time to something after 11th Feb? My game and another one's just crashed at midnight and what I had to come back to was this horrible sight [t]https://i.imgur.com/NWTfwDP.jpg[/t] it doesnt go away, is this what they meant with say goodbye to da theme
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