• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
    8,672 replies, posted
[QUOTE=Fluury;53126792]The force wasnt really increased though. If you dont want to get pushed across the map, you can affect airblast that way now. Pushing people off cliffs has become harder if anything, unless you are surfing from a rocket at someone with the velocity of a bullet, you arent going to get that "insane push".[/QUOTE] you don't know what you're talking about. the only "improvement" this new airblast has over the old one is the target is alot less likely to go airborne. any other aspect is a straight upgrade. instead of going airborne people just get sent sliding 10 feet away, turning the floor into ice. not only the effective trajectory has been increased (this is the increased force people are talking about) but it's clearly still baked. not to mention the ability to make it "aimable" in the sense that you ought to aim looking up, at people's head, toward the sky to make pushing more skill based is a lie. nobody needs to do this. look wherever you want you'll still make anyone ice skate backwards into oblivion. the mvm "airblast force" upgrade is more evidence that the base airblast was definitely increased. now with the maxed upgrade it literally punts anything with the force of double stickies. even giants after the supposed ""fix""
Wish we had a dev come in and explain why they won't make airblast into an invisible non damaging explosion. (maybe explosion push force is hardcoded to be with damage?) edit: not counting the rocket/sticky jumper, which still sort of does self-damage as the rocket jumper resets the regen on the Concheror
"We are aware" doesn't mean that "We will do something about it" in VALVe language. It's sad, but true.
Jill runs a community server so I would have expected more support by now edit: to be fair it's probably low priority for them, shame that trusted server token thing like the one in CSGO never went througj
[QUOTE=Hell-met;53126935]you don't know what you're talking about. the only "improvement" this new airblast has over the old one is the target is alot less likely to go airborne. any other aspect is a straight upgrade. instead of going airborne people just get sent sliding 10 feet away, turning the floor into ice. not only the effective trajectory has been increased (this is the increased force people are talking about) but it's clearly still baked. not to mention the ability to make it "aimable" in the sense that you ought to aim looking up, at people's head, toward the sky to make pushing more skill based is a lie. nobody needs to do this. look wherever you want you'll still make anyone ice skate backwards into oblivion. the mvm "airblast force" upgrade is more evidence that the base airblast was definitely increased. now with the maxed upgrade it literally punts anything with the force of double stickies. even giants after the supposed ""fix""[/QUOTE] Of course base airblast was increased, they literally said so in the patchnotes. Airblast being "better" in a viable way doesnt mean airblast is "worse" in a gameplay way now. And yes, aiming airblast makes a huge difference from my experience. MvM is fucking weird though, Ill give you that, airblast sends em flying away, but as far as normal gameplay goes unless im landing with the jetpack or surfing a rocket, airblast seems like relative rocket knockback to me. + anything is better than the purest form of cancer old airblast was
[QUOTE=TheBorealis;53126995]Jill runs a community server so I would have expected more support by now edit: to be fair it's probably low priority for them, shame that trusted server token thing like the one in CSGO never went througj[/QUOTE] Their priorities are short-term monetization gimmicks like the Contracker, not long-term features that will enhance the game.
[QUOTE=Lord Exor;53127004]Their priorities are short-term monetization gimmicks like the Contracker, not long-term features that will enhance the game.[/QUOTE] The flamethrower/airblast rework (though both aren't perfect) is proof they put (edit: effort) into long-term features like that. Plus the contracker could be useful long tern if they do use it for tutorials. edit2: And the whole matchmaking user experience was remade and the experience while queuing is way better now edit3: added edit marks (not completely sure where the first should have gone lol)
[QUOTE=TheBorealis;53127009]Plus the contracker could be useful long term if they do use it for tutorials.[/QUOTE] I did in fact email the TF2 Team that post about the instant I put it here, but even I'm not optimistic that they'd put in the work, no matter how useful the feature is.
Also, I don't know why John Schoenick's name was redacted in the body of those e-mails.
[QUOTE=Blackavar;53127016]I did in fact email the TF2 Team that post about the instant I put it here, but even I'm not optimistic that they'd put in the work, no matter how useful the feature is.[/QUOTE] Actually thinking about it it seems pretty simple, they already have class and weapon contracts, and tooltips about the contracts could be repurposed for weapon descriptions. [QUOTE=Lord Exor;53127024]Also, I don't know why John Schoenick's name was redacted in the body of those e-mails.[/QUOTE] They have other devs like EricS and DRiller, why are you so sure it's Jill?
I've heard through the grapevine that the major TF2 idlebot farms have indeed been disabled. It's very possible that Valve is responsible, and if so, it means they're making a move to fix the ref issue. If they manage to "fix" idling, then it means they can move past that and implement actual metal sinks or whatever it may manifest as.
[QUOTE=Hell-met;53126935]you don't know what you're talking about. the only "improvement" this new airblast has over the old one is the target is alot less likely to go airborne. any other aspect is a straight upgrade. instead of going airborne people just get sent sliding 10 feet away, turning the floor into ice. not only the effective trajectory has been increased (this is the increased force people are talking about) but it's clearly still baked. not to mention the ability to make it "aimable" in the sense that you ought to aim looking up, at people's head, toward the sky to make pushing more skill based is a lie. nobody needs to do this. look wherever you want you'll still make anyone ice skate backwards into oblivion. the mvm "airblast force" upgrade is more evidence that the base airblast was definitely increased. now with the maxed upgrade it literally punts anything with the force of double stickies. even giants after the supposed ""fix""[/QUOTE] I still prefer it to getting stunlocked and insta-killed. It needs some fine-tuning and all the glitches fixed, and yes, the force should be reduced again - but at least the base mechanic isn't fundamentally a piece of shit like old airblast.
[QUOTE=geel9;53127096]I've heard through the grapevine that the major TF2 idlebot farms have indeed been disabled. It's very possible that Valve is responsible, and if so, it means they're making a move to fix the ref issue. If they manage to "fix" idling, then it means they can move past that and implement actual metal sinks or whatever it may manifest as.[/QUOTE] This also means that I can use the giftapult without it ending up in a bot inventory good day.
It's very depressing to see TF2's playernumbers drop so low, but it hasn't changed the actual true player numbers anyways. We're just seeing the truth now.
Craft numbers were such a stupid way to get rid of metal considering only the first 100 crafts benefit from it and its insanely hard to sell those for the price you think theyre worth. Having another (non-rigged) gold wrench type event would do wonders to clear out metal.
Man, talk of craft numbers made me realise how long it has been since we've had any of the new cosmetics added to the craftable listing. Also reminded me I still have this bloody thing... [IMG]https://i.gyazo.com/550c0ab06cf5bd8aecfa8159d1e239bc.png[/IMG] I dunno what to do with it to be honest, kinda just sits there.
Idea to improve the worth of refined metal, like the Bread Box you use metal to make a unlocked crate/case with some cosmetics, with a rare bonus drop being an item you combine with a civilian grade stat clock to make a freelance grade stat clock. edit: cosmetics might not be the right thing, maybe a new set of old style skins brought back as war paint?
Being able to use metal to upgrade stat clocks would not only be a good way to get rid of metal but also lower the absurd prices of weapon skins that have no strange version unboxable.
[QUOTE=X marks it;53127172]I dunno what to do with it to be honest, kinda just sits there.[/QUOTE] Some sociopathic for-profit trader will give you, uh, like 15 ref for it and then list it on b.tf classifieds for 20 KEYS PURE 25% UNUSAL OVERPAY NO TAUNTS.
medals out :ok: [thumb]https://steamuserimages-a.akamaihd.net/ugc/920294225447205553/3EBBE44FBEC3241A3A2514396A48E0A2BEF8CB0E/[/thumb]
I hadn't completed the tour, can I still get the medal? edit: Just need to do Dockyard.
[QUOTE=TheBorealis;53127217]I hadn't completed the tour, can I still get the medal? edit: Just need to do Dockyard.[/QUOTE] that's the medal for mission makers
[QUOTE=Hell-met;53127224]that's the medal for mission makers[/QUOTE] I only see one medal on the wiki, which you get for doing the whole tour. I think they give it out in waves as there's a medal counter on the TT site.
[QUOTE=TheBorealis;53127234]I only see one medal on the wiki, which you get for doing the whole tour. I think they give it out in waves as there's a medal counter on the TT site.[/QUOTE] You can potentially get 3 medals. For submitting a mission, for being one of the winners and for beating the tour. Theyre all exactly the same. Kind of unfortunate that they dont differentiate them.
[QUOTE=Hell-met;53127215]medals out :ok: [thumb]https://steamuserimages-a.akamaihd.net/ugc/920294225447205553/3EBBE44FBEC3241A3A2514396A48E0A2BEF8CB0E/[/thumb][/QUOTE] What, no Battery Canteen?
One time a Pyro pushed me from the wooden platform while at the same time he reflected my rocket. The combined explosion made me go from that place to the cliff. It all went so fast I couldn't react properly and fell to my death. Yeah, the airblast of the Pyro still feels odd to me and seems to hinder you a ton of times.
[I]Valley of the unncany airblast deaths[/I] should be the theme for the next halloween. It'll feature the haunted ghost of airblast's past trying to force its way back into the game along with the old axtinguisher and the [I]mindfully mindlessly reserve shooter M1-eeining[/I].
I don't really have much of a problem with current airblast, the big issue of old airblast was that you could stun people rather than just getting rid of them. Sometimes you get launched really far but that's only because of other explosives hitting you at the same time, you get the same effect if you get hit by two rockets at once. If there's a pyro nearby and you're near a deathpit you shouldn't be fucking around, kill him before he gets in airblast range.
[QUOTE=Hell-met;53127215]medals out :ok: [thumb]https://steamuserimages-a.akamaihd.net/ugc/920294225447205553/3EBBE44FBEC3241A3A2514396A48E0A2BEF8CB0E/[/thumb][/QUOTE] Fake news.
I feel like I have to say that Jungle Inferno was a failiure of an update, considering its one goal was to fix pyro. And here we are with a Pyro even more broken than before.
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