• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
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[QUOTE=Kurahk;53134504]Those are the free ones correct? And are those still available? I think I maybe played one day of Jungle Inferno and didn't read too much into it.[/QUOTE] Yep, you also the Heavy banana doing them, they're free and still available. (I did them all already so I actually don't know if they're still doable, but no one has mentioned that they're gone and they weren't removed in any patch notes so I assume they're still there)
[QUOTE=Fluury;53134506]They are.[/QUOTE] Oh that's good to know. It'll give me something to work towards that isn't sitting around on trade servers fucking around.
The hot hand contract is way easier than people make it out to be, just equip the degreaser and quick swap over to the hot hand as a finisher when you've already damaged people with your primary and secondary.
[QUOTE=Zadrave;53134143]Also the number in existence is insane compared to hats[/QUOTE] It's actually kind of funny how people insist that Unusualifiers/Unusual taunts are as common as hats. The numbers are very much leaning to the contrary. The double unbox rate of Unusuals and Unusualifiers during the 2016 Halloween update definitely did not help. [url=https://backpack.tf/stats/Unusual/Taunt%3A%20Battin'%20a%20Thousand/Tradable/Craftable]Prior to Halloween 2016, note that the number of the most common taunt (Battin' a Thousand) stagnated around 235[/url] (any variations of those numbers is due to them entering or leaving private backpacks). Then after Halloween it stayed around 326 until Christmas - as it was not worth unboxing Halloween crates anymore. After every update, the number of them dramatically increases - however this number fails to record the number of Unusualifiers in existence so the number is actually significantly higher. Most of the taunts came into existence due to unboxes during the initial "taunt boom" of Love and War with some coming out over time, and then after the introduction of Unusualifiers the number just surged out of control. The number of the most common taunt went from around 235 to 740+ in just over 1.25 years. If that's not evidence enough that taunts have become unbelievably common, then there's nothing else that would convince someone otherwise. Personally? I'm glad taunts are as cheap as they are now. A low-tier effect on a taunt had no business being as valuable as a mid-tier hat; they weren't even visible unless you actively were using them.
[QUOTE=Mort Stroodle;53134740]The hot hand contract is way easier than people make it out to be, just equip the degreaser and quick swap over to the hot hand as a finisher when you've already damaged people with your primary and secondary.[/QUOTE] Or just play medieval mode.
[QUOTE=agrastiOs;53134873]Or just play medieval mode.[/QUOTE] Then you have to deal with teammates blocking your hits + increase in random crit retardation.
[QUOTE=geel9;53129762]You'll have to watch to find out![/QUOTE] This plus a few high level people saying something is coming is freaking me the fuck out Last time this happened it was the abomination which is MM, so I'm trying SO hard not to get excited but I struggle not to when a game which literally saved my life might get something good
[QUOTE=Mould;53134990]This plus a few high level people saying something is coming is freaking me the fuck out Last time this happened it was the abomination which is MM, so I'm trying SO hard not to get excited but I struggle not to when a game which literally saved my life might get something good[/QUOTE] He's talking about third party developments at the Rewind LAN, not TF2 update speculation.
Seems like the Contracker still counts Campaign kills, I thought they'd be disabled with the event officially ending.
[QUOTE=Stric_Matic;53135082]Seems like the Contracker still counts Campaign kills, I thought they'd be disabled with the event officially ending.[/QUOTE] Now it's "Kills" instead of "Campaign Kills"
So what, it'll just keep racking up kills from now on until eternity, pointlessly? Until the next campaign rolls around (if it does)? It's not that the Campaign kills stat matters much to me, but why keep it tracking kills outside the event?
[QUOTE=agrastiOs;53135088]Now it's "Kills" instead of "Campaign Kills"[/QUOTE] To add on to that, they renamed a bunch of strings related to counter-ranks for contracts on both the new ConTracker and the older coin/stamp from Gun Mettle and Tough Break. [QUOTE=tf_english strings]"KillEaterEvent_CosmeticOperationContractsCompleted" "Contracts Completed" "KillEaterEvent_CosmeticOperationKills" "Kills" "KillEaterEvent_CosmeticOperationContractsPoints" "Contract Points" "KillEaterEvent_CosmeticOperationBonusObjectives" "Contract Bonus Points"[/QUOTE] All of these strings had the word "Campaign" removed from them. That probably means that in the future, campaigns will work like Jungle Inferno has: you'll be able to do the contracts forever if you have the pass, and your ConTracker will just count stats whenever you're doing a contract, no longer limited to the duration of the campaign.
[QUOTE=MarioMaster2008;53135160]...your ConTracker will just count stats whenever you're doing a contract, no longer limited to the duration of the campaign.[/QUOTE] But does it track kills only with an active contract (i.e playing the right class/map/mode) or even with inactive ones, as long as they're activated?
[QUOTE=Stric_Matic;53135169]But does it track kills only with an active contract (i.e playing the right class/map/mode) or even with inactive ones, as long as they're activated?[/QUOTE] This, I'm not so sure about. Because this is the first time they've done contracts that stay forever, I can't really say. I would assume that it would only count during an active contract, when the progress meter for it is displaying. But at the same time, I don't really know; because Gun Mettle and Tough Break's coin and stamp relied on kills during the campaign, which ended at a certain time. Has anybody noticed their kill counter on the ConTracker go up post-campaign?
My coin/stamp/contracker still say campaign kills etc., and my contracker still says "The Jungle Inferno Campaign ends on February 11, 2018". I think my game is bugged after Jungle Inferno so the localization can't change, I tried deleting tf_english and verifying (I think), then the whole resource folder and verifying, even changing the language, but all the text added after Jungle Inferno was not localized for me. edit: A new version of 2Fort has [URL="https://www.reddit.com/r/tf2/comments/7xrlk3/after_nine_years_in_development_my_friend_and_i/"]appeared[/URL] on the [URL="https://steamcommunity.com/sharedfiles/filedetails/?id=1300985277"]workshop[/URL], changes include [QUOTE]A one-way door on sewer exit helps the attacking team to gain a foothold and push forward Ground floor has been opened up for less claustrophic combat Health and ammo packs have been redistributed Doorway to battlements has been centralized and the second spawn has been removed Removal of stairs and resupply cabinet nearest the spawn door to reduce sentry griefing A new sneaky ventilation pathway will help break up the turtle nest around intel[/QUOTE] [t]https://steamuserimages-a.akamaihd.net/ugc/943938316578778758/64DF12066FE1980B1F763B925161557AD296852D/[/t] [t]https://steamuserimages-a.akamaihd.net/ugc/943938230800842324/0842266BAD40154E2DDE9F7FE10C8B3FA8F9C486/[/t] They've got a 24/7 server at 184.59.220.151:27016
[QUOTE=Kaiga;53135023]He's talking about third party developments at the Rewind LAN, not TF2 update speculation.[/QUOTE] this is still something for the game I'm far more likely to be pleased by a third party than actual valve, I don't really give a shit about updates all that much
what if certain maps had multiple versions with the only difference between them being the time of day they were set in, making it so whenever you loaded the map in casual (or a community server depending on the settings) the whole map would be the same time of day for everyone, weather it be night, afternoon, or sunset/sunrise, with the map's time changing at random every time it's loaded
[QUOTE=TheBorealis;53135284] -CTF Newfort- They've got a 24/7 server at 184.59.220.151:27016[/QUOTE] I checked out Newfort on my test server and I saw a lot of questionable design choices. I'd have to see it in action. Unfortunately, the 24/7 server is in 9v9 mode. What kind of Highlander bullshit is this? EDIT: I got on and played for a few. It's full of bots. Map is bad and server is worse.
[QUOTE=Ultravod;53135444]I checked out Newfort on my test server and I saw a lot of questionable design choices. I'd have to see it in action. Unfortunately, the 24/7 server is in 9v9 mode. What kind of Highlander bullshit is this? EDIT: I got on and played for a few. It's full of bots. Map is bad and server is worse.[/QUOTE] It doesn't fix two of the bigger issues I have with 2fort. That being one it's too cramped in the bases and two the flags are tucked way too far back in the base... If you can't get down to the flag room and clear it out before people start respawning you have to deal with people not on infront of you, but behind you. With how cramped it is avoiding explosive spam is a royal pain in the ass as well... The gate to the sewers does it no favor and the water passage is more of an extensively dumb long cut if you jump or fall into the water as well...
[QUOTE=X marks it;53134953]Then you have to deal with teammates blocking your hits + increase in random crit retardation.[/QUOTE] The latter thing helps you as well, though.
What are things that can help make CTF not be such a mess? A map timer for one would help, I think.
[QUOTE=Gentleman Cat;53135826]What are things that can help make CTF not be such a mess? A map timer for one would help, I think.[/QUOTE] Making maps not be so engineer friendly would be a start. Every single CTF map's Intel room is an easily camped engineer vault, which leads to class stacking, and everyone else playing TDM outside while those engie players sit idle waiting for the push that never happens.
[QUOTE=Gentleman Cat;53135826]What are things that can help make CTF not be such a mess? A map timer for one would help, I think.[/QUOTE] Issues that must be solved: If the map is too open (Landfall), a Scout can run in and out easily without anyone being able to do anything. Once the Scout has the intelligence, there is no counterplay, they've lost the point. If the map is too closed, or has too many big sightlines (2fort, Sawmill, Turbine), nobody can get anywhere near the intelligence, even with an uber push. Even when a Scout gets the intelligence, it's likely it will be so close to the intelligence room that an Engineer and Demoman can lock it down without trouble. If your team's intelligence is dropped, standing next to the intelligence should double the rate at which it goes back to the base. Maps should be made more open, but less sightline-heavy, and the intelligence rooms should be more open. Landfall, with some changes, could be the first actually fun CTF map. Put the intelligence further away from spawn, disallow classes from getting up on the roofs around the intelligence, and put some barriers to disallow locking down that massive sightline from the intelligence down that long hallway to the left to the ammo and health. Honestly, I want to see a ctf_landfallpro as well as a koth_landfallpro (cut that tree in half or something, maybe lower that highground a bit too, more sightline fixing) be made sometime.
[QUOTE=Kaiga;53135841]Making maps not be so engineer friendly would be a start. Every single CTF map's Intel room is an easily camped engineer vault, which leads to class stacking, and everyone else playing TDM outside while those engie players sit idle waiting for the push that never happens.[/QUOTE] The one map that came with Gunmettle isn't too bad, believe it's name was landfall. Probably one of the more enjoyable times I've had playing CTF in this game. It's open enough that there's ways to knock out sentries from safety while still making sentries actually useful for defense. But yeah, I agree, making defensive not a brick wall is always a plus. I'd like to see lots of options for CTF though outside of better map selections... 1. Option to have touch flag return, probably best way for low player counts so they don't have to dedicate someone to defending the flag 2. Flag returns faster when teammates are actively surrounding it with no enemies present. Sort of like capturing a point. Make it return faster based off how many people are present as well, up to 3 cap like other objectives. Might even give the paintrain more functionality. 3. Time limit is a requirement for non endless matches where neither team is making any progress towards the objective 4. On round end, teams with more captures win the round, this goes without saying. 5. No crits on capture, this is honestly over kill. You're literally kicking a dog even harder while it's already down. This can lead to steam roll effects as well. 6. Maybe a very short delay when a flag respawns after being captured so it cannot be picked up immediately afterwards perhaps?
Even doomsday could be considered a better ctf flag than 2fort because of the flag returning mechanic this map has,of course there is still the rocket platform spam fest and people spawning right next to the rocket but overal i would prefer to play that than 2fort.
I don't know why, but for some reason every match i get on landfall lasts far much longer than 2fort, i really like the map, but even though it's open, to get the intel you can either walk into 5 sentries and the rest of the players, or somehow survive a really bad sightline, then walk into the sentries, and once you take the intel, it's a shooting range and you're the target Atleast it's fun for dm and has good verticality
Landfall, much like any other ctf map, relies on people playing something else other than scout or engie.
Still, Landfall has a reasonably open intel area with multiple points of access and ways for attackers to get at the inevitable Sentries outside their range, plus its briefcase is in front of the defending team's spawn, not a long way behind it. Thus it doesn't force you to fight your way past the other team's spawn, and back again while encountering waves of respawned enemies. Haven't played it in a while, but if Landfall stalemated during Tough Break, it did so because teams sucked at attacking and didn't have enough people trying to push in. Which is a general playerbase and Valve server issue. With most other CTF maps, its both that AND the fact that the map/spawn/intel room design lends itself horrendously to turtling and defending and naturally makes it much, much easier to just hold back and deny any attempt at pushing. People seem to play CTF maps specifically to get easy kills for hours on the few attackers trying to hopelessly push in an uncoordinated manner against clear defensive advantages.
Hilarious that having the intel right in front of spawn is seen as good for ctf because the standard is even worse. Put the intel somewhere [I]impossible[/I] to defend. Make the game about who can cap fastest and do the best job of slowing down the other team. Raise the score limit to 10 or higher if necessary (and have a time limit ofc). Keep the capture-crits but only when the losing team captures.
trying to fix ctf will end negatively either way the current ctf crowd of people are casual players that play it [I]because[/I] its stalematey and shit, removing the endless timer and the other stuff will ruin it for that portion of players, which is sizable enough to respect them Not only that but even with ctf "fixed" no one will give a shit because its still ctf so you essentially end up with ruining it and thats about it + its a good containment for the memers of casuals and furries dont open it EDIT: Its easy to ignore the subcommunity behing the 25% of ctf_2fort servers by not being part of it but ignoring it is foolish
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