• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
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[QUOTE=Mort Stroodle;53140220]Sure that's not just because it's saturday?[/QUOTE] The bots are staging their comeback.
[QUOTE=Lord Exor;53141028]The bots are staging their comeback.[/QUOTE] Not really, actually, the bots number is still similar to what it was after the drop, and there's still 0 bots in Valve servers.
How are you counting the number of idle bots exactly?
Before TF2 development ends, I really want a Valve made map set in Australia.
[QUOTE=TheBorealis;53141203]Before TF2 development ends, I really want a Valve made map set in Australia.[/QUOTE] It's something I've been wishing for for soo soo long. I realy want to see what kind of futuristic Australia's streets would look like.
[QUOTE=Creeps;53141308]It's something I've been wishing for for soo soo long. I realy want to see what kind of futuristic Australia's streets would look like.[/QUOTE] Yeah they could take it in several different directions, art deco, raygun gothic, 70s clean and white like Logan's run, the artists could have a field day with the aesthetics. (thought about this in my first post but didn't write it)
I almost feel like future australia is so fucking out-there that it couldn't fit into the game. Maybe they could set a map in the outback with a futuristic skyline in the skybox
[QUOTE=agrastiOs;53140895]I could before this patch, but essentially at random times. It was the problem with that overlay.[/QUOTE] The issue on my end was that the "change style" option appeared on the loadout and inventory screen, but the window's drop down menu would not work. There's also some issues with the preview image with some items, such as the last spy coat
Could someone explain to me why the rising key prices are bad outside of just that the sheer amount ref per key makes going from scrap to unusual very difficult?
[QUOTE=prizepool;53141524]Could someone explain to me why the rising key prices are bad outside of just that the sheer amount ref per key makes going from scrap to unusual very difficult?[/QUOTE] Key prices aren't rising, ref prices are falling. Keys have stayed around $2.50 forever because the only way for them to enter the market is via a $2.50 purchase. Ref prices falling however means the buying power of a player who just plays the game and gets weapon drops without dumping lots of real-world cash into the game is going down over time.
Remember valve said that in-game poll results are mostly neutral? I think it's another example of survivorship bias as people who really don't like this match left it before the poll.
[video=youtube;5T8ykIwOf1Y]https://www.youtube.com/watch?v=5T8ykIwOf1Y[/video] If the Enforcer's pierce worked correctly, it could be somewhat useful as the anti sentry revolver. (didn't know about the revolver damage resistance) Also i'm curious how the Vaccinator fire resist works with the afterburn resist reduction.
[QUOTE=Mischail;53141568]Remember valve said that in-game poll results are mostly neutral? I think it's another example of survivorship bias as people who really don't like this match left it before the poll.[/QUOTE] If I steamroll, or get steamrolled, I rate it "horrible". If the match was actually balanced, I give it the top rating. Everyone else should do the same. Valve needs to encourage balanced matches, which are always the most fun.
[QUOTE=Mort Stroodle;53141537]Key prices aren't rising, ref prices are falling. Keys have stayed around $2.50 forever because the only way for them to enter the market is via a $2.50 purchase. Ref prices falling however means the buying power of a player who just plays the game and gets weapon drops without dumping lots of real-world cash into the game is going down over time.[/QUOTE] Exactly. For someone like me, who hasn't bought a Key in years (I only buy the campaign passes and occasionally spend a euro or two from Steam trading cards or Steam sale leftover funds on the Community Market), it basically means that any Metal you get from crafting weekly weapon drops can only get you a craft hat or any other low-value cosmetic every couple of months. I'm not really complaning much, I understand that having a neverending supply of a free secondary currency will devalue it over time by a lot, but it sucks that certain appealing things like all of the post-Love & War taunts are pretty much unobtainable via gradual accumulation of Metal from just playing regularly. I really feel like we could use another Mann Co. Reel with 2015-2016 taunts to help lower their price a bit. I'd give a euro for one, but their current prices just don't get any lower because they're Store-purchase-only, and that essentially makes them a commodity only owned by a small minority, the whales among the playerbase.
[QUOTE=Blackavar;53141592]If I steamroll, or get steamrolled, I rate it "horrible". If the match was actually balanced, I give it the top rating. Everyone else should do the same. [B]Valve needs to encourage balanced matches[/B], which are always the most fun.[/QUOTE] "How". Balance teams based on lvl? Playtime? Score? User vote? Performance? Encourage people granting them exp bonuses? Enforce a team scramble? Bear in mind no one likes to be on the losing team unless an equally arbitrary reason drives the player to switch.
[QUOTE=Metaru;53141640]"How". Balance teams based on lvl? Playtime? Score? User vote? Performance? Encourage people granting them exp bonuses? Enforce a team scramble? Bear in mind no one likes to be on the losing team unless an equally arbitrary reason drives the player to switch.[/QUOTE] Steamrolls do not equal balanced matches.
[QUOTE=Metaru;53141640]"How". Balance teams based on lvl? Playtime? Score? User vote? Performance? Encourage people granting them exp bonuses? Enforce a team scramble? Bear in mind no one likes to be on the losing team unless an equally arbitrary reason drives the player to switch.[/QUOTE] Level would be fine. There are enough people playing the game that the coordinator can attempt to lump level 1s together and level 100s together in different servers, instead of the unfun free-for-all we have now. At the moment, level means nothing except "this is how long this person has played Casual", so either it needs to be removed completely or given a purpose.
[QUOTE=Metaru;53141640]"How". Balance teams based on lvl? Playtime? Score? User vote? Performance? Encourage people granting them exp bonuses? Enforce a team scramble? Bear in mind no one likes to be on the losing team unless an equally arbitrary reason drives the player to switch.[/QUOTE] I mean if you've played any tf2 since mym you should know that the matchmaker regularly starts games, [I]from the beginning of a map[/I], with drastic differences in team sizes, and barely-filled servers. The matchmaker dumps everybody from the old server into a new server, afaik with all the players in the same teams they were in last game. So if a bunch of people from blu D/C in between games, get fucked, you're now playing a 3 v 9. This is completely ridiculous, if teams are that unbalanced [I]before the game begins[/I] it's simply a matter of autobalancing off the bat. There's no reason at all not to do this. That extremely simple fix alone would prevent a lot of garbage matches from taking place. Matches with >40% playercounts should also definitely send players straight back to the matchmaker on round end, at that point the match is going to suck and players are going to be quickly abandoning anyway, further unbalancing teams. Before even touching more complicated and tricky systems like mmr and shit there's really, really basic stuff valve could do to improve casual's matchmaker to prevent steamrolls. [editline]18th February 2018[/editline] Also if valve is this determined to remove autobalance without any sure-fire systems in place to replace it then we need bots to fill in for unbalanced teams.
Also, between maps, the game should put everyone on a random team, so that the team that steamrolled last game may or may not steamroll again. It's annoying getting rolled, staying in the same server, and getting rolled again because nothing actually changes between map switches.
I'm playing Waterfront on Potato's MvM. I'm playing Pyro (Stock/Gas Passer/Homewrecker). The engie on our team begins flaming me at considerable length for using the GP. He calls me a no skill noob and says that the Gas Passer ruins the game. I must admit, I have never been attacked for using a weapon that is too [I]good[/I] in MvM before.
[QUOTE=Blackavar;53141718]Also, between maps, the game should put everyone on a random team, so that the team that steamrolled last game may or may not steamroll again. It's annoying getting rolled, staying in the same server, and getting rolled again because nothing actually changes between map switches.[/QUOTE] No one stays on the team that is getting rolled, which prompts a stronger roll because there's no a numbers advantage on top of being a better team, then matchmaker tries to fill those slots and nothing really changes unless a really good player gets tossed onto the awful team to try to counteract that but why would you want to be the only competent player on a team of morons? The cycle is self serving and spirals itself out of control because the only way to stop the madness is for the steamrollers to voluntarily switch sides or for the server to empty out entirely, at which point the problem just gets directed to a new server.
[QUOTE=Ultravod;53141728]I'm playing Waterfront on Potato's MvM. I'm playing Pyro (Stock/Gas Passer/Homewrecker). The engie on our team begins flaming me at considerable length for using the GP. He calls me a no skill noob and says that the Gas Passer ruins the game. I must admit, I have never been attacked for using a weapon that is too [I]good[/I] in MvM before.[/QUOTE] but that's well known
[QUOTE=Ultravod;53141728]I'm playing Waterfront on Potato's MvM. I'm playing Pyro (Stock/Gas Passer/Homewrecker). The engie on our team begins flaming me at considerable length for using the GP. He calls me a no skill noob and says that the Gas Passer ruins the game. I must admit, I have never been attacked for using a weapon that is too [I]good[/I] in MvM before.[/QUOTE] I asked people not to use it when doing the TT missions, to earn the medal and not rely on op weapons. edit: they should make the passer explosion damage count as explosion damage and not fire so you don't fill up the meter instantly
Wait a minute, is it even possible to play Titanium Tank on EU? All I see are US servers.
yeah, they're all Us servers
[QUOTE=DrCactus;53141805]yeah, they're all Us servers[/QUOTE] Ah well. I could try playing though, it seems it's around 130 ping, and I play Casual in similar pings when playing with friends over the sea.
[QUOTE=agrastiOs;53141810]Ah well. I could try playing though, it seems it's around 130 ping, and I play Casual in similar pings when playing with friends over the sea.[/QUOTE] I've played it at a consistent 110 ping, all is fine unless you play Sniper.
I hope Mercenary Park gets some more updates in the future, it's just a bit... weird in layout. A useless dead end right below blu spawn, the area around the first point is really cramped and small for a dock, the inside of the research facility is a little bare, and the flank route for last needs to be better for the attackers.
[QUOTE=Blackavar;53141718]Also, between maps, the game should put everyone on a random team, so that the team that steamrolled last game may or may not steamroll again. It's annoying getting rolled, staying in the same server, and getting rolled again because nothing actually changes between map switches.[/QUOTE] I am really not sure why there still isn't team scrambling between maps after it got removed, I could understand not scrambling the teams if the map was balanced (e.g. similar round times, long stalemates) but in every other instance scrambling would be far more beneficial to the teams, instead of hoping that people joining the worse team magically balance things out. The negative effect of its absence was very clear the day MyM dropped, it's just weird to think that they never bothered to put it back.
Can we please get tf_viewmodels_offset_override not cheat locked? You can change it in CSGO. if you think the default viewmodels are too big and minmodels are weird, open a local server and put in tf_viewmodels_offset_override 0 0 -1 or more, it moves the viewmodels down and is a good mix of looking nice with more screen space for seeing.
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