• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
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[QUOTE=qubestf2;53144403]Valve sponsored TF2 LAN would make TF2 a bit more popular. My opinion.[/QUOTE] Grass is green, water is blue, the sun is bright. My opinions. What you're saying is literally what everybody has said in this thread for at least a year. If Valve or the TF Team actually showed some interest in competitive sides, TF2 would get more popular. You're not throwing us a curveball by suggesting such an outlandish idea.
That documentary made me really emotional. After watching it, I booted up TF2, this [URL="https://youtu.be/QEq6Wgunn4Q"]track[/URL] (Fun fact: its start is used for Valve comp before the round starts) played, and I hovered on the "Competitive" button, thinking. I believe the game still can be an E-sport. But there's really nothing more [B]we[/B] can do at this point. Only Valve can make this game soar to heights it has never been in before. I'm hopeful they're trying to make the Competitive rework as good as possible, and I hope they will start sponsoring after that happens. It's up to you, Valve.
Huh. [URL="http://tf2classic.com"]TF2 Classic's website updated. [/URL] I have high hopes.
[QUOTE=qubestf2;53144403]Valve sponsored TF2 LAN would make TF2 a bit more popular. My opinion.[/QUOTE] Not long-term. That would result in a short term growth in 6s attention and then level back down afterwards because many people are still turned off 6s because there's no reliable way to play it straight from in-game, plus the fact that valve is presumably avoiding sponsorships/funding until they can shape a format they feel is more casual-friendly (which current 6s is not so much)
[QUOTE=Fluury;53143246]In all honesty we can be certain the TF Team knows that the current comp mode is gobshite and im still convinced they only released it due to the insane pressure that came with MyM. That's why they wanna get it right this time, with the cost of it taking a lot of fucking time but it hopefully being this year.[/QUOTE] You were saying the same things about the Jungle Inferno update delay, "They're trying to get it right this time after the failure of MyM!" See how that turned out? And even though some of us may express our passion for the game through criticism and cynicism, that doesn't mean we're turning our back on it merely because we've been conditioned to expect disappointment and failure. I just reached 9000 hours of playtime, and that isn't going to stop any time soon. Like you, I want to be optimistic and pleased over updates; I just have experience informing me to expect differently.
[QUOTE=Punchy;53144459]Not long-term. That would result in a short term growth in 6s attention and then level back down afterwards because many people are still turned off 6s because there's no reliable way to play it straight from in-game, plus the fact that valve is presumably avoiding sponsorships/funding until they can shape a format they feel is more casual-friendly (which current 6s is not so much)[/QUOTE] To shape the format into one that more closely resembles what TF2 is (slower ebb and flow from point to point) would require the TF2 Team to balance the classes so that, with a smaller amount of people, all the classes are still powerful. This is complicated. A Heavy is weaker in 6v6 because he doesn't have the big team support he has in Casual. An Engineer is weaker for the same reason. Spy just doesn't work unless he isn't expected (I still don't know how to fix this problem besides buffing certain attributes and seeing what works, but we can't test any of this), Sniper can't flow with the team (though he is the most powerful of the offclasses. In prolander he's always used. Hmm..), and Pyro just needs fixing (fix flames, improve jetpack, make him run at Medic speed, etc.). So making those classes more useful (besides Sniper I guess), useful enough to warrant NOT using 2 Scouts and 2 Soldiers, would be a way to help create the format the TF2 Team wants for competitive. Some people are very, very against making the other classes more useful though. But there isn't a way we could make TF2 any MORE boring than Overwatch right now. Their competitive meta involves 4 tank characters. You want to talk about slow gameplay, there you go. EDIT: Also, koth instead of 5cp for maps. We need more koth maps.
[QUOTE=Lord Exor;53144490]You were saying the same things about the Jungle Inferno update delay, "They're trying to get it right this time after the failure of MyM!" See how that turned out?[/QUOTE] Did they release a broken Competitive rework? No.
[QUOTE=agrastiOs;53144511]Did they release a broken Competitive rework? No.[/QUOTE] No, they just released a broken and ineffectual class rework.
[QUOTE=Blackavar;53144493]To shape the format into one that more closely resembles what TF2 is would require the TF2 Team to balance the classes so that, with a smaller amount of people, all the classes are still powerful.[/QUOTE] No it doesn't. Diversify the mapool with more than just 5cp so that specialists will have more situational usage. running more koth/ad and experimenting with other modes would be beneficial and almost necessary to bridge a casual friendly environment where more than just generalists are viable for the majority of map stretches. Of course 5CP is currently king because it works best with a generalist balance, which was essential during a time of so many bollocks weapon balances. But now that valve is evening that out I think looking into changing this again would be best for the growth of the scene. [QUOTE=Blackavar;53144493] Heavy is weaker in 6v6 because he doesn't have the big team support he has in Casual. An Engineer is weaker for the same reason. [/QUOTE] Heavy is very strong in 6s. He is weak when required to constantly move, or within longrange spaces where he is less effective. For these reasons him and engineer are inflexible- only really best when the fight is close and not moving.
[QUOTE=Lord Exor;53144515]No, they just released a broken and ineffectual class rework.[/QUOTE] I wouldn't go as far and say the Jungle Inferno Pyro rework was "broken" and "ineffectual". I really enjoy that Pyro flames are consistent now, the super annoying mojo is gone, and that Pyro can actually do shit now with his primary weapon. The Pyro needs a few little tweaks that would also be really easy to do: flailing bug could be pretty much fixed and Flamethrower made to need more aim with a few command changes (they added loads of Pyro related commands in the Jungle Inferno Update). Now, I have no idea why they haven't done that yet, but I would imagine they haven't so they can ship the fixes with the Comp update to make the transition to more comp-related TF2 as one package. I also think that they haven't really done much with Pyro for 6s, because again, they want to balance everything at once and ship it in the Competitive rework update, and then do small tweaks from there. That would also explain why Jungle Inferno rebalances were mostly band-aids to fix the problems, and were just attempts to make the most offending weapons less so.
I wonder if Mercenary Park could somehow be the best competitive attack/defense map since Gravel Pit. (Is Gorge good in competitive? Don't think so, would like to know why) [editline]19th February 2018[/editline] [QUOTE=Punchy;53144529]No it doesn't. Diversify the mapool with more than just 5cp so that specialists will have more situational usage. running more koth/ad and experimenting with other modes would be beneficial and almost necessary to bridge a casual friendly environment where more than just generalists are viable for the majority of map stretches. Of course 5CP is currently king because it works best with a generalist balance, which was essential during a time of so many bollocks weapon balances. But now that valve is evening that out I think looking into changing this again would be best for the growth of the scene.[/QUOTE]
[QUOTE=TheBorealis;53144536]I wonder if Mercenary Park could somehow be the best competitive attack/defense map since Gravel Pit. (Is Gorge good in competitive? Don't think so, would like to know why)[/QUOTE] Not a chance with a last point as nitwittedly designed as the one it currently has.
in response to this previous post, I'll just clear it up with this [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] there seems to be some misinformation or general lack of knowledge toward the gas passer in mvm so i decided to record a mannup game with me doing nothing but using it at its max efficiency keep in mind that's a secondary item, is the result of a spent 400$ and that i also made a few mistakes that could've went better [media]https://www.youtube.com/watch?v=0eugXSfFAuM[/media] so yeah, this is why some people who love *playing* mvm will get mad at you for using GP
[QUOTE=Punchy;53144538]Not a chance with a last point as nitwittedly designed as the one it currently has.[/QUOTE] What does the map's last do differently than other maps with bad lasts like Borneo or Mossrock? Merc Park's last seems pretty much like Gorge's with an extra flank and some height differences. edit: height differences that makes attacking extra annoying, it's called the test pit when you cap/defend so I guess they wanted to make it into a pit shape like Gorge's last [editline]19th February 2018[/editline] [QUOTE=Hell-met;53144546]The Gas Passer is op[/QUOTE] The question is if it's intentional or not. edit: you used the flamethrower in the video, I thought you were literally only going to use the passer :v:
[QUOTE=TheBorealis;53144549]What does the map's last do differently than other maps with bad lasts like Borneo or Mossrock? Merc Park's last seems pretty much like Gorge's with an extra flank and some height differences. edit: height differences that makes attacking extra annoying, it's called the test pit when you cap/defend so I guess they wanted to make it into a pit shape like Gorge's last[/QUOTE] Neither borneo nor mossrock nor gorge funnel you through such awful chokes. All flanks on merc park's last are cramped hallways where the attackers can easily spam you out. Not to mention how the point itself is a relatively small room where one sentry can see everything.
Put it this way: Any map that's just tight corridors with big wide open square areas for objectives is never going to see the light of day in competitive.
[QUOTE=TheBorealis;53144549]you used the flamethrower in the video, I thought you were literally only going to use the passer :v:[/QUOTE] He had 0 flamer upgrades and ended up with the top score (I was playing with him as beggars soldier)
I just had a really strange bug [t]https://i.imgur.com/hEfKp5S.jpg[/t] [t]https://i.imgur.com/jjHs3Wk.jpg[/t] Even affected a Heavy on the other team [t]https://i.imgur.com/i4M2drv.jpg[/t]
[QUOTE=Jboby1;53144447][URL="http://tf2classic.com"]TF2 Classic's website updated. [/URL][/QUOTE] [img]https://i.imgur.com/llqyjqb.png[/img] [B]Darn.[/B]
[QUOTE=Hell-met;53144546]-snip- so yeah, this is why some people who love *playing* mvm will get mad at you for using GP[/QUOTE] I don't refute any of the above, but in the specific case I was on Potato's MvM doing the Titanium Tank missions (which are, ahem, a bit lacking in balance). Additionally, the engie in question was named "Nazi Chan" and clearly a troll. I actually think the GP [I]is[/I] overpowered in MvM, specifically in that the explosive damage it deals recharges itself. I slogged through mvm_steep on Potato's last night and there were instances where I'd throw the GP into a group and it would immediately recharge. That is kind of silly.
Two questions, can I add a custom main menu background to be randomly selected with the normal, and how do I get the Merc Park screenshots from the JI [URL="http://www.teamfortress.com/jungleinferno/"]update page[/URL]? Right clicking doesn't work for me edit: nvm I figured out how to randomize custom images and I made my own screenshot
wish pyro's flame particle isnt causing any dumb lag if 7 pyros are in the other team
It would be nice to have a stat clock tool, that would work on grades above civillian items.
[QUOTE=Lord Exor;53144490]You were saying the same things about the Jungle Inferno update delay, "They're trying to get it right this time after the failure of MyM!" See how that turned out? And even though some of us may express our passion for the game through criticism and cynicism, that doesn't mean we're turning our back on it merely because we've been conditioned to expect disappointment and failure. I just reached 9000 hours of playtime, and that isn't going to stop any time soon. Like you, I want to be optimistic and pleased over updates; I just have experience informing me to expect differently.[/QUOTE] See how it turned out? It turned out good. Jungle Inferno was a good update, even though with no comp which is still a bummer, and it saved the rep of TF2 massively, atleast from what I have seen. Doesn't mean it didn't have any issues, but reducing it to them is unfair. I know calling out is frowned upon but - What I said was more regarding the fact that said person was unironically convinced that Jungle Inferno would be the "last tf2 update"
Has anyone who visited Valve asked them why the dota 2 hats exist when none of the international 2011 winners play or care about TF2. They should honestly just make those hats sparkling for the original owners and release public versions. Kinda like how the Modest Pile, Noble Amassment and Towering Pillar are obtainable by normal players.
[QUOTE=Yukinari;53145286]Has anyone who visited Valve asked them why the dota 2 hats exist when none of the international 2011 winners play or care about TF2. They should honestly just make those hats sparkling for the original owners and release public versions. Kinda like how the Modest Pile, Noble Amassment and Towering Pillar are obtainable by normal players.[/QUOTE] Those hats are available to normal players, but they aren't the prize hats. The actual propaganda prize hats look a bit different. They have a ribbon added to their models.
[QUOTE=Ultravod;53144763]I don't refute any of the above, but in the specific case I was on Potato's MvM doing the Titanium Tank missions (which are, ahem, a bit lacking in balance). Additionally, the engie in question was named "Nazi Chan" and clearly a troll. I actually think the GP [I]is[/I] overpowered in MvM, specifically in that the explosive damage it deals recharges itself. I slogged through mvm_steep on Potato's last night and there were instances where I'd throw the GP into a group and it would immediately recharge. That is kind of silly.[/QUOTE] The Gas Passer [i]is[/i] overpowered, you pay 400 bucks for something that instantly kills any mass gathering of bots and is the easiest medic picker tool that recharges itself when used as intended We have to ban the damn thing during testing because we'd get someone joining and insta-picking Pyro just because the passer exists
Here is an idea for Strange painted weapons: All skinned and war paitned weapons have a this statclock on the weapon model, if they are strange. What if you could have an weapon style*, that removed the stat clock from the weapon model? *Like with the bat out of hell, or flying guilotine
I think it would be better if you just had the option to remove stat clock model from the weapon itself in a options menu or something,incase someone doesnt like the stat clock tacted on their weapon.
[QUOTE=DrCactus;53144590]He had 0 flamer upgrades and ended up with the top score (I was playing with him as beggars soldier)[/QUOTE] OP in MVM but in normal game play, I'd much rather use another secondary. Although the GP is banned in comp so maybe it is deemed OP in general?
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