• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
    8,672 replies, posted
[QUOTE=Hell-met;53152897]to think casual was designed as a remedy to counteract autobalance... what a lovely turn of events[/QUOTE] I don't think casual was designed as a remedy to counteract autobalance. I believe Valve switched to casual for a number of reasons, such as most modern games having a matchmaking system (like it or not that's what newer players are going to expect), Valve wanting to make matches more competitive (which is a very good thing), wanting easier server management for Valve servers (since the GC will just grab any server that's free for a match vs quickplay which had dedicated servers for different modes) and the Valve server system/server browser most likely being incompatible with Steam Datagram relay.
I dont know about you guys but "12vs6" Player matches usually get fixed in a minute for me.
[QUOTE=Fluury;53153017]I dont know about you guys but "12vs6" Player matches usually get fixed in a minute for me.[/QUOTE] It's rare I end up on the smaller team that, once it fills up, does better than the enemy team.
[QUOTE=Blackavar;53153026]It's rare I end up on the smaller team that, once it fills up, does better than the enemy team.[/QUOTE] People that fill slots from people who abandon have to quickly figured out the situation. They're not placed in a fresh game were everyone is in their spawn or setting up defensive or anything. They're going to have to quickly grasp the situation without understand anything about their team at all. More often or not they don't have the time needed to adjust so they don't get an opportunity to aid their team as well as they could have been if it were a fresh new game.
[QUOTE=Fluury;53153017]I dont know about you guys but "12vs6" Player matches usually get fixed in a minute for me.[/QUOTE] depending on the map, a lot could happen in a minute. A koth or mid point could be capped in that time, giving an advantage to the bigger team.
tomorrow, Saturday at 8 PM CET on the EU server we're doing haywire and some older community maps, maps like 1fort, balloon race, convoy etc, suggest more maps on discord or here
[QUOTE=chandlerj333;53153038]depending on the map, a lot could happen in a minute. A koth or mid point could be capped in that time, giving an advantage to the bigger team.[/QUOTE] True, but people make the issue sound bigger than it actually is.
[QUOTE=Fluury;53153073]True, but people make the issue sound bigger than it actually is.[/QUOTE] Not everyone lives in a populated region.
[QUOTE=Kaiga;53153089]Not everyone lives in a populated region.[/QUOTE] I love appearently right next to the Virginia servers, which from what I can recall are pretty populated and I get hit with games with at least 2-3 people jumping ship on the losing match almost every game. But it's not really uncommon to see matches get forced with a team losing around half it's players though. By the time it usually fills ( which I will admit seems noticably since MyM launched ) it's still normally just too late for the one team to recover.
I know realise the true extend of the amby nerf now when playing panda's class warfare where spies with it can no longer win against heavies and soldiers.
[QUOTE=Big Snake Bos;53153139]spies with it can no longer win against heavies and soldiers.[/QUOTE] ...good? a spy against those two classes.. i can't imagine a scenario where being able to deal with either of them while out in the open is good for balance
In class warfare it was more apperent because you can see how in a enviroment against a class that should have the upper hand against another,struggle because of 102 crits from the other side of the map. Which of course happened in normal gameplay too but it becomes really apperent when its spy vs heavy and most spies use the amby to snipe the heavies with them having no way to close the gap to deal enough damage.
I get much worse games in US than in EU.
I tried to make the scout in PUBG. This is the closest I could get: [t]https://steamuserimages-a.akamaihd.net/ugc/923672665748341562/B900970C09530CA0F87B5F563EF5FCB057180243/[/t]
[QUOTE=ASIC;53153502]I tried to make the scout in PUBG. This is the closest I could get: [t]https://steamuserimages-a.akamaihd.net/ugc/923672665748341562/B900970C09530CA0F87B5F563EF5FCB057180243/[/t][/QUOTE] you're lacking uranium-like green lime tinted accesories.
Alright, then he's a f2p scout.
[QUOTE=Mould;53152909]Not just sounds even, the artpass was basically as keen as some of the original 6 in that assets were made specifically for those maps, which doesn't really tend to happen anymore. I can't think of the last time assets were added to the game that weren't community made, but I feel like maybe it was sawmill? (someone feel free to correct me here) all new models and textures to go with the sounds. Lot of effort went in there, really is incredible. I'm really sad it turned out to be so not that great, but hey, we can reuse those assets now and so I'm sure they won't be wasted.[/QUOTE] I guess Foundry or Powerhouse or Hellfire were the last maps with new assets, they don't make maps that often, but they're pretty unique and have new props for new maps if nothing else. edit: can we get Merc Park's crocodiles behind blu spawn on Mountain Lab
Does this make sense as a theme or is he shoehorning it in? [url]https://scrap.tf/auctions/MD6ZS6[/url]
definitely shoehorn
Themed Unusuals only go so far but lots of it comes down to the individual fella [t]https://i.imgur.com/8Ae1t75.png[/t] The Blast Blocker as an example in my demo loadout is Smoking, connection made between the hat and the effect isn't hard to make.
[QUOTE=Riorio;53153926]definitely shoehorn[/QUOTE] With teeth?
[QUOTE=Ultravod;53150572]Pedant alert. When discussing War Paints (or anything else really), the "Mk" in "Mk II" is short for "mark" as in "trademark." Don't pronounce it "em kay" unless you seek to sound like an imbecile.[/QUOTE] Interesting, I always thought it was short for "make", like "make and model" for cars.
[QUOTE=Mould;53152909]Not just sounds even, the artpass was basically as keen as some of the original 6 in that assets were made specifically for those maps, which doesn't really tend to happen anymore. I can't think of the last time assets were added to the game that weren't community made, but I feel like maybe it was sawmill? (someone feel free to correct me here) all new models and textures to go with the sounds. Lot of effort went in there, really is incredible. I'm really sad it turned out to be so not that great, but hey, we can reuse those assets now and so I'm sure they won't be wasted.[/QUOTE] You guys have mentioned and discussed this several times since the update launched, but the thing I find really weird about Mercenary Park is just how confusing they managed to make the spawn exits and the general player orientation in the indoor areas. BLU's second spawn is positioned in such a way that, coming out of it, going right (the wrong way) feels just as logical as going left (the correct way), since the exit doesn't really face the correct direction and there's no signs or arrows nearby pointing the right way. Every single game, I encounter tons of BLU players going back to BLU's initial spawn, and it's surely the map's fault. RED's initial spawn is also weird, since the bottom left exit right below the stairs to the left seems to be the logical and fastest way to A, but turns out to be a dead end. I'm not a map maker, but that's a [I]major[/I] no-no; you can't have a seemingly ideal exit right outside spawn (and just below some stairs that lead to the objective), only to lead the player into a dead end. Also, the layout around B is all sorts of confusing and it took me many rounds to realize that ground-level paths from A only lead to ground level at B, while the catwalk paths from A lead to an upper level floor above B that also allows BLU to flank and even get behind B if they descend/drop down from the aforementioned stairs. I've never seen an official map with two floor levels between two Control Points so separated... In short, while I appreciate the new assets and sounds they made for the map, Mercenary Park has some very obvious design issues I wouldn't expect from professional mappers and a team that's been working on the game in one way or another for a decade...
[QUOTE=ASIC;53153848]Does this make sense as a theme or is he shoehorning it in? [url]https://scrap.tf/auctions/MD6ZS6[/url][/QUOTE] Actually that's pretty close to fully themed. The only problem is he has the green variant of the stars, not purple.
[QUOTE=Stric_Matic;53154254]You guys have mentioned and discussed this several times since the update launched, but the thing I find really weird about Mercenary Park is just how confusing they managed to make the spawn exits and the general player orientation in the indoor areas. BLU's second spawn is positioned in such a way that, coming out of it, going right (the wrong way) feels just as logical as going left (the correct way), since the exit doesn't really face the correct direction and there's no signs or arrows nearby pointing the right way. Every single game, I encounter tons of BLU players going back to BLU's initial spawn, and it's surely the map's fault. RED's initial spawn is also weird, since the bottom left exit right below the stairs to the left seems to be the logical and fastest way to A, but turns out to be a dead end. I'm not a map maker, but that's a [I]major[/I] no-no; you can't have a seemingly ideal exit right outside spawn (and just below some stairs that lead to the objective), only to lead the player into a dead end. Also, the layout around B is all sorts of confusing and it took me many rounds to realize that ground-level paths from A only lead to ground level at B, while the catwalk paths from A lead to an upper level floor above B that also allows BLU to flank and even get behind B if they descend/drop down from the aforementioned stairs. I've never seen an official map with two floor levels between two Control Points so separated... In short, while I appreciate the new assets and sounds they made for the map, Mercenary Park has some very obvious design issues I wouldn't expect from professional mappers and a team that's been working on the game in one way or another for a decade...[/QUOTE] Merc Park and the jungle theme for the update was probably started by some CSGO mappers or something who moved to the TF team, and they didn't know much about TF map design. edit: I think Valve started work on merc park independently of the mayann project being created
[QUOTE=TheBorealis;53154534]Merc Park and the jungle theme for the update was probably started by some CSGO mappers or something who moved to the TF team, and they didn't know much about TF map design. edit: I think Valve started work on merc park independently of the mayann project being created[/QUOTE] There's already choke and corridor heavy maps in the game, I think they just used an old tf2 design philosphy more than anything Also valve already confirmed that they were working on the jungle update before mayann was a thing
[QUOTE=Mort Stroodle;53154682]Also valve already confirmed that they were working on the jungle update before mayann was a thing [/QUOTE] Wait a minute... Where did you find this info?
[QUOTE=Fluury;53154044]Themed Unusuals only go so far but lots of it comes down to the individual fella [t]https://i.imgur.com/8Ae1t75.png[/t] The Blast Blocker as an example in my demo loadout is Smoking, connection made between the hat and the effect isn't hard to make.[/QUOTE] yeah nothing out of the ordinary at all with this loadout.
Haven't played much since Christmas, anything happen?
No.
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