TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
8,672 replies, posted
Do you think we'll get another competitive beta?
[editline]23rd February 2018[/editline]
[QUOTE=Man in the Moon;53154713]Haven't played much since Christmas, anything happen?[/QUOTE]
Pretty much nothing except the JI campaign ended and you can buy access to the JI contracts forever.
[QUOTE=Contra132;53150083]You'd have to ask Fluury or one of the EU server mods about that.
[B]I'll be running an NA Facepunch TF2 server event on Friday, February 23rd, starting at 8 PM EST[/B]. We'll be playing Haywire. If this sounds agreeable, rate "agree"- if timing is an issue and you're NA-based, reply otherwise.[/QUOTE]
Plans changed- we'll be starting at 8:30 PM EST, (35 minutes from this post) playing Haywire. I meant to put up a post earlier today but I was comatose and asleep for way longer than I meant to be.
steam://connect/45.77.144.141:27015
You can use that link to connect.
[QUOTE=agrastiOs;53154686]Wait a minute... Where did you find this info?[/QUOTE]
It was in the VNN interview with Dave Riller.
So I guess all the TF2 videos on Steam were updated about an hour ago according to SteamDB [QUOTE][IMG]https://cdn.discordapp.com/attachments/298349142348922880/416749457196056606/unknown.png[/IMG][/QUOTE]
[URL="https://www.reddit.com/r/tf2/comments/7zsv2s/mildly_interesting_but_according_to_steamdb_all/"]Source[/URL]
[QUOTE=Contra132;53155057]Plans changed- we'll be starting at 8:30 PM EST, (35 minutes from this post) playing Haywire. I meant to put up a post earlier today but I was comatose and asleep for way longer than I meant to be.
steam://connect/45.77.144.141:27015
You can use that link to connect.[/QUOTE]
Starting right now! Get on in.
[editline]23rd February 2018[/editline]
We played for about 30 mins on Haywire before moving to Goldrush. Thanks to people who attended!
[QUOTE=TcChallenger;53155104]So I guess all the TF2 videos on Steam were updated about an hour ago according to SteamDB
[URL="https://www.reddit.com/r/tf2/comments/7zsv2s/mildly_interesting_but_according_to_steamdb_all/"]Source[/URL][/QUOTE]
Did they use the font in those meet the team thumbnails for anything after the Engineer Update? Haven't seen it anywhere else I don't think.
[t]https://i.imgur.com/awIdrZl.png[/t]
he blocked me immediately upon me asking if he had anything valuable (he did not; guy he was impersonating did)
It's a shame that people decided Haywire was too confusing to navigate after just one game of it. I feel like new maps should be played at least two or three times. Then we switched to Goldrush and it pretty much killed the server.
Anyway, it was a fun and fast paced map. My biggest criticism is that the blu and red spawns by the 3rd to last point are waaaaay too close, and blu only has one exit into a confined area. It meant that 90% of our game was spent with red spawn camping blu. There was no space to regroup and establish a front line.
[QUOTE=Jonii;53156168]It's a shame that people decided Haywire was too confusing to navigate after just one game of it. I feel like new maps should be played at least two or three times. Then we switched to Goldrush and it pretty much killed the server.
Anyway, it was a fun and fast paced map. My biggest criticism is that the blu and red spawns by the 3rd to last point are waaaaay too close, and blu only has one exit into a confined area. It meant that 90% of our game was spent with red spawn camping blu. There was no space to regroup and establish a front line.[/QUOTE]
The map being too hard to navigate on seems curious to me, since I added arrows on every single possible way you might lose yourself at. At this point I just think playing any new map feels confusing because it's, well, a new map. Atleast it feels like that to me everytime I play a new map.
As far as the rest goes, first time I saw that happening. It's interesting how strongly games can vary, overlooking several other gamesessions people went from saying it's too defender orientated to it's too attack favored.
Was BLU spawncamped right at the spawn door, or down the ramp?
Either way, thanks for the feedback!
Someone gave me a quadwrangler with a 321 craft number on an auction, is it likely to be worth anything more than normal?
[QUOTE=ASIC;53156389]Someone gave me a quadwrangler with a 321 craft number on an auction, is it likely to be worth anything more than normal?[/QUOTE]
To most people no...
If you can find one specifically wanting that number they might add a tiny bit more to it... I've had someone want a taunt I had because of the level number and traded me the same taunt with a key added before. Usually the lower the number the more potential it is to find someone willing to trade more for it. It starts getting more noticable below 100 crafts and more so below 10 crafts...
[QUOTE=Jonii;53156168]It's a shame that people decided Haywire was too confusing to navigate after just one game of it. I feel like new maps should be played at least two or three times. Then we switched to Goldrush and it pretty much killed the server.
Anyway, it was a fun and fast paced map. My biggest criticism is that the blu and red spawns by the 3rd to last point are waaaaay too close, and blu only has one exit into a confined area. It meant that 90% of our game was spent with red spawn camping blu. There was no space to regroup and establish a front line.[/QUOTE]
I'm in the same boat... I'd say at least give it a few tries before declaring it too confusing at least... Unless the map is really basic people don't magically grasp it entirely the first play through most of the time. It's also fun when you find new potential useful spots on the map that are often over looked as well.
There's really nothing confusing about the map imo
[QUOTE=Fluury;53156302]The map being too hard to navigate on seems curious to me, since I added arrows on every single possible way you might lose yourself at. At this point I just think playing any new map feels confusing because it's, well, a new map. Atleast it feels like that to me everytime I play a new map.
As far as the rest goes, first time I saw that happening. It's interesting how strongly games can vary, overlooking several other gamesessions people went from saying it's too defender orientated to it's too attack favored.
Was BLU spawncamped right at the spawn door, or down the ramp?
Either way, thanks for the feedback![/QUOTE]
It was right at the door. As far as attack/def balance goes, I think you have it pretty close to just right. Overall, its harder to turtle on than say, Badwater Last or Dustbowl, but I think that's a good thing. The first round was pretty much a roll for blu as everyone figured out the map, and the second round felt very balanced and like a tug of war (except, in both rounds, when blu got stuck in their spawn for half the game time and everything ground to a halt.) with stopwatch mode enabled, I think this would be an excellent map for something like the prolander format. I'd also love to see a full 12v12 game on it.
Also, the signs sometimes felt a little awkward. You can walk through them, except you can't walk through the posts, which at the same time makes them weird and illusion-breaking when you pass through and awkward to walk around because of the posts.
Today's the [URL="https://www.reddit.com/r/tf2/comments/7zwpul/hey_knuckleheads_today_is_the_9th_anniversary_of/"]ninth[/URL] anniversary of the Scout Update
[QUOTE=TheBorealis;53156680]Today's the [URL="https://www.reddit.com/r/tf2/comments/7zwpul/hey_knuckleheads_today_is_the_9th_anniversary_of/"]ninth[/URL] anniversary of the Scout Update[/QUOTE]
let us celebrate the terrible design of these 3 items.
i'm impressed that reddit post calls them out, though
[QUOTE=Hell-met;53156782]let us celebrate the terrible design of these 3 items.
i'm impressed that reddit post calls them out, though[/QUOTE]
What's wrong with the force-a-nature besides the knockback, which should be like the new airblast? (I barely use the double barreled scout weapons or the shortstop, guess i'm too used to the default)
[QUOTE=TheBorealis;53156817]What's wrong with the force-a-nature besides the knockback, which should be like the new airblast? (I barely use the double barreled scout weapons or the shortstop, guess i'm too used to the default)[/QUOTE]
I'm guessing from my use of it, knockback and the firing speed.
Sure it's nothing much compared to the utility of stock but it is annoying to fight against, especially if you're fighting against it as a hitscan class since the knockback allows for engage and disengage in a matter of 2 seconds.
The scout gets to walk free having dealt 200+ damage with minimal engagement, it's not overpowered just really fucking annoying, as any mobility hindering weapon goes.
[QUOTE=TheBorealis;53156817]What's wrong with the force-a-nature besides the knockback, which should be like the new airblast? (I barely use the double barreled scout weapons or the shortstop, guess i'm too used to the default)[/QUOTE]
Compared to the scattergun it's pretty brainless. Simply walk up to someone and deal two immense bursts in quick succession, that potentially kill light classes outright and throws off movement. Combine that with the worse sustained damage if you beef your shots, and its the definition of a gimmick gun.
It's like that scrapped idea for demo, the "big bomb" sticky launcher that deals all its damage at once, and is hard to skill index for that reason.
The soda popper is even worse, because the lack of knock back and even faster fire rate makes that burst more efficient, as well as the insanely strong jumps nonsense leading it to be banned in every serious competitive league.
Doesn't the FaN have an issue with fixed shotgun spreads where two pellets are in the same place?
[QUOTE=TheBorealis;53157097]Doesn't the FaN have an issue with fixed shotgun spreads where two pellets are in the same place?[/QUOTE]
don't all?
shotguns and scatter fires 10 pellets
fixed spread they always fire in a 3X3 square
[QUOTE=Mort Stroodle;53154682]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]
Lol I sort of made my first edit so people wouldn't think I thought Valve started the whole thing and Mayann was created in response to Valve's work
edit: are Scout's dog tags jigglebones? Someone here or on the emporium asked if jigglebones could rotate
[QUOTE=comet1337;53157153]don't all?
shotguns and scatter fires 10 pellets
fixed spread they always fire in a 3X3 square[/QUOTE]
in the case of 10 pellets, 2 of them go directly down the center, which is reasonable. For guns with more pellets like the FaN, the excess pellets go into the center-right location because mathematical reasons.
Honestly I wish the fixed spread did away with the "square" and instead formed an N-gon but that's just me. JI made the formation into a W I D E spread but that's not exactly useful unless you [i]really[/i] want to find a cloaked spy with a 2-5 damage pellet
[QUOTE=comet1337;53157153]don't all?
shotguns and scatter fires 10 pellets
fixed spread they always fire in a 3X3 square[/QUOTE]
funny you mention it cause JI fixed that.
the panic attack made additional pellets create additional rows. Its very noticeable on giant shotgun heavies.
unless they exclusively made that not apply on fan :thinking:
[QUOTE=Hell-met;53157233]funny you mention it cause JI fixed that.
the panic attack made additional pellets create additional rows. Its very noticeable on giant shotgun heavies.
unless they exclusively made that not apply on fan :thinking:[/QUOTE]
Oh they didn't code the Panic Attack's spread to be special (besides the wider spread when holding the fire button mechanic) they just made it always have a fixed spread and gave it a lot more pellets and made extra pellets make more rows?
edit: I checked and the FaN uses the regular 3x3 spread
[QUOTE=Hell-met;53157233]funny you mention it cause JI fixed that.
the panic attack made additional pellets create additional rows. Its very noticeable on giant shotgun heavies.
unless they exclusively made that not apply on fan :thinking:[/QUOTE]
It's funny because that change actually made the Panic Attack a completely worse weapon in every single aspect compared to stock shotgun/RS, whereas if it had a similar spread, it might have more viability.
Is the general consensus that we are going to have to wait another year and a half for a major update?
[QUOTE=gjw22;53157657]Is the general consensus that we are going to have to wait another year and a half for a major update?[/QUOTE]
JI was likely an outlier and we'll get the usual june-august update. Also the Saxxy deadline is on march 8
[QUOTE=gjw22;53157657]Is the general consensus that we are going to have to wait another year and a half for a major update?[/QUOTE]
That's usually how it goes in the history of TF2.
Valve made their money off JI, so they roll their desks towards the next big bucks project.
[QUOTE=gjw22;53157657]Is the general consensus that we are going to have to wait another year and a half for a major update?[/QUOTE]
Pretty certain JI was and will always be an outliner to "get it right" after MyM and save the rep a bit, now that the rep is back up (but the game obviously still has problems) I'd expect a summer comp update.
[QUOTE=Fluury;53157755]Pretty certain JI was and will always be an outliner to "get it right" after MyM and save the rep a bit, now that the rep is back up (but the game obviously still has problems) I'd expect a summer comp update.[/QUOTE]
Yep, at this point I'd say we might get a very minor Spring update (maybe a cosmetic crate if we're lucky) with more spring clean-up, and an at least mild-sized update over Summer. If we don't get them, I'd say it's fair to lose hope for the game, year-long gaps between updates is not and never will be a good sign.
Sorry, you need to Log In to post a reply to this thread.