TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
8,672 replies, posted
make it extremely good in pre-set scenarios but awful is sudden ambushes unless you are already revved, makes heavy shotguns not meme weapons
there you go, shotgun for reacting to ambushes, brass ass for the real deal
rather than relying on two horrible weapons, you could just pick a non-brassbeast minigun and fight/win any encounter you want. plus you get a bonus sandwich.
No, BB is horrible and your changes have done nothing.
I'd imagin Valve wants it to stay a more defensive minigun, how would you change it with it still more defense oriented?
The value of consumables is too great to warrant dedicating 2 of your weapon slots just to be able to become a mediocre Russian sentry gun.
Allowing Heavy to swap weapons even from a revved state would give him a huge amount of flexibility compared to his committal state he's been in for 11 years, as it'd mean he'd be able to disengage into GRU, FoS, or even hotswap to shotgun so he could start taking evasive measures while still putting down lead. As a countermeasure, consumables could be exempt from this swapping behavior in order to maintain their current strength rather than overbuff and make it possible for him to instant-sandvich.
Nothing about heavy will be fixed unless heavy's core issues are addressed, only then will it make sense to make lasting changes to his arsenal. You'll be left with a pile of bandage fixes that still don't ultimately do anything worthwhile so long as heavy has those problems weighing him down at his essence.
The entire idea is to make those two horrible weapons less horrible, you know - I feel like the only way to end the "rivalry" which really doesnt exist because lunchbox items are too fucking good is to either rework heavy shotguns in general and make them really good or give him a reason in the first place to use one
The idea of a non-Minigun passive primary to make fat scout an actual viable strategy has been something that has been floating around since forever but I have yet to hear a non awful suggestion for it
-get rid of the resistance thing. Nobody likes hidden obtuse crap, not even valve
-maximize the walking speed penalty to zero so there's not even a tiny bit of moving left
-remove the rev up penalty completely.
That way it becomes a solid minigun even for skilled heavies, but without the life-saving benefits of any rev walk it remains a dangerous gun to use.
I wonder if anyone has mentioned having slowdown based on the menu's friendlist,according to this a fps drop is noticable to some people.
Perhaps the amount of friends in steam affects how severe the lag would be?
https://www.youtube.com/watch?v=1l6yv1f6YQQ
Well it seems to only affect when the Menu is open, and I don't think people are gonna play with their menus open.
Possible Natascha rebalance to make it a more solo Heavy minigun
Bring back the extra 100 ammo
Make the damage resistance passive when spun up and not being healed
Is taking away game depth always a bad thing? What does game depth mean? Or at least what do you mean by it?
If depth means complexity, or lack of repetitiveness; then you could say that unpredictability makes something more deep, as a situation is less likely to play out the same way another time.
Is shortening the encounter necessarily a bad thing, or is it more a matter of opinion?
If you think that's bad cs go literally freezes every time you press esc.
the majority of people play videogames to get better at it, improve and learn from their mistakes.
since you do not belong in that category, arguing about random crits is beyond your reach.
stop
By your definition of depth a random number generator from has more depth than chess.
Depth means the number of meaningful decisions a player makes that can have an effect on how the encounter plays out. I see a soldier, I'm playing scout. I can pistol him from a distance to soften him up, I can try to rush him and close the game to where I'm more effective, I can try to juke his rockets until his clip runs out and I can go in for the kill. I can try to run away from him to go for a cap instead. I can camp a healthkit nearby to make sure that when I get damaged I take the kit before he does. I can try to jump around in the air near him so he has trouble aiming. I can retreat and join my team to push in with numbers advantage. I can run around a corner then surprise him by turning around when he tries to chase. I have to make these decisions in a short amount of time, and execute them based on my skill at the game and their skill at the game. Meanwhile the soldier has his own setting of decisions he can make which are just as diverse. This is where the meat of the game is. This is how anybody with a baseline competence at the game gets enjoyment out of it. It's the entire fucking reason anybody plays team fortress 2.
Random crits turns that entire encounter, with the clashing of heads where players try out-do the other's tactics and mechanical skill, the entire draw for the entire game, and removes it by making the encounter determined by something neither party controls or can make any choices in. One player dies, and neither gets to make any meaningful choices at all. It's not fun for the person who dies OR the person who kills because it prevents both of them from playing the game. The encounter is no longer fun because the encounter no longer exists. If you legitimately have more fun killing people with a random crit than you do from an actual fight you might as well kill bots on TR walkway because it sounds like you enjoy the killcount number going up more than you enjoy playing the game.
Every time someone brings up Random Crits in this thread and starts another long discussion about them, I want to post that one "ISIS STOP IT, like for real stop" image, but with "ISIS" replaced with "Facepunch"
The ban on image macros is the only thing stopping me, I swear.
Keep random crits enabled? Disable them? I don't care! Just update the game and I'm happy! I'll keep coming back!
hello yes we are playing tf2 on eu
steam://connect/188.165.207.20:27024
Not a fan of your changes, all they seem to do is to make BB worse. The removal of rev up penalty also doesn't help anything when it's supposed to be the defensive weapon. And that resistance isn't really hidden as you can see when a BB Heavy spins the minigun. An aura of some sort could be added for more visual indication that it is a resistance.
So basically an Overwatch style game mechanic
The damage resistance is pointless and was made as an arbitrary bandaid solution to the Brass Beast's shortcomings. Removing the rev penalty will help the brass in every way possible. The removal of rev walking will still mean you have to commit to a spot while revving, but not automatically gimp you in any encounter.
Make brass beast heavy immune to headshots.
let's just cut past this random crit thing and make it so weapons can randomly disconnect people from the server
random vacs
Unpredictability is a thing, sure.
But all random crits do is make encounters unpredictably shit, because you due for no reason, or get a kill(s) you didn't earn in a game who's entire point is to earn them.
Opinions can be wrong for that matter, factually misinformed or based off of a lack of understanding of the subject matter.
Much like yours on this subject.
Lets change the subject and ignore ASCI's bait
Huntsman is a satisfying weapon to use.
I would say the Direct Hit or the Crusader's Crossbow. Saving a teammate from a rocket when your arrow travels the battlefield and lands exactly on his bum.
That's Dragon Fury for me. Actually lately I've been trying to play pyro exclusively to try and get good with the thing, but usually due to enormous amount of pyros on both sides, playing other classes seems like a better option.
remember when people said having class limits was a bad idea?
would they have predicted this?
Class limits are a bad idea precisely because of what we're currently witnessing.
You can't balance the game by arbitrarily preventing people from playing certain classes. You have to actually do balance.
Suggestion: For all current and future existing civilian / t-pose exploits, make the character default to the end round humiliation animations instead of the t-pose as an easter egg
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