• TF2 General Chat and Update Speculation Station - One of Several Edition
    5,001 replies, posted
I wonder if the changes are exclusive to badlands or we'll get some other maps changed too, like viaduct. It's nice to have received another puzzle piece either way. I wouldn't be surprised of the b4n man having gotten a new pile of information which he'll slowly spill over the days/weeks till the Update releases like in MyM or something.
I would say all the reserve shooter needs is to have 50% less ammo, making it 3 shots per reload.
It did have -50% clipsize when it originally was handed to Pyro, but the RS back then and today have the same glaring issues. It was not a very effective downside, considering you only need 2 shots after an airblast to finish most classes.
All they have to do is remove it from Pyro and all will be well. For Soldier it's rewarding since you actually have to earn your kills with the RS, but for Pyro all you gotta do is use airblast and poof, free kill.
The Reserve Shooter +Deploys 35% faster +Mini-crits target's you've launched airborne with explosions +Reduced bullet spread / Increased weapon accuracy -66% clip size Hone its edge as the backup weapon and airshoting shotgun. It's a +/- for the Soldier and becomes a VERY specific Pyro weapon. Whenever you're against a really good Soldier or Demoman, if you manage to pop him up with a reflected projectile, switch to the Reserve Shooter and he might as well open the console and type explode. [QUOTE=EmilyVasquez;52586658]All they have to do is remove it from Pyro and all will be well. For Soldier it's rewarding since you actually have to earn your kills with the RS, but for Pyro all you gotta do is use airblast and poof, free kill.[/QUOTE] With the monetary value that so many weapons have, such drastic removals are extremely unlikely to happen.
TF2 merch usually comes with promos, right? You think Funko will ship with some?
[QUOTE=Fluury;52587089]TF2 merch usually comes with promos, right? You think Funko will ship with some?[/QUOTE] ooh, maybe they give us a Genuine Dead Eyes cosmetic
-ninja'd-
[QUOTE=EmilyVasquez;52586658]All they have to do is remove it from Pyro and all will be well. For Soldier it's rewarding since you actually have to earn your kills with the RS, but for Pyro all you gotta do is use airblast and poof, free kill.[/QUOTE] Or change airblast so it's not a zero-effort totally predictable pop-up. Both good options.
[QUOTE=Drury;52586330]The whole map is enclosed like Junction. It's made up of series of Turbine-like rooms connected by long, narrow corridors and winding vents akin to those on Turbine. There's enough big ammo boxes to spam sentries and minisentries anywhere, but next to no healthpacks. It's CTF and you spawn right next to your intel room, but the enemy intel is not delivered there - instead, it has to be delivered to a designated capture spot elsewhere, and these spots change after every cap. The game also stops after every cap like it's TC, and after each "round" a bunch of doors on the map randomly open and close and you never know where you are and where you're supposed to go.[/QUOTE] You forgot something important, to cap you have to fight trough a hightower/doomsday style elevator sequence, and when you're capping, the enemy spawn's back door (which is on top of the elevator shaft) will open and let an army of pyros and soldiers knock you off.
[QUOTE=Mockingbird;52587203]Or change airblast so it's not a zero-effort totally predictable pop-up. Both good options.[/QUOTE] Idea: remove cooldown from airblast, and change it so it has to be charged for time, equal to that of current cooldown, to fire. Possibly with audible sound. That should change it from being ace-out-of-sleeve kind of crap, to something that could be avoided. edit: and charge should be possible to store indefinetly, like huntsman
So, about this b4nny post. When did he start posting about the MyM stuff, like hinting at the update? Could it be used as a guideline to see when more tweets or when the update could be seen? Because I bet he is using the same format or he gets told what to post and when and Valve is using the same format.
[QUOTE=st00pid;52587300]Idea: remove cooldown from airblast, and change it so it has to be charged for time, equal to that of current cooldown, to fire. Possibly with audible sound. That should change it from being ace-out-of-sleeve kind of crap, to something that could be avoided.[/QUOTE] Your heart's in the right place, but this would make reflects almost entirely luck dependent.
[QUOTE=Mockingbird;52587321]Your heart's in the right place, but this would make reflects almost entirely luck dependent.[/QUOTE] No, if you allow to store charge like with huntsman instead of sticky autofire (which honestly should be able to store max charge too)
[QUOTE=Petroklos;52586848]The Reserve Shooter +Deploys 35% faster +Mini-crits target's you've launched airborne with explosions +Reduced bullet spread / Increased weapon accuracy -66% clip size Hone its edge as the backup weapon and airshoting shotgun. It's a +/- for the Soldier and becomes a VERY specific Pyro weapon. Whenever you're against a really good Soldier or Demoman, if you manage to pop him up with a reflected projectile, switch to the Reserve Shooter and he might as well open the console and type explode. With the monetary value that so many weapons have, such drastic removals are extremely unlikely to happen.[/QUOTE] Nice suggestion! Would like to see this in-game! Though there aren't too many situations you should prefer airshotting with a shotgun instead of the rocket launcher, the improved accuracy and increased deploy speed is really nice. I would gladly equip that for my Soldier sometime.
Want to shout this out. Dont go on 2fort, it's rife with cheating bots. (Only just noticed myself, these things are called zehn-bots, they feed any chat back to their discord, they use scripts to kill people and spam chat, usually lmaobox esque. Only on 2fort. The guys call themselves master-gamers) That is all.
[QUOTE=st00pid;52587340]No, if you allow to store charge like with huntsman instead of sticky autofire (which honestly should be able to store max charge too)[/QUOTE] I hadn't considered this. That would certainly require more thoughtful airblasting, though it would make pyro more vulnerable to ambush. Interesting at the very least. [QUOTE=Magrathea;52587357]Want to shout this out. Dont go on 2fort, it's rife with cheating bots. That is all.[/QUOTE] "Don't go on 2fort" is a universal truth which needs no special justification.
[QUOTE=Mockingbird;52587374] "Don't go on 2fort" is a universal truth which needs no special justification.[/QUOTE] True that. But I grew up with tf2 for the Xbox 360, so I'm not willing to cut the dripfeed on 2fort just yet.
[QUOTE=EmilyVasquez;52586658]For Soldier it's rewarding since you actually have to earn your kills with the RS[/QUOTE] People have yet to figure out that you could look up and shoot people who are already in the air.
[QUOTE=Drury;52586307] Why not try do it yourself? Seems easy enough.[/QUOTE] aside from the fact that i really don't know how to use hammer, upon opening the created vmf file i noticed i had a framerate of like 20-30 in the program. it's not happening
[QUOTE=SirGentlemann;52586312]What we need is the mother of all badmaps. Something with the following: -The bland aesthetic of ctf_turbine -The confusing complexity of cp_steel -The engineer favoritism of cp_dustbowl: stage 3 -A sniper balcony with obnoxious sight-lines, akin to that of an eldritch amalgamation of ctf_2fort's balcony and cp_orange -The claustrophobia effect of cp_junction -The awkwardness of tc_hydro -And last but not least the stalemate potential of cp_powerhouse[/QUOTE] Not forgetting the vastness of tc_hydro, that one corner from kongking with the bins being the spawnpoint, 5 metres under the map.
Theory: what if the update is delayed because Valve is trying to patch the exploits these recent bots are using, so that it does not ruin the update?
[QUOTE=CoolJosh3k;52587527]Theory: what if the update is delayed because Valve is trying to patch the exploits these recent bots are using, so that it does not ruin the update?[/QUOTE] There's no patching required, they just have to manually VAC them like they did with the cat-bots.
[QUOTE=ChrisFiore321;52587596]There's no patching required, they just have to manually VAC them like they did with the cat-bots.[/QUOTE] And then have the same person make more free bot accounts for this free game and nothing changes ever. The only way to slow the bots down is to reverse engineer how they work, patch up the system's weakness they're using and then prepare mentally to do the same thing once they find another weakness. (I don't actually believe that's what's holding the update)
[QUOTE=Drury;52586330]The whole map is enclosed like Junction. It's made up of series of Turbine-like rooms connected by long, narrow corridors and winding vents akin to those on Turbine. There's enough big ammo boxes to spam sentries and minisentries anywhere, but next to no healthpacks. It's CTF and you spawn right next to your intel room, but the enemy intel is not delivered there - instead, it has to be delivered to a designated capture spot elsewhere, and these spots change after every cap. The game also stops after every cap like it's TC, and after each "round" a bunch of doors on the map randomly open and close and you never know where you are and where you're supposed to go.[/QUOTE] And it's robot destruction.
[QUOTE=Blackavar;52587435]aside from the fact that i really don't know how to use hammer, upon opening the created vmf file i noticed i had a framerate of like 20-30 in the program. it's not happening[/QUOTE] If you go to the "auto" tab under visgroups (on the right) and uncheck tool brushes and entities, that'll make it a lot easier on your computer to do basic brush editing to the world. You can also go to tools>options>3D views and reduce the settings in the performance section, which depending on how good your computer is will give you some breathing space for unhiding some visgroups. As for learning hammer, the basic stuff is actually pretty simple, UEAKCrash has a nice [url=https://www.youtube.com/watch?v=fdpTT2pqIVY&list=PL2KT0JL74Qff_c1WbqNi4K5yAmpWAUQlq]series of videos[/url] for learning hammer, which again won't take ya that long to learn for what you're wanting to do.
[QUOTE=Wormy;52587629] Does anyone have any ideas how VTF can be compiled to be something that is not the power of two?[/QUOTE] Pretty sure there is no way. None of the games I have worked on allow textures that are not powers of 2. It's just the way engines are built.
interesting that the golden wrench texture is still broken after all these years :thinking: the interesting part being that there's nobody left to actually report it.
[QUOTE=Hell-met;52587700]interesting that the golden wrench texture is still broken after all these years :thinking: the interesting part being that there's nobody left to actually report it.[/QUOTE] There's delfy, he has one and always reports bugs and stuff he finds... Oh, wait. TF2 TOP 10 RARE WEAPONS WITH GLITCHES 10:05
[QUOTE=Petroklos;52587616]And then have the same person make more free bot accounts for this free game and nothing changes ever. The only way to slow the bots down is to reverse engineer how they work, patch up the system's weakness they're using and then prepare mentally to do the same thing once they find another weakness. (I don't actually believe that's what's holding the update)[/QUOTE] The source code for the cheat is on Github. It's open source, so it would take Valve little to no effort to implement the cheat strings into VAC.
Sorry, you need to Log In to post a reply to this thread.