• TF2 General Chat and Update Speculation Station - One of Several Edition
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[QUOTE=Metaru;52519525]it already does. although it does it the opposite way: it pairs shit people with other shit people.[/QUOTE] As far as my knowledge goes TF2 casual only has two matchmaking factors - Groups and rank.
I thought casual had no matchmaking factors (beside having everyone on the same group be on the same team.) One of the reason I really can't enjoy casual anymore is because it feels like there's no skill matching. As a medic main I just can't have fun if half my team is lost somewhere on the map, building on last or trying to stab a sentry as an undisguised spy. The other reason is random crits. I can bare with bad teams, even if carrying every game isn't fun, but getting droped by a random crit is just not something I want to experience ever again.
[QUOTE=Annoyed Grunt;52519574]If you really want to piss people off, go on nucleus using the Detonator and Backburner. There is an entire upper level of the map that even soldiers won't go to, mostly because it's fairly useless, but it allows you to traverse the entire map unseen. You can be as stealthy as a ninja, jumping down and swiftly destroying people.[/QUOTE] If soldiers aren't going onto the upper level of Nucleus it's because you're playing with trash soldiers.
[QUOTE=Torterra;52519016][vid]https://thumbs.gfycat.com/GenerousMistyJuliabutterfly-mobile.mp4[/vid] Disciplinary Action is fair and balanced[/QUOTE] The amount of times that weapon gets "random" crits is incredible. Is it some kind of bug or hidden stat?
[QUOTE=Gentleman Cat;52519607]I never get why they nerfed the DA to be one second shorter with the speed buff, it doesn't seem like that much of a big deal[/QUOTE] Valve are balancing for competitive. The DA is banned in many leagues because it greatly affects rollouts. If one team uses the DA, then the other team is forced to use it as well. This hurts weapon diversity in the game, much like the vita saw and the DDS.
[QUOTE=turshitposter;52519779]The amount of times that weapon gets "random" crits is incredible. Is it some kind of bug or hidden stat?[/QUOTE] melee weapons in general have a much higher crit rate disciplinary's also benefit from an insanely-long melee range, and the user of the weapon is often more mobile than one without it thanks to the speed boost benefit
the notable spotlight of that video is the pyro kill from behind
When Dave Riller said that the next campaign would "choose your own" i wonder if it will be A: "here's three contracts which one do you want to do" or B: [t]https://vignette3.wikia.nocookie.net/cswikia/images/f/f0/Csgo-campaign-maghreb.png/revision/latest?cb=20150331000041[/t] TF:GO
The range of the DA is so massive you can hit people behind you.
[QUOTE=HiddenShadow;52519933]When Dave Riller said that the next campaign would "choose your own" i wonder if it will be A: "here's three contracts which one do you want to do" or B: [t]https://vignette3.wikia.nocookie.net/cswikia/images/f/f0/Csgo-campaign-maghreb.png/revision/latest?cb=20150331000041[/t] TF:GO[/QUOTE] It'll probably the take the form of B, but with the whole "Gargoyles & Gravel" aesthetic to it.
[QUOTE=Contra132;52519807]disciplinary's also benefit from an insanely-long melee range, and the user of the weapon is often more mobile than one without it thanks to the speed boost benefit[/QUOTE] A comment I made on redderp a while back: [QUOTE]Every time you say that the DA needs a nerf I want to cry, because I know you're right. Even if Valve completely removed the speed boost mechanic of the weapon and changed it's stats to: +Obscenely, disgustingly, preposterously large hitbox. +No seriously, it can hit foes behind you. -25% damage penalty. Flavor text: You're basically swinging one of Heavy's arms here. I'd still equip it.[/QUOTE]
I'm assuming the DA has the extended range to make hitting teammates less difficult. Would they be able to make the extended range apply to teammates only, or is that impossible?
[QUOTE=Square_Rabbit;52520041]I'm assuming the DA has the extended range to make hitting teammates less difficult. Would they be able to make the extended range apply to teammates only, or is that impossible?[/QUOTE] the extended range doesn't apply to teammates I believe
[QUOTE=Nebrassy;52520124]the extended range doesn't apply to teammates I believe[/QUOTE] What? Why on earth did they even give it the extended range in the first place, then? They should swap that around, in that case.
[QUOTE=Nebrassy;52520124]the extended range doesn't apply to teammates I believe[/QUOTE] This is not true at all. [QUOTE=Square_Rabbit;52520041]I'm assuming the DA has the extended range to make hitting teammates less difficult. Would they be able to make the extended range apply to teammates only, or is that impossible?[/QUOTE] The DA has such an extended range [I]so it can hit teammates.[/I] There is no lag compensation for friendly fire in TF2. Without the DA effectively being an in-game telephone pole, it'd basically never make contact with allies. From the [url=https://www.reddit.com/r/tf2/comments/6esf3v/weekday_weapon_discussion_for_62_the_disciplinary/]/r/tf2 daily weapon thread on the DA:[/url] [QUOTE=I]It's also one of the few items that encourages targeting teammates, and let's be honest, most of them are in need of a smack. If you're wondering why it's often so hard to actually HIT them, it's because TF2 has no lag compensation for friendly fire. This is why the DA feels like it's 150 hammer units long against enemies and 15 HU against teammates.[/QUOTE] [QUOTE=sigsev__]Besides the increased melee trace range, the box used for the trace is 55.8x55.8x55.8 HU rather than the usual 36x36x36 HU. Since TF2 players are 49 HU units wide and deep, and since the trace starts in the middle of the player's bounding box (at eye level), this means that the trace box reaches 3.4 HU (27.9 - 24.5) behind the player's back. (Maybe even 4.8 HU in the diagonal case, if I have that right.) Incidentally, this also means it will reach a few HU to either side of the player. So you can also hit people who are standing directly to your left or right that you aren't looking at.[/QUOTE]
[QUOTE=Contra132;52519807]melee weapons in general have a much higher crit rate disciplinary's also benefit from an insanely-long melee range, and the user of the weapon is often more mobile than one without it thanks to the speed boost benefit[/QUOTE] I know that melee has an increased chance of getting a random crit, but that wepaon in specific gets one like every 3 swings
[QUOTE=turshitposter;52520166]I know that melee has an increased chance of getting a random crit, but that wepaon in specific gets one like every 3 swings[/QUOTE] no melee weapons crit more than any other, it's pure placebo also note that critrate rises with damage done, and since disciplinary is basically the best soldier melee weapon in pubs, your biggest publord soldiers will be getting the most crits with it
[url]https://teamwork.tf/community/map-stats[/url] Teamworks.tf use to have a tool that helped mappers know how many servers run their map, and which maps were the most popular ect. It went down a while ago, but now it's back up and has even more features and a prettier interface. If you want to feel really sad, Go to "Top non-offical maps".
[QUOTE=Loth;52520214] If you want to feel really sad, Go to "Top non-offical maps".[/QUOTE] [IMG]https://my.mixtape.moe/gtmjcz.png[/IMG] :disappoint:
[QUOTE=GeeNoVoid;52520333][IMG]https://my.mixtape.moe/gtmjcz.png[/IMG] :disappoint:[/QUOTE] Hightower, I get it. It's a fun map to trolldier on, it's cool to learn rocket jump, and it's fun if you dont take it seriously. Highertower 2nd most popular non official map god why I thought the "let's make an official map worst and spam the workshop for easy followers" meme died
[QUOTE=GeeNoVoid;52520333][IMG]https://my.mixtape.moe/gtmjcz.png[/IMG] :disappoint:[/QUOTE] Why are those idle servers still popular? You get all your drops for the week in a couple of hours on the day the drop system refreshes.
[QUOTE=Owlet;52520443]Why are those idle servers still popular? You get all your drops for the week in a couple of hours on the day the drop system refreshes.[/QUOTE] Bad habits die hard for old players or new players just don't understand how drops work and get hooked to shitty maps.
It's a complete mystery to me. Like someone pays for all of thoses idle/achievements/strange farming servers. Even if you run some of thoses ear tearing ultra loud ads (that i'm sure break some kind of TOS), there's no way theyre not making a loss every month running theses. No other game has this kind of garbage, I don't get it.
In defence, the community servers have a much larger spread over maps than compared to the Valve servers. The maps showed in the "top unofficial maps" list is roughly only 20% of players on community servers at the moment (if you check the pie chart here: [url]https://teamwork.tf/community/statistics[/url]). The "top official maps" is covering > 80% of all the players at the moment (which is bumped by the Valve servers, but note that community servers are also incorporated into these stats). So it's not as bad as it looks, it's just that a lot of people in community servers are playing different maps.
[QUOTE=teamworktf;52520517]In defence, the community servers have a much larger spread over maps than compared to the Valve servers. The maps showed in the "top unofficial maps" list is roughly only 20% of players on community servers at the moment (if you check the pie chart here: [url]https://teamwork.tf/community/statistics[/url]). The "top official maps" is covering > 80% of all the players at the moment (which is bumped by the Valve servers, but note that community servers are also incorporated into these stats). So it's not as bad as it looks, it's just that a lot of people in community servers are playing different maps.[/QUOTE] Thanks for your work, this tool is so useful for mappers and everyone else who wants data about the maps. The website looks very slick too.
I understand, that this would require too much effort, but i would really like to see taunts music treated as "music" by game, instead of "ingame sound". Music volume slider controls [I]nothing[/I] more than menu track and round start-end jingles. And taunt tracks are obnoxiously loud and some times out of place without way to make them quieter [B]and[/B] hear everything else.
Does anyone know if there's an easy way to test custom weapon stats while playing with bots? I remember you used to be able to edit items_game.txt to change item attributes, but a few years back they forced file consistency with the item servers as a requirement of launching TF2, since people were abusing it by adding jingling foot steps to spy watches and applying the "See enemy health" attribute to every weapon.
I still don't understand the whole love for cp_orange, it's such a basic map
[QUOTE=Serge Ivanov;52520851]I still don't understand the whole love for cp_orange, it's such a basic map[/QUOTE] Exactly: People just want to go do mindless shooting without real focus on the objective. Hence why Hightower is also popular.
cp_orange really wouldn't be all that bad if it wasn't for how open and easy it is to snipe people from across the map. To me the map gets very boring for me very fast because of that.
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