• TF2 General Chat and Update Speculation Station - One of Several Edition
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[QUOTE=st00pid;52563966]I think current animations would work perfectly for centered view. One offset option works more or less for every weapon. What we need is unique rotation and offset options for each animation, and there we go - no need to reanimate anything, and old timers like myself are perfectly content. [video]https://youtu.be/ZIdjC4T6Uow[/video][/QUOTE] It's nearly perfect, but some weapons need to have their animations tweaked so that they actually point at the center of the screen like the shotgun does, otherwise it ends up like a lot of the weapon in the video pointing off center when they should be centered.
Another Tf2 Blog post about the Prolander Finals: [url]http://www.teamfortress.com/?tab=news[/url]
[QUOTE=hahagoni_r;52564572]-post-[/QUOTE] Some questions, just for curiosity by someone that doesn't know anything about this kind of stuff. Is it even possible to change the bounding box geometry in source engine? Also, the video clarifies that it is not for hitbox weapons but instead it is for collisions and projectile weapons: does it actually affect flame particles? I wonder how would a hitscan flame thrower be like in this case. About rocket jumping: could it be possible to have a second, rectangular bounding box exclusively for self-damage?
[QUOTE=hahagoni_r;52564572]-snip-[/QUOTE] Even still, it would certainly reduce the number of flame particles that hit the enemy without proper aim, as I don't think Valve is going to change the player's hitboxes after 10 years.
Doesn't rocket jumping have special exceptions to the normal rules regarding self-damage/force already? Seems like it wouldn't be impossible to tweak things to fix whatever problem a cylinder hull might cause.
[QUOTE=Mockingbird;52564640]Doesn't rocket jumping have special exceptions to the normal rules regarding self-damage/force already? Seems like it wouldn't be impossible to tweak things to fix whatever problem a cylinder hull might cause.[/QUOTE] I mean, it'd be pretty damn hard. Ya know,Fixing 10 year old hitboxes developed by an entirely different team with different people who had different reasons for why they did things. that alone would be hard enough, but I don't think they'll even touch Rocket Jumps anytime soon, as they're focusing on Competitive and making TF2 a Competitive game. A tremendous amount of Comp. teams/players use Rocket Jumping to get around, so if Valve did edit Rocket Jumping somehow, it'd probably cause a problem or two regarding the physics of RJ etc.
Engineer sentry rockets is a good example of what happens with pure 1:1 self effects. Full 100 damage taken and hilarious jump height.
[QUOTE=socks_;52564673]All Comp. teams use Rocket Jumping and Sticky Jumping to get around[/QUOTE] More accurate. In 6v6, if you're not at mid the same time as the other team, you've likely lost the mid. That means you need to learn the exact method of Rocket and Sticky Jumping to get from spawn to mid as fast as possible. I'm surprised there aren't jump maps dedicated to learning rollouts.
[QUOTE=Blackavar;52564689]More accurate. In 6v6, if you're not at mid the same time as the other team, you've likely lost the mid. That means you need to learn the exact method of Rocket and Sticky Jumping to get from spawn to mid as fast as possible. I'm surprised there aren't jump maps dedicated to learning rollouts.[/QUOTE] [url]http://gamebanana.com/maps/178857[/url] Though most players practice rollouts offline with a simple script. It restarts the round and simulates the overheal you would get. That way you can tell exactly how fast you are, and with how much health you got to mid.
[QUOTE=cidra;52564630] Is it even possible to change the bounding box geometry in source engine? [/quote] All the bounding boxes I've seen in Source have been rectangular in nature. You can scale them up and down, as well as stretch them about. If the Source engine [I]does[/I] have support for other types of axis-aligned bounding volumes, I haven't seen it used anywhere. [QUOTE=cidra;52564630] Also, the video clarifies that it is not for hitbox weapons but instead it is for collisions and projectile weapons: does it actually affect flame particles? I wonder how would a hitscan flame thrower be like in this case.[/QUOTE] The flamethrower expels the same type of AABBs that projectiles use, except they're much bigger at a size of 12 Hammer Units (taken from the tf_flamethrower_boxsize CVAR). As discussed before, a hitscan flamethrower would most likely behave similarly to the Short Circuit's primary fire. Also fun fact: The Short Circuit's particles collide with the player's collision hull, but the primary fire itself requires you to be aiming at the regular hitscan hitboxes to deal damage.
[QUOTE=C. Blades;52563810]~snip~ Unlocks like the back scratcher/homewrecker are useless if certain classes are/aren't played. ~snip~[/QUOTE] The Backscratcher can help Medics build Uber but that's not its only purpose. It's great for roaming (Detonator) Pyros and if you set your fights around medpacks it can help a lot. The Homewrecker is a valid option when facing Gunslinger Engies but I'll agree it's not great at what it does. And yes it demands an enemy Spy or a Gunslinger Engy to work, but it's an unlock and many unlocks are counterpick weapons. Speaking of the Homewrecker, here's how to make it useful. Homewrecker +200% Damage against buildings (now 1shots up to Level2 buildings instead of only mini sentries) +Damage removes Sappers -100% knockback from Sentry bullets when held -25% damage against players (maybe knock it down to 35%, still 3shots 125HP and 4shots 150HP but needs one more hit for 175HP) We can even toy around with removing its ability to break sappers and giving "+100% damage against buildings" to the Neon Annihilator, but that would fuck everyone with a "Sappers Destroyed" part on their Homewrecker. I won't go into the rest of your points because A. I mostly agree with them B. I hope the update will change Pyro significantly enough to make any current conversation on the class moot
y'all aware that the Homewrecker more dmg vs buildings isnt intended to be a sentry smashing device but sorely a sapper smashing device?
[QUOTE=Fluury;52564796]y'all aware that the Homewrecker more dmg vs buildings isnt intended to be a sentry smashing device but sorely a sapper smashing device?[/QUOTE] Wasn't it originally released without the ability to crush sappers, but simply being stronger against Engineer's buildings and weaker against people?
[QUOTE=Fluury;52564796]y'all aware that the Homewrecker more dmg vs buildings isnt intended to be a sentry smashing device but sorely a sapper smashing device?[/QUOTE] [URL="https://wiki.teamfortress.com/wiki/Homewrecker#Update_history"]when the homewrecker was released, it didn't have the anti-sapper feature, and it didn't get it until two months later[/URL] mini-sentries didn't exist yet, either, so it was literally useless :v:
[QUOTE=Fluury;52564796]y'all aware that the Homewrecker more dmg vs buildings isnt intended to be a sentry smashing device but sorely a sapper smashing device?[/QUOTE] no. damage was there first and the only stat for it in a very long while. The sapper thing was a thoughtless addition. homewreck is nice for lvl3 sentries being redeployed in-your-face, mini sentries, shielded sentries and level 3 teleporters being repaired on the other side. Also very nice in MvM as blue teleporters have 3x health. Not the best item but it has its uses for creative players.
[QUOTE=Fluury;52564796]y'all aware that the Homewrecker more dmg vs buildings isnt intended to be a sentry smashing device but sorely a sapper smashing device?[/QUOTE] It's in the name and the core design to be good against buildings. The Sapper removal was a band-aid buff which completely changed it use. There's no reason not improve its main ability and make it more flexible. [QUOTE=bulka96;52564819]Wasn't it originally released without the ability to crush sappers, but simply being stronger against Engineer's buildings and weaker against people?[/QUOTE] Yes and it got patched to damage Sappers two months after its release. 100% off topic, like not even TF2 related. How do I rate posts, I can't find it, am I blind?
[QUOTE=Fluury;52564796]y'all aware that the Homewrecker more dmg vs buildings isnt intended to be a sentry smashing device but sorely a sapper smashing device?[/QUOTE] Then it's role would be too specialized, there's no problem to have another alternative to sentry nest busting in conjunction with ubers.
[QUOTE=Petroklos;52564751]The Homewrecker is a valid option when facing Gunslinger Engies but I'll agree it's not great at what it does. And yes it demands an enemy Spy or a Gunslinger Engy to work, but it's an unlock and many unlocks are counterpick weapons.[/QUOTE] Medic is a better option unless the mini-sentry is in a spot where it's a hastle to get too due to level design. But most of the time if a medic is involved Scouts and Pyros can just bum rush the mini to destroy them with their primary weapon. Of course, that is if there isn't other classes involved to stop them, but in that case the homewrecker still isn't going to fair much better. Also, I guess it's an unpopular opinion. But people saw the Dead Ringer as the Spy's get out of jail card, I still feel the Homewrecker is the engineer's get out of jail free card as well with it's ability to one shot sappers. It can be hard enough to get to a good Engie nest as is, but it feels like a kick in the balls if you successful kill the engineer and sap his nest, only for the pyro to complete undo it with the homewrecker. It even removes sappers faster then the engineer does.
I wonder what the fuck Valve was smoking to give Pyro a [I]melee[/I] weapon to fight buildings.
[QUOTE=Kitt Stargaze;52564857]Medic is a better option unless the mini-sentry is in a spot where it's a hastle to get too due to level design. But most of the time if a medic is involved Scouts and Pyros can just bum rush the mini to destroy them with their primary weapon. Of course, that is if there isn't other classes involved to stop them, but in that case the homewrecker still isn't going to fair much better. Also, I guess it's an unpopular opinion. But people saw the Dead Ringer as the Spy's get out of jail card, I still feel the Homewrecker is the engineer's get out of jail free card as well with it's ability to one shot sappers. It can be hard enough to get to a good Engie nest as is, but it feels like a kick in the balls if you successful kill the engineer and sap his nest, only for the pyro to complete undo it with the homewrecker. It even removes sappers faster then the engineer does.[/QUOTE] On both of your points, you add a person and that changes everything. Yes, a Medic is better than the Homewrecker. It's also a 2v1. And yes, Homewrecker is a get out of jail free card, but it comes from another player helping you, not from your loadout. That's another 2v1. Another example of this is the Darwin's Danger Shield. Getting overhealed by a Medic is a getouttajailfreecard on Sniper duels but that's a 2v1. DDS does the same thing but without any help.
Still wish a stat for the homewrecker would be less or no knockback from sentryguns. There's been many times when I've corner jumped from a height to whack a sentry only to be thrown back into the air because I couldn't land the 2nd hit due to knockback. Or even when ubered two sentryguns is just too much knockback to even get close enough for even flames to hit. My only hopes for Pyro is a more supportive role to his team, weapons that change his strength from a flanking DPS to a team supporter would be nice.
[QUOTE=X marks it;52564910]Still wish a stat for the homewrecker would be less or no knockback from sentryguns. There's been many times when I've corner jumped from a height to whack a sentry only to be thrown back into the air because I couldn't land the 2nd hit due to knockback. Or even when ubered two sentryguns is just too much knockback to even get close enough for even flames to hit. My only hopes for Pyro is a more supportive role to his team, weapons that change his strength from a flanking DPS to a team supporter would be nice.[/QUOTE] Aren't medics generally supposed to run into the sentry fire first, while ubered, to take the most of the knock-back as it focuses on them instead of their patient? That's generally what my friends and I would do when running into a nest. I still agree that would be a helpful stat to have while the weapon is active, but at that point it starts becoming just a straight upgrade, since all of the benefits outweigh the negatives.
[QUOTE=Hell-met;52564837]no. damage was there first and the only stat for it in a very long while. The sapper thing was a thoughtless addition. homewreck is nice for lvl3 sentries being redeployed in-your-face, mini sentries, shielded sentries and level 3 teleporters being repaired on the other side. Also very nice in MvM as blue teleporters have 3x health. Not the best item but it has its uses for creative players.[/QUOTE] I checked and y'all are actually correct, was misinformed, my bad.
Page monitor went off twice in the past few minutes. Edit: What is actually going on is that the blog is having its missing character issues resolved
Page monitor told me TF2 page updated twice within the last minute and t[IMG]https://gyazo.com/23149819857bc126cdf35fb64deb27ce[/IMG]his is the only change i see [url]https://gyazo.com/23149819857bc126cdf35fb64deb27ce[/url] Edit, it changed again [IMG]http://imgur.com/RyjPD3R[/IMG] [url]http://imgur.com/RyjPD3R[/url]
[QUOTE=Annoyed Grunt;52564860]I wonder what the fuck Valve was smoking to give Pyro a [I]melee[/I] weapon to fight buildings.[/QUOTE] They probably just saw the community made model and wanted to add it with stats that make sense for a sledge hammer.
[QUOTE=Petroklos;52564854] 100% off topic, like not even TF2 related. How do I rate posts, I can't find it, am I blind?[/QUOTE] you'll be able to rate once you hit 50 total posts [QUOTE=Kitt Stargaze;52564857] Also, I guess it's an unpopular opinion. But people saw the Dead Ringer as the Spy's get out of jail card, I still feel the Homewrecker is the engineer's get out of jail free card as well with it's ability to one shot sappers. It can be hard enough to get to a good Engie nest as is, but it feels like a kick in the balls if you successful kill the engineer and sap his nest, only for the pyro to complete undo it with the homewrecker. It even removes sappers faster then the engineer does.[/QUOTE] sometimes it is, but when I use it, what usually happens is a spy kills the engie and saps everything, then I deal with the spy and remove the sappers, now all buildings are below half health, then another player comes in and one shots everything like I accomplished nothing
How about a speedboost for the homewrecker when there are sapped friendly building in the vicinity? How about reduced knockback from enemy sentries, to make it easier to wreck sentries around corners?
[QUOTE=DrVincentWolf;52565177]How about a speedboost for the homewrecker when there are sapped friendly building in the vicinity? How about reduced knockback from enemy sentries, to make it easier to wreck sentries around corners?[/QUOTE] The homewrecker needs no further buffs. Either you retool it (which is ideal) or you leave it alone. It is already better than engineers at removing sappers, and it is incredibly unfair to spies. Yup, I killed the engineer and sapped the sentry, oh look just because there is a pyro in the general vicinity all my work was for naught. The other concept, meleeing buildings, is just straight up retarded.
[QUOTE=Annoyed Grunt;52565245]The homewrecker needs no further buffs. Either you retool it (which is ideal) or you leave it alone. It is already better than engineers at removing sappers, and it is incredibly unfair to spies. Yup, I killed the engineer and sapped the sentry, oh look just because there is a pyro in the general vicinity all my work was for naught. The other concept, meleeing buildings, is just straight up retarded.[/QUOTE] isnt countering the spy kinda the job of pyro though?
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