• Final Major Update Speculation V37 - This is the last MUS thread. Speculate in General Chat.
    4,863 replies, posted
I mainly just want the airblast hitbox to be smaller than a minivan, and for the pushy physics to be somehow related to angle from which it was fired. But new flames would be dope, too.
[QUOTE=Benoist3012;52438491][B]W+M1[/B] [I]intensifies[/I][/QUOTE] Comboing requires less skill than w+m1, in an environment where it's just you and another person. All they have to do if shoot at you and you die, so you have to be able to have good movement skills. Whereas if you're comboing you right click, press 2, and click. They won't be able to hit you because airblast throws off their aim.
[QUOTE=Blackavar;52438514]Comboing requires less skill than w+m1.[/QUOTE] A sentence I thought I will never hear
It's true though. It's not that w+m1 is especially skilled, it's that combos basically give you a captive target for free.
[QUOTE=Benoist3012;52438491][B]W+M1[/B] [I]intensifies[/I][/QUOTE] Intensifies? It's a non-issue.
Is it possible that they start posting the Blogpost today and till monday a new day will be revealed and then it drops ?
If they buff the flamethrowers damage, make it work right and remove crit gimmicks, but give the pyro extra mobility are actually useful ranged options, and nerfed air blast, I'll be happy
I'd definitely prefer aiming fire to be harder than having to flick my mouse side to side like a mad man hoping for a particle to hit also the weird Pyro 1v1s...
I said it before and I'll say it again Valve should change the flamethrower into something like Quake's lightning gun. Not visually but mechanically. In other words, a longer flame length but a shorter width. Gives Pyros a way to fight at mid-range like the other classes but the ability to ignite a crowd is limited. And before people say, 'but the lightning gun is tracking so that belongs to heavy.' The minigun also originated from quake just like the lightning gun. They both involve tracking but they had distinct functions and abilities in Quake. And since TF has its roots tied to Quake, the flamethrower is the closest we have to a TF-styled lightning gun.
Also afterburn sucks for every one, it feels cheap she. You get killed bye it, but it's not good enohht to rely on as pyro
It'd probably be better if they focus on the afterburn. It's an alternative to just buffing the flamethrower's power and making it a phlog that doesn't need to get charged up, and its accuracy isn't exactly the problem of the class. Actually good afterburn would give the class a unique role instead of being a quick heavy with the range of a demoknight.
[QUOTE=Doodle966;52438652]Is it possible that they start posting the Blogpost today and till monday a new day will be revealed and then it drops ?[/QUOTE] I'd like to refer to Void's post. If you don't get: It means that the Update is still some time away given that the TF Team still tells mapping folk to get their shit together and on the workshop. Next week is unrealistic, and could likely only happen if they were to set a deadline *today* Given the fact that this thread seems to range from "lmao its august" to "next week, its alright" let's have another classic vote to see what the general vibe is about. [t]https://facepunch.com/fp/ratings/palette.png[/t] Update will drop next week [t]https://facepunch.com/fp/ratings/funny2.png[/t] Update will drop 17-21 [t]https://facepunch.com/fp/ratings/cross.png[/t] Update will drop 23-28 and/or 31 [B]Note: Valve is moving on the 22th[/B] [t]https://facepunch.com/fp/ratings/tick.png[/t] Update will drop in August I thought about it today and overall it seems like a bad decision to release in August, even from a business standpoint given the summer vacations. I'm personally rolling with [t]https://facepunch.com/fp/ratings/funny2.png[/t] - but anything earlier would of course be a very pleasant surprise.
[QUOTE=Antary;52438763]It'd probably be better if they focus on the afterburn. It's an alternative to just buffing the flamethrower's power and making it a phlog that doesn't need to get charged up, and its accuracy isn't exactly the problem of the class. Actually good afterburn would give the class a unique role instead of being a quick heavy with the range of a demoknight.[/QUOTE] Afterburn, or damage over time in general, is difficult to balance well. No one likes that feeling when you're going to die for sure, but have to wait for it to happen.
[QUOTE=Mockingbird;52438774]Afterburn, or damage over time in general, is difficult to balance well. No one likes that feeling when you're going to die for sure, but have to wait for it to happen.[/QUOTE] I'm not saying to make it overpowered. But right now it's so useless that the degreaser practically has no downsides.
if the update drops in august i will off myself on stream no kid but why are you guys already saying august when its still the first week of july
[QUOTE=Antary;52438789]I'm not saying to make it overpowered. But right now it's so useless that the degreaser practically has no downsides.[/QUOTE] Well, what would you suggest? I mean the problem is, if it's useful at all, how do you balance that vs. the ease of application? Consider how little risk the scorch shot and detonator carry to inflict afterburn even on multiple targets.
[QUOTE=Mockingbird;52438802]Well, what would you suggest? I mean the problem is, if it's useful at all, how do you balance that vs. the ease of application? Consider how little risk the scorch shot and detonator carry to inflict afterburn even on multiple targets.[/QUOTE] Dunno dude. Maybe make it so that it's not extinguished by healthpacks, only health is healed? Maybe make it so that it deals its current total damage over a shorter amount of time? There are some options, and I can't tell you which one would be best because I can't test them.
I don't think the update is close. No ones even heard anything about a date yet.
[QUOTE=Antary;52438763]It'd probably be better if they focus on the afterburn. It's an alternative to just buffing the flamethrower's power and making it a phlog that doesn't need to get charged up, and [B]its accuracy isn't exactly the problem of the class[/B]. Actually good afterburn would give the class a unique role instead of being a quick heavy with the range of a demoknight.[/QUOTE] It's accuracy absolutely is the biggest problem with the class. Pyro feels awful to play because of how finicky his primary weapon is. As far as I'm concerned fixing flame reliability should have been the #1 first thing they should have done, and then balanced the whole class around the new flame mechanics.
[QUOTE=Mort Stroodle;52438903]It's accuracy absolutely is the biggest problem with the class. Pyro feels awful to play because of how finicky his primary weapon is. As far as I'm concerned fixing flame reliability should have been the #1 first thing they should have done, and then balanced the whole class around the new flame mechanics.[/QUOTE] Pyro feels awful to play because of his range and lack of mobility. Outside of airblasting ubers and supporting sentry nests, he has no real niche to speak of, because in any situation that the pyro prevails, literally every other class also does. It's a "win harder" class.
[QUOTE=gjw22;52438841]I don't think the update is close. No ones even heard anything about a date yet.[/QUOTE] No one has heard anything about dates in past updates either - you can't base it on that.
[QUOTE=rolfum;52438792]if the update drops in august i will off myself on stream no kid[/QUOTE] :toxx:
[QUOTE=rolfum;52438792]if the update drops in august i will off myself on stream no kid but why are you guys already saying august when its still the first week of july[/QUOTE] Because Valve is moving offices on the 22nd (which will take a long time), and they will need time after release of the update to fix things So if it isn't VERY soon, it has to be in August.
At this point, Fluury is the main protagonist of todays episode of MUS "Tomorrow for sure 2"
[QUOTE=rolfum;52438792]if the update drops in august i will off myself on stream no kid but why are you guys already saying august when its still the first week of july[/QUOTE] same here
The TF2 team is so small they can just host a LAN party at one of their houses and fix bugs together
[QUOTE=Bakyte;52439032]The TF2 team is so small they can just host a LAN party at one of their houses and fix bugs together[/QUOTE] They're going to be working still by moving everything, doubt they'd have time to work on it
See you all on august, try not to auto lock the thread by then. :wink:
[QUOTE=Void Skull;52436939]Recently, some mappers have heard back from Valve that while there isn't a set deadline to report, they're still saying to keep working on their maps and get it on the Workshop as soon as possible. Keep this all in mind when hoping for an update - once maps are chosen, there'll need to be at least a few days for Valve and mappers to communicate and get everything that is needed sent over and set up. While there isn't a set deadline, they are still open to map submissions. There's still time before the update, even if we don't know how much.[/QUOTE] To add to this a bit from what I know, in the past they've given mappers anywhere between a [I]few days[/I] notice, to an [I]entire month[/I]s notice that their map has been selected before the update goes live*. If they choose to buy the assets of the maps (which all the mappers are really hoping they do), as opposed to just "licensing" the assets and packing them into each map, they are going to probably want at least a good weeks notice to get everything sorted out. They'd need to sort out who they are buying what from, before they can pick up the maps themselves. They've licensed assets for every campaign so far, but with the last round of maps picked up for the comp update, they bought the assets and included them in the game files. This is optimal for mappers, as then we have all that content in the game to use for future maps. As a whole we've expressed to Valve that this is really important to us, so hopefully they'll do so this time. Another factor to consider is that a lot of these maps are using the same community made jungle assets, so buying them flat out instead of packing the same files into every map would be much more space efficient. Not sure if that really changes anything, but something to consider. *Mappers have to get a heads up before their map is included in an update, because unlike the model workshop, the map workshop is designed for the player side of things, not passing files over to Valve for inclusion. Valve needs our non-compiled map file (vmf), as well as any other custom content included in the map, so they can compile it themselves on their end if need be. Plus they need us to assign contributors, like giving them the list of people for the loading screen. Lots of backend stuff.
There was just [URL="https://steamdb.info/stats/bans/"]34,000 VAC Bans [/URL] today, the largest banwave ever recorded. Do we know anything specific, as in what games this affected?
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