Final Major Update Speculation V37 - This is the last MUS thread. Speculate in General Chat.
4,863 replies, posted
[QUOTE=blackavatar]
I'd personally also nerf pipes by making them do 75 damage instead of 100, but I'd also give him 6 grenades in his grenade launcher, and make the blast radius of the grenades a bit bigger (he is the mobile area-denial class after all).
[/QUOTE]
Honestly i just want a fetching thing done about how he has 6 chambers and only 4 shots.... Bugs me so much, i almost dont care what they do to get the 6 shots back....almost dont care...
[QUOTE=kwik1;52299130]I know [B]Tomorrow for sure[/B] is a joke but seeing all the people posting random times predicting the blogpost and update makes me wonder why people are still guessing[/QUOTE]
Desperation.
[QUOTE=Curly Bill;52299725]Honestly i just want a fetching thing done about how he has 6 chambers and only 4 shots.... Bugs me so much, i almost dont care what they do to get the 6 shots back....almost dont care...[/QUOTE]
Not to mention that the grenades loaded are smaller than the ones fired and the ones fired are larger than the cylinders.
Maybe it's just efficiency
Like the demo is too drunk to reliably fire 6 shots, so he counts his ammo in standard demolition style (3 2 1 Boom)
Boom of course when he's out or something idk
i never really saw the 6 chambers and 4 shots on the grenade launcher as being a big deal
this is also the game where you can fit 4 rockets into the launcher's tube at the same time and fire them one by one without the others blowing up or flying out the back, and also the game where you heal people with a goofy ghostbusters gun that spews out glowing team-colored gas that magically locks onto people through the air and even has medical cross symbols just showing up in it somehow
none of the weapons in this game make practical sense, they're all just there as the thinnest excuse to throw game mechanics at you
I don't even care about the stock grenade launcher. The loch n load is what really gets me.
[QUOTE=Slurg;52299978]I don't even care about the stock grenade launcher. The loch n load is what really gets me.[/QUOTE]
Yeah, it's defenatly feasible to only load stock up four times, you can't how ever but three shells in 2 chambers, plus the two shot works better with the weapon imo, they should buff it's damage or explosion radious a little and need the clip size, higher risk higher reward
[QUOTE=Slurg;52299978]I don't even care about the stock grenade launcher. The loch n load is what really gets me.[/QUOTE]
I find it funny that after all these years the Loch n Load is still talked about in this thread due to being broken.
[I]For different reasons.[/I]
[QUOTE=BarJarHinks;52299784]Not to mention that the grenades loaded are smaller than the ones fired and the ones fired are larger than the cylinders.[/QUOTE]
And he loads them all into the same cylinder. If he wanted, he could have 24 shots.
So about that 7th issue-
[QUOTE=Wircea;52300668]So about that 7th issue-[/QUOTE]
Dude, the last one came out in January this year. The issue before that came out in August 2015. If you really think we're getting the final issue of the comic in 2017, you are naive beyond compare.
frankly the last issue was so fucking good I wouldnt mind waiting 2 years for the next if it's even better
[QUOTE=ikes;52300950]frankly the last issue was so fucking good I wouldnt mind waiting 2 years for the next if it's even better[/QUOTE]
Isn't the next one the last? Or do we still have that and one more to go?
[QUOTE=Lerd;52301018]Isn't the next one the last? Or do we still have that and one more to go?[/QUOTE]
Nope, that one is the final one.
And will also likely be ending with an Update tied to it, or atleast asteroid give we are heading to space.
[QUOTE=hahagoni_r;52300557]I have some worries concerning this update, here's one.
Remember when they introduced texture streaming in [URL="http://www.teamfortress.com/toughbreak/"]Tough Break[/URL] to fix "Out of memory" issues on Mac and Linux? (According to the page, Windows users already had that)
[I](It also makes things like engineer blueprints look like crap and since you only see them for a short amount of time their quality won't improve, but that's beside the point)[/I]
Weapon skins are also progressively loaded, but (in order to be less memory consuming I would assume), the stock skin will load first and the skin then renders after a brief moment.
Currently, it's only a minor annoyance, but since [URL="https://facepunch.com/showthread.php?t=1549175&p=51804577#post51804577"]non-stock skins are coming[/URL] I figure they'd all be rendered like that and that would look ridiculously bad.
I honestly have no idea of an answer is here, you'd have to either sacrafise aesthetics or performance (maybe add an option to disable texture streaming?)
Hopefully, Valve is going to prove me wrong on this.
(Or am I just completely wrong? Correct me if so)[/QUOTE]
This has been bugging me recently, is there a cvar to disable streaming and force loading the full texture?
[QUOTE=chipsnapper2;52301455]This has been bugging me recently, is there a cvar to disable streaming and force loading the full texture?[/QUOTE]
I think the only way of disabling texture streaming is changing dxlevel to 90 on windows, not sure if you can disable it on mac/linux.
i super hope they come up with good innovative ideas on the current weapons. Like sydney sleepr just doing full on jarate explosion where it hits and maybe crits on jarate enemies; maybe something else but something to make it a true sidegrade with different playstyle. Or something like gasoline throwable for the pyro that increases damage or burning players but also good with DR spies so he's not useless against them. Idk, prolly bad ideas, but hopefully something other than just stat swaps.
the next update will be bad or good
or neither
[QUOTE=Curly Bill;52301901]i super hope they come up with good innovative ideas on the current weapons. Like sydney sleepr just doing full on jarate explosion where it hits and maybe crits on jarate enemies; maybe something else but something to make it a true sidegrade with different playstyle. Or something like gasoline throwable for the pyro that increases damage or burning players but also good with DR spies so he's not useless against them. Idk, prolly bad ideas, but hopefully something other than just stat swaps.[/QUOTE]
Deleting Sniper would be a rather innovative approach too.
[QUOTE=Curly Bill;52301901]something like gasoline throwable for the pyro that increases damage or burning players but also good with DR spies so he's not useless against them.[/QUOTE]
This...is a bit of a misconception. Bear with me here and consider what I have to say before jumping to whatever pre-packaged Contra reaction you have.
In my experience as a competitive Spy player, I've been chased down, roasted and toasted by a number of skilled Pyros versus my Dead Ringer. If we start in close proximity before my feign, I can't outrun the flame particles, and you'll still hear the feedback of the flames hitting the Spy, whether or not you have hitsounds enabled.
Track the Spy with your flames, airblast-pin them to a wall, and kill them. Afterburn resistance or not, the overall damage resistance of the new DR is much worse than that of the old one and decreases quickly, so if you can keep track of the Spy he's just as dead as he would be otherwise.
Ask any UGC Steel+ Pyro, and they'll tell you the same thing I just did. The DR may be an annoyance, but a skilled Pyro can still shut it down.
Another little-known fact: an aware Heavy is actually a better Spy counter than a Pyro.
[QUOTE=Contra132;52302105]
Another little-known fact: an aware Heavy is actually a better Spy counter than a Pyro.[/QUOTE]
still thinking disguised spies show blood particles? that's still wrong.
[QUOTE=Hell-met;52302256]still thinking disguised spies show blood particles? that's still wrong.[/QUOTE]
pretty sure I said that about cloaked, not disguised spies. cloaked spies do show blood particles
and heavy is still the better spychecker by far. an aware heavy in highlander is my worst nightmare, because if he holds a certain position he can spycheck me at a distance and mow me down within a few seconds, preventing me from getting the pick.
even if a pyro is aware of you, they still have to be in their effective range to be a real problem. skilled heavies are way more troublesome for spies than pyros are. heavy may be beaten by flankers at a low-level, but he's also their best counter at a high-level.
[editline]1st June 2017[/editline]
also whether or not spy shows blood particles when disguised has nothing to do with whether or not heavy can counter him
heavy can track cloaked spies with his minigun at pretty good distances and the damage the minigun does, even at a distance, is high enough to deny spies before they get to stabbing certain targets
if the heavy finds a good position to hold in and regularly checks entryways for spies/spychecks the teammates he sees, I guarantee that a spy will be powerless to do anything about it.
I mean, you can disagree with me if you want, but I'm pretty sure I know more about what counters my class at a high level than you do. We can disagree about other stuff all you like, but Heavy is objectively better at countering Spy in skilled play than Pyro is, because his ability to shut down Spy is not nearly as limited by range.
[QUOTE=Fluury;52299547]:toxx:[/QUOTE]
And guess what? Nothing happened. Rate dumb for dull surprise.
at this point we should be speculating about what the fuck keeps them from writing that stupid email
it cant be being lazy or valve time at this point right
-Gone-
honestly I hope the heavy update whenever it comes really solidifies his tank role
I'd like to see him have passive health regen akin to medic so that he doesnt always have to rely on sandvich and medics to stay alive, and he'd have a little bit more longevity against the powerhouse classes like soldier and demo
in a game where every attack deals 100+ damage it's kinda rough being expected to tank with 300 HP, so having a bit of passive health regen would alleviate the problem a bit and allow the heavy to remain posted during downtime where he's safe to re-accquire his health without having to budge
[QUOTE=Eon Destroyer;52302757]We will know what its about sooner or later.
We have waited this long, we can wait a little longer.
Lets just hope the letter is not vague.[/QUOTE]
"we can wait a little longer" dog I waited these 11 months to get a game changing Update not a letter.
[QUOTE=Contra132;52302105]This...is a bit of a misconception. Bear with me here and consider what I have to say before jumping to whatever pre-packaged Contra reaction you have.
In my experience as a competitive Spy player, I've been chased down, roasted and toasted by a number of skilled Pyros versus my Dead Ringer. If we start in close proximity before my feign, I can't outrun the flame particles, and you'll still hear the feedback of the flames hitting the Spy, whether or not you have hitsounds enabled.
Track the Spy with your flames, airblast-pin them to a wall, and kill them. Afterburn resistance or not, the overall damage resistance of the new DR is much worse than that of the old one and decreases quickly, so if you can keep track of the Spy he's just as dead as he would be otherwise.
Ask any UGC Steel+ Pyro, and they'll tell you the same thing I just did. The DR may be an annoyance, but a skilled Pyro can still shut it down.
Another little-known fact: an aware Heavy is actually a better Spy counter than a Pyro.[/QUOTE]
We've discussed this at length, and no. An aware Heavy can fend off Spies easily enough, but successfully routing DR Spies is beyond his capabilities.
I didn't say that.
Pyro may be better for chasing, to be fair, but overall Heavy is the stronger counter because of his ability to protect his team and himself from Spies at longer ranges.
Since Valve promised to release the jungle map assets before the update arrived, implying that they would want to accept a themed map for the Jungle/Pyro update, and they would need to give map makers time to do an art pass, it's safe to assume that the update itself is still a long way away, right?
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