Final Major Update Speculation V37 - This is the last MUS thread. Speculate in General Chat.
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Is anyone who isn't a Spy main actually upset about the DR and Amby?
[QUOTE=vevota;52383377]Is anyone who isn't a Spy main actually upset about the DR and Amby?[/QUOTE]
given that the amby change was so small, not upset at all
and DR's change is very very welcome because even without being able to collect ammo while cloaked I still found spies using it within seconds of putting their last cloak down
[QUOTE=sarge997;52383113][I][B]Yo where my Sun-On-A-Stick buffs at??
[/B][/I]
[t]https://vignette2.wikia.nocookie.net/slenderfortress/images/0/0f/Sun-On-A-Stickman.jpg/revision/latest?cb=20161211205650[/t][/QUOTE]
i get the feeling the sun on a stick is such a joke for being bad at this point that they're gonna leave it bad for the lols
(I'm going to edit this post with my thoughts as I read the changes.)
[QUOTE][B]B.A.S.E Jumper[/B]
Players often complain that the B.A.S.E. Jumper is frustrating to fight against because the target is simply too hard to hit. This is mostly due to the combination of being able to deploy/retract at will, and the amount of steering control they have - which makes them too unpredictable.
Changes:
Reduced amount of air control while deployed by 50%
Removed the ability to re-deploy the parachute once retracted (until the player lands on the ground again)[/QUOTE]
I think that, instead of removing the ability to re-deploy it entirely, they should add a timer of how much you can, and make it to where the decrease in air control only applies if you redeploy.
[QUOTE]
[B]Darwin’s Danger Shield[/B]
Snipers using this item had an advantage against Snipers who weren't. As a result, players felt like they were required to equip this item in order to be competitive.
Goal: Remove the increased survivability against enemy Snipers (which invalidates the existing design).
New design:
Counter ranged burn attacks (e.g. flares), and strengthen melee fights vs Pyros
Afterburn immunity
+50% fire resist
[/QUOTE]
I don't really like this; I think the Darwin is (mostly) fine as it is.
[QUOTE][B]Razorback[/B]
Goal: Reduce the effectiveness of "pocket'd" Snipers in stalemates/standoffs (this primarily happens in organized/competitive play)
Changes:
Added: -100% overheal penalty
Added: Shield regenerates after 30 seconds[/QUOTE]
I don't like this either; the Razorback is too niche to warrant something as harsh as an overheal penalty and the shield regeneration is a bit too powerful.
[QUOTE][B]Gloves of Running Urgently[/B]
Speed (lack-of) is used to balance the Heavy's high health, over-heal and damage output. While we still believe it's OK to have a class of items that increases Heavy's movement speed, players have been able to easily mitigate the existing negatives.
Changes:
Added: Max-health is drained while item is active (-10/sec), and regenerated while holstered
Health will regenerate only the amount drained while active - minus any damage taken during that time
Each time the gloves are deployed, the drain rate is accelerated for a brief period of time
Removed: Marked-For-Death effect while active
Removed: 25% damage penalty
[B]Eviction Notice[/B]
Changes:
Added: Max-health is drained while item is active (-5/sec), and regenerated while holstered. Health will regenerate only the amount drained while active - minus any damage taken during that time.
Removed: 20% damage vulnerability
[B]Fist of Steel[/B]
The downside of "increased melee damage" doesn't ever really come into play when it counts (e.g. holding a choke point or objective), and when a Medic is attached, the resulting pool of effective-health is unreasonably large
Changes:
Added: 40% overheal reduction while active
Added: 40% healing rate penalty while active[/QUOTE]
Maybe GRU can be reduced to something like 5 or 3 HP removed per second while keeping the Mark for Death, instead of 10 HP per second. I think the nerfs to Eviction Notice and Fists of Steel are unnecessary.
[QUOTE][B]Rescue Ranger[/B]
The ability to repair buildings safely from range without using metal is powerful. Combine this with the ability to instantly teleport buildings from far away - which by itself is interesting and useful enough in many circumstances - and you end up with a package that is very strong.
Changes:
Ranged repairs now consume metal (at a 4-to-1 health-to-metal ratio, e.g. repairing 60 damage costs 15 metal)[/QUOTE]
An interesting change; I like the direction they are going for, but maybe they could tinker with the minutiae a bit more.
[QUOTE=Mockingbird;52383140]Am I reading it wrong or are they really saying that crit-a-cola is going to let scouts inflict marked-for-death at range with no downside?[/QUOTE]
once he pulls the trigger he's marked for death for 5 seconds
[QUOTE=vevota;52383377]Is anyone who isn't a Spy main actually upset about the DR and Amby?[/QUOTE]
Adding an RNG aspect to long range shots with the Amby seems kinda dumb to me, I think capping the distance you can headshot would be better.
Again, we need to know how it's actually implemented first, will your max health be lowered by 10, and that 10 hp is then considered overheal which will naturally decay like when losing a powerup in mannpower?
Will your current health be affected?, if you're at 250/300 hp, will it go down to 240/290 after 1 second?, will it be affected as a percentage? (You were at 75% health, your new max health is this, your current health will chanfe accordingly
Or your current health isn't affected at all, say you're at 200hp, this means you can use it for 10 seconds at no risk, makes it great for escaping
[QUOTE=Blackavar;52383386]given that the amby change was so small, not upset at all
and DR's change is very very welcome because even without being able to collect ammo while cloaked I still found spies using it within seconds of putting their last cloak down[/QUOTE]
Exactly, and so many Spy mains are crying as if he got removed from the game.
i bet after the update is launched less spy mains would want to play as him
good riddance i say
[QUOTE=vevota;52383377]Is anyone who isn't a Spy main actually upset about the DR and Amby?[/QUOTE]
Maybe the ambassador change is questionable, but complaining about the DR nerf means you are probably a bad spy anyway.
[QUOTE=Riorio;52383409]i bet after the update is launched less spy mains would want to play as him
good riddance i say[/QUOTE]
the spy mains still don't realize how small the Amby change was. and if all they do is use DR, well, good riddance to spies like that. learn how to be sneaky
edit: steam's down
A jump server mod on getawhale's stream said the commands to make the apply the mantread stats to a server are sm_rcon and sm_cvar sv_airaccelerate 30. I haven't tried it for myself though.
I have a feeling the Mantreads are going to change rocket jumping forever
I'm sure the have to change The Winger, since the idea was to have it and The Atomizer equipped to gain great air mobility. Now that you need to have it equipped, and if the jump height is the same as using the Winger, then there's no point in using The Winger (the 15% more damage barely matters on the pistol)
Can you also please remove the ability for the Pyro to use the Reserve Shooter? Thanks.
[QUOTE=Blackavar;52383437]I have a feeling the Mantreads are going to change rocket jumping forever[/QUOTE]
If it means that you won't lose speed while air-strafing, then yes it will.
[QUOTE=Blackavar;52383437]I have a feeling the Mantreads are going to change rocket jumping forever[/QUOTE]
like the parachute?
it and the treads are already banned from jump servers, don't worry about it.
[QUOTE=Psychopath12;52383065](which might actually become a bigger problem as it'll materialize on the Sniper's back as the Spy is swinging the knife should he have unfortunate timing.)[/QUOTE]
What if there was a visual indication of it regenerating during the last 5-10 seconds of the cooldown, and it showed roughly when it will fully regenerate? Like say, for example, it gradually fades into existence.
[QUOTE=Hell-met;52383456]like the parachute?
it and the treads are already banned from jump servers, don't worry about it.[/QUOTE]
jump servers don't change the fact that mantreads will probably never be banned from 6s
[editline]20th June 2017[/editline]
6v6 banned weapons unchanged in this post:
soda popper
mad milk
disciplinary action
reserve shooter
buffalo steak sandvich
wrangler
short circuit
quick fix
vaccinator
solemn vow
sydney sleeper
jarate
[QUOTE=Punchy;52383353]because rollouts are still important. All you have to do is duck your head for a short amount of time and play defensively until your health returns. You can also now use it in shorter bursts with less downsides (example, you can pull it out to escape a choke or a push without the punishment of mini-crits)[/QUOTE]
Remember that a lot of maps in tf2 have [I]very long[/I] walks to the objective, especially on offense and pushing lasts. These maps (most payloads, A/D, 5cp where the point has recently changed hands, etc) are where people choose to equip the speed-increasing gloves (often due to lack of teleporters), because their niche shines in transport scenarios rather than in retreat or combat- in accordance with the downsides that reward rushing down users while they're doing this.
If the regeneration rate takes a long as it does to drain, then this change is ridiculous.
If you walk for say 20ish seconds to the point and then spend another 20 unable to fight while your health regens then the weapon is completely worthless, because you could have made it there with stock and and potentially an overheal buff in the same amount of time.
Plus, you can only have this weapon out for 30 seconds before imminent death, which also is a bit excessive.
But who am i kidding, rational points or not, people hate heavy, and this will likely be bombed.
Soooo... when do you guys think the update will actually come out?
[QUOTE=prizepool;52383500]Soooo... when do you guys think the update will actually come out?[/QUOTE]
Early July I'd reckon. They are still tweaking things according to the blog post, and they already are giving map-makers more time.
[QUOTE=prizepool;52383500]Soooo... when do you guys think the update will actually come out?[/QUOTE]
Safe bet it's gonna be around the end of the month, no later than halfway through July. Likely whenever the Summer Sale starts.
Also welcome to Facepunch, enjoy the drama
[QUOTE=ZombiPlastiClok;52383511]Safe bet it's gonna be around the end of the month, no later than halfway through July. Likely whenever the Summer Sale starts.
Also welcome to Facepunch, enjoy the drama[/QUOTE]
I thought they said it was going to be a week after the blog post, I might be making that up in my head though.
[QUOTE=Serge Ivanov;52383517]I thought they said it was going to be a week after the blog post, I might be making that up in my head though.[/QUOTE]
I heard that too, I think. I don't know if it's true, but it'd be cool. It'd mean the update is coming out before the sale.
[QUOTE=Serge Ivanov;52383517]I thought they said it was going to be a week after the blog post, I might be making that up in my head though.[/QUOTE]
Kinda hoping you're right, though nothing on the TF2 Blog suggests anything like that.
Today is a Tuesday too, which is probably the best day of the week to release a major update.
[QUOTE=Serge Ivanov;52383517]I thought they said it was going to be a week after the blog post, I might be making that up in my head though.[/QUOTE]
All they said was they would put up the blog post before the update, not how far ahead of the update it would go up.
[QUOTE=Blackavar;52383523]I heard that too, I think. I don't know if it's true, but it'd be cool. It'd mean the update is coming out before the sale.[/QUOTE]
The Steam Summer sale starts this week on the 22nd.
They have never released a summer during the steam sale, but this update is also very unique from everything else the TF2 Team has ever made.
[QUOTE=prizepool;52383555]They have never released a summer during the steam sale, but this update is also very unique from everything else the TF2 Team has ever made.[/QUOTE]
Valve has stated that they don't hold on to content and release it when it's ready.
So many of these changes are so lazy and uninspired.
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