|
I finally got the hang of airblast jumping as pyro and I'm pretty sure I'm flying way higher and further than a regular rocketjump. Do all reflected projectiles count as minicrits even if they dont hit anything? also, holy loving poo poo is this fun. I wish I'd figured it out before the axtinguisher nerf.
|
# ? Nov 29, 2014 22:47 |
|
|
# ? Jun 9, 2024 01:43 |
|
Yeah, the projectile gains minicrit status as soon as the airblast connects. I think, unlike every other projectile, reflected explosives do actually cause minicrit damage to the pyro. It might be unintentional because I think Valve "fixed" it for a while and then broke it again a few months later. The whole way the airblast mechanic works is kind of a mess and Valve could do with remaking it completely. In any case, the reason you fly so high isn't due to the explosives being minicrits, it's that the pyro is super light compared to the soldier or demoman. All of the characters have different weights and I think pyro is actually one of the lightest, letting you soar over the battlefield with reflect jumps.
|
# ? Nov 29, 2014 23:19 |
|
Is there a way to look up how much the different classes weigh, in whatever units Source uses? It'd be really interesting to see them all listed for direct comparison. Related: Every once in a while, I find the TF2 Wiki is missing some piece of information that it really feels like it should have. For instance, how long the weapon-switch time is: completely absent, even the Degreaser's page only says "60% faster" without giving any absolute times. Anyway, the Pyro is probably so light because it's just an empty suit.
|
# ? Nov 29, 2014 23:50 |
|
Ditocoaf posted:Anyway, the Pyro is probably so light because it's just an empty suit. heat rises
|
# ? Nov 30, 2014 00:26 |
|
Ditocoaf posted:Is there a way to look up how much the different classes weigh, in whatever units Source uses? It'd be really interesting to see them all listed for direct comparison. It still doesn't list what the increased damage for flamethrower and melee is with the nostromo napalmer and the scout alien costume.
|
# ? Nov 30, 2014 00:55 |
|
Jose Mengelez posted:heat rises
|
# ? Nov 30, 2014 01:15 |
|
ChickenHeart posted:Just enjoyed a string of rounds where me and several other goons became steak-eating bear-heavies and made a living ambushing hapless cart-pushers with a tsunami of punchy, fast-moving fat guys. How about a flamethrower? He's called heavy weapons guy, not minigun guy, so let's have some non-minigun primaries.
|
# ? Nov 30, 2014 01:22 |
|
Give him a turret that's been ripped off of a tank, and make it work like a Direct Hit with no clip size.
|
# ? Nov 30, 2014 01:32 |
|
pisshead posted:He's called heavy weapons guy, not minigun guy, so let's have some non-minigun primaries. Heavy gets a giant hand-held cannon. Fires a big ol' cannonball, a non-explosive projectile. Does 170 base damage (that's 255 at point-blank, 85 minimum), and when it kills a player it gibs them and keeps going, only stopping when it hits someone for non-lethal damage (or map geometry of course). So, Heavies and fully overhealed middleweight-classes can jump in front of it to protect a cluster of teammates. Must be "spun-up" (held in the aiming position), and there's a visible and noisy half-second delay when firing -- enough for an alert player to dodge in most situations. Only one ammo loaded at a time, and you must be spun-down to reload. Ditocoaf fucked around with this message at 01:39 on Nov 30, 2014 |
# ? Nov 30, 2014 01:35 |
|
Sanctum posted:I found out how to fix valve server 5CP as a gamemode. Could work for any gamemode. At present there is little if any incentive to capture objectives other than meaningless points. You'd have to get rid of autobalance and scramble, and some sort of ELO for people to care about winning.
|
# ? Nov 30, 2014 01:38 |
|
Caddrel posted:Give Heavy this gun The crit-stream firing sound is a pretty great touch.
|
# ? Nov 30, 2014 01:38 |
|
Jose Mengelez posted:I finally got the hang of airblast jumping as pyro and I'm pretty sure I'm flying way higher and further than a regular rocketjump. Do all reflected projectiles count as minicrits even if they dont hit anything? The pyro weighs less then the Soldier so he can rocket jump further. The mini-crit doesn't affect self-damage or jump height. For extra fun play on a randomizer server and get a scout plus rocket launcher.
|
# ? Nov 30, 2014 01:39 |
|
I can't see how any non-minigun Heavy primary would work, it would feel gimmicky because the Heavy is all about being able to project power on the spot for a sustained period of time. I guess something melee focused could be OK because that's just enhancing something fun you can do with the class anyway.
|
# ? Nov 30, 2014 01:42 |
|
pisshead posted:Could work for any gamemode. At present there is little if any incentive to capture objectives other than meaningless points. You'd have to get rid of autobalance and scramble, and some sort of ELO for people to care about winning. Eh, what would you do to get people to care about ELO, which is also "meaningless points"? Killing other players is just as "meaningless", too: All goals in this game are self-set. It's just a matter of culture to encourage people to care about a round more than their K/D. I find it's pretty effective to say things over voice chat like "come on, we've got this point" or "sweet, good one" to bring a focus to winning the round (use very, very sparingly so you aren't just annoying, and only if you're already using voice chat for things like calling out spies and flankers), or even just things like "get on the point!" during important moments. Speaking of which, I wish I could summon the Scout's line "we got 'em, we got 'em" voice line on command. It feels so good and teamwork-y. EDIT: VVVV Oh wow, I never would have thought to check for a page called "Weapons". Whenever I searched for "weapon switch delay" or anything along those lines, I couldn't find anything. Thanks tons! Any chance you know of a page that talks about classes' weights? VVVVV Ditocoaf fucked around with this message at 04:57 on Nov 30, 2014 |
# ? Nov 30, 2014 01:51 |
|
Ditocoaf posted:Related: Every once in a while, I find the TF2 Wiki is missing some piece of information that it really feels like it should have. For instance, how long the weapon-switch time is: completely absent, even the Degreaser's page only says "60% faster" without giving any absolute times. 0.67 seconds. It absolutely should be on the pages for the Degreaser and the Reserve Shooter though.
|
# ? Nov 30, 2014 04:40 |
|
Ditocoaf posted:Eh, what would you do to get people to care about ELO, which is also "meaningless points"? You don't need to get people to care, people will care anyway for their e-peens. quote:Killing other players is just as "meaningless", too: All goals in this game are self-set. It's just a matter of culture to encourage people to care about a round more than their K/D. Yes but it's an objective-based game. Compared to other objective-based games, people care a lot less about the objectives.
|
# ? Nov 30, 2014 05:14 |
|
Irony Be My Shield posted:I can't see how any non-minigun Heavy primary would work, it would feel gimmicky because the Heavy is all about being able to project power on the spot for a sustained period of time. I guess something melee focused could be OK because that's just enhancing something fun you can do with the class anyway. There are things you can do within that role that aren't miniguns. You could have a nail gun that has more damage than the minigun but is harder to hit without because projectiles. It would increase the skill-ceiling of the class and make it more interesting to play. Skilled opponents could dodge the nails so it wouldn't be OP.
|
# ? Nov 30, 2014 05:17 |
|
Zero! posted:Yeah, the projectile gains minicrit status as soon as the airblast connects. I think, unlike every other projectile, reflected explosives do actually cause minicrit damage to the pyro. It might be unintentional because I think Valve "fixed" it for a while and then broke it again a few months later. The whole way the airblast mechanic works is kind of a mess and Valve could do with remaking it completely. The reason the Pyro is so light is because they buffed Detonator jumping a while ago. Rather than increase the knockback it did, they just made the Pyro lighter so he flies farther.
|
# ? Nov 30, 2014 13:29 |
|
pisshead posted:Could work for any gamemode. At present there is little if any incentive to capture objectives other than meaningless points. pisshead posted:You'd have to get rid of autobalance and scramble, and some sort of ELO for people to care about winning. I will say the one annoying instance where autobalance saps away my desire to continue playing is when I join a team holed up at last and manage to push all the way to mid and cap. Then I die and immediately get autobalanced, respawning to find myself holding last again but now as the other team. gently caress that forever.
|
# ? Nov 30, 2014 15:02 |
|
Why haven't I played Randomizer before? This is awesome. e: Rocket Jumper, Jarate and Fan-o-War. Collateral Damage fucked around with this message at 15:50 on Nov 30, 2014 |
# ? Nov 30, 2014 15:44 |
|
Sanctum posted:Auto-scramble is a good thing and should never be removed. If it's so great why do other games not have it?
|
# ? Nov 30, 2014 16:52 |
|
Zero! posted:This Sunday, the ETF2L Season 19 grand finals are on, with 2 matches back-to-back to decide the placing for the top 3 European 6s teams this season. Slightly late but this is live right now on the TFTV stream!
|
# ? Nov 30, 2014 19:20 |
|
I used to get autobalanced a lot but it's gotten better since the spectator exploit was fixed. e: If autoscramble triggers you aren't playing a contested game at all, I don't know how you could complain about it. Irony Be My Shield fucked around with this message at 20:30 on Nov 30, 2014 |
# ? Nov 30, 2014 20:02 |
|
pisshead posted:If it's so great why do other games not have it? Other games arent as good as TF2.
|
# ? Nov 30, 2014 20:23 |
|
If you've never seen cp_logjam played and want to check it out, it's the decider map in the ETF2L season 19 grand final live right now! Map 2 was one of the best matches of Viaduct I've seen in a while, Ze Knutsson Rollerbladers took it 3-1 after 4 rounds of super aggressive play with 6 less frags and 18 whole points of additional damage compared to Übersexuals. VOD should be up on Twitch for that map now, and on Youtube tomorrow probably, if you wanted to check it out.
|
# ? Nov 30, 2014 23:04 |
|
Zero! posted:If you've never seen cp_logjam played and want to check it out, it's the decider map in the ETF2L season 19 grand final live right now! You'd have to be pretty quick it's looking like it'll be over in ten minutes.
|
# ? Nov 30, 2014 23:10 |
|
First 3 rounds were super one-sided but bk are actually turning it into a game now. Edit: And then zappis straight up gets launched into space
|
# ? Nov 30, 2014 23:16 |
|
https://www.kickstarter.com/projects/1327184180/le-grand-hat valve, you know what to do
|
# ? Nov 30, 2014 23:40 |
|
How many can we stack on top of each other before Valve stops caring about character silhouettes?
|
# ? Dec 1, 2014 00:37 |
|
Auto balance is crucial on un moderated servers like the valve ones. I wouldn't play on them without it.
|
# ? Dec 1, 2014 13:47 |
|
Jippa posted:Auto balance is crucial on un moderated servers like the valve ones. I wouldn't play on them without it. Agreed. Valve were idiots for letting people vote on disabling it. They seem really weird with how they're handling team stacking. They let people vote on whether to turn off auto balancing, but they also (poorly) try and stop people team stacking by not letting them go to spectator when it'll unbalance the teams anymore. Incidentally I was on the team with more members on it once and tried to go to spectator to look at a sniper that was suspiciously accurate with both his rifle and his smg but it told me it would unbalance the teams. So not only is it a poor idea in the first place, it doesn't even work right.
|
# ? Dec 1, 2014 14:30 |
|
Slime posted:Agreed. Valve were idiots for letting people vote on disabling it. They seem really weird with how they're handling team stacking. They let people vote on whether to turn off auto balancing, but they also (poorly) try and stop people team stacking by not letting them go to spectator when it'll unbalance the teams anymore. Incidentally I was on the team with more members on it once and tried to go to spectator to look at a sniper that was suspiciously accurate with both his rifle and his smg but it told me it would unbalance the teams. So not only is it a poor idea in the first place, it doesn't even work right. Being able to vote to disable auto-balance is such a stupid feature to add that it seriously confuses me. Someone leaves on the losing team and there is just an empty slot there making that team even weaker and encouraging more people on it to leave. I don't think I've played on a Valve server that lasted more than 3 rounds after disabling auto-balance. Being unable to spectate people who are hacking is also really dreadful, and you can't even go spectator if you have to go afk for a few minutes. On top of that they removed the vote option to restart the current map which was really nice to have on those rare occasions when there were somewhat balanced teams and the map was going to end soon.
|
# ? Dec 1, 2014 14:59 |
|
Valve made a vote to end autobalance but not one to get rid of crits.
|
# ? Dec 1, 2014 15:20 |
|
Peanut President posted:Valve made a vote to end autobalance but not one to get rid of crits. I can sort of understand them not having a no-crit vote option. Crits let new players get a few kills off which encourages them to keep playing and maybe buy some keys/hats/whatever. No crit-servers are great though.
|
# ? Dec 1, 2014 15:31 |
|
Seriously, just add graded amounts of random crits. Nocrits 0 = everything that would normally randomly crit can still do so Nocrits 1 = Rapid-fire weapons cannot randomly crit Nocrits 2 = Hitscan weapons and rapid fire weapons cannot randomly crit, just some projectiles and melee Nocrits 3 = Only melee can randomly crit Nocrits 4 = No random crits
|
# ? Dec 1, 2014 15:49 |
|
I'd stick an option between 0 and 1 that still lets the pistols and SMGs crit.
|
# ? Dec 1, 2014 15:58 |
|
I'm not seeing why anyone would want a situation where some things get random crits, and other stuff doesn't. It either means people will bitch endlessly on the forums or gravitate towards whatever weapons have crits turned on. A simple yes/no seems like the best option.
|
# ? Dec 1, 2014 16:31 |
|
Random crits are awful. All of them. There are hardly any servers that run no-crits, don't have horrible server mods/pinion/asswipes who paid to be admins, and actually have a stable player count. A vote to turn crits off would be great. While I'm wishing for things that will never happen, it would be nice if there were more Valve servers in different locations. I've been the only person with less than 200 ping plenty of times recently and it's really obnoxious dealing with 500+ ping heavies, melee demomen, and spies. I can only imagine how horrible it is to actually have 500 ping and fight other people with that much latency. Give these people some servers they can actually play on.
|
# ? Dec 1, 2014 16:45 |
|
IIRC random crits serve two functions. 1. To make a 'great set of kills/damage' even better (Thus why damage/firing a lot increase crit chance). 2. To stop newbies/pubs being completely stomped by veteran players in every engagement. The idea that maybe that one Demo completely ruined you but you got the perfect crit rocket and got revenge on him. While I random crits can be annoying, it can be balanced out by you getting them too. I can't blame servers for turning them off though.
|
# ? Dec 1, 2014 16:59 |
|
|
# ? Jun 9, 2024 01:43 |
|
Random crits are fine for casual play, and I don't think you should ever take random crits away from melee weapons. It's so fun to finish off some joker with a crit Pain Train or Disciplinary Action. I mean, who doesn't like to go for a ride at the Pain Train Station in Train Town?
|
# ? Dec 1, 2014 17:12 |