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ArfJason
Sep 5, 2011
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Despite everything, the game still is and always was fun.

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ArfJason
Sep 5, 2011
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im surprised more people havent found those videos before. sigsegv's stuff is really interesting

ArfJason
Sep 5, 2011
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oh man tonights gonna be all the weapon balance changes isnt it

ArfJason
Sep 5, 2011
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kory bing
kory bing

ArfJason
Sep 5, 2011
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i am really going to miss the rescue ranger but lol if you didnt think it was an absolutely insane beast that needed nerfing

ArfJason
Sep 5, 2011
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"hey guys this new flamethrower that has no splash damage is exactly like a rocket launcher, which is really cool and new and exciting for the pyro. its something its never been done before and absolutely there existed no flame projectiles with splash damage on surface hit. nope. not at all."

ArfJason
Sep 5, 2011
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finally got to play some tf2 today, and man, ive missed my team being all scattered, and despite some of my best medicing, them dying constantly because they go one by one through the chokepoint, only me and the guy im healing pushing in with the uber, a sniper refusing to let me through the teleport. No hyperbole, that was as bad a match can go for a medic, yet i still really love the insane click click clicking of trying to keep everyone at acceptable health

ArfJason
Sep 5, 2011
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Agoat posted:

Still a poo poo ton of Pyros running around. :sigh:



gently caress the braindead monumentally retarded morons that play this game

ArfJason
Sep 5, 2011
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i absolutely dont understand the entertainment potential of running and dying to sentries with your lovely rear end flamethrower for upwards of 10 minutes

ArfJason
Sep 5, 2011
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probably overwatchs because if your healer is a loving idiot youll have to pick someone who isnt mainly dedicated to healing.
which really means that it comes down to skill, and if you have a team of 10 carpets, you will win. these guys were not carpet. not at all

ArfJason
Sep 5, 2011
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Ariong posted:

My dude you have had nine literal years to get used to this phenomenon, I don’t know what to tell you.

its never been this bad because there has never been a specific mission tree for one class available for free to literal thousands of players at once.

at most you'd get i dunno 4 spies trying a new knife or something, not this

ArfJason
Sep 5, 2011
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turboraton posted:

Bullllllllllshit. It has ALWAYS been this bad.

I can count on my hands the amount of times ive seen 9 of the same loving class in the team at once, and a couple of them are due to this update.
Its never been this bad. Statistically difficult to see that many pub players choosing the same class without something like a class specific update

ArfJason
Sep 5, 2011
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invis watch has always been supremely good

ArfJason
Sep 5, 2011
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reignofevil posted:

Caveat, on good maps.

Turbine! :argh:

right.
Such a hoot on thundermountain where theres a trillion large ammo boxes

ArfJason
Sep 5, 2011
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the direct hit contract helped me practice the weapon and the bonus objectives for it were real fun but i only got like 7 airborne enemy hits and only 1 minicrit kill despite hitting and killing people in the air.

ArfJason
Sep 5, 2011
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sure why not

ArfJason
Sep 5, 2011
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8 Ball posted:

It's been said a million times but I'm yet to find a game that can match the sheer joy of rocket jumping

Also my intentionally misspelled kill bind sends pubbies wild which will never not be hilarious

Rj maps in tf2 and kz in cs are purestrain gaming ambrosia

ArfJason
Sep 5, 2011
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Broken Cog posted:

full damage on any contact

uhhhh i dont think thats how that works

https://www.youtube.com/watch?v=geRnhXvV4AI

ArfJason
Sep 5, 2011
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im disputing the claim that the flame particles deal full damage on contact which is not true, but i do agree they should adjust it so that sweeping like that isnt almost as effective as focus firing

ArfJason
Sep 5, 2011
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the uh i guess official way is that you play and get items randomly from the drop system

the better saner way to get what you want is like, if you have any leftover items, you turn them into scrap and trade that with one of the trillion trade bots

ArfJason
Sep 5, 2011
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I've tried a couple times over the years, but the other day without noticing I got The Boostie Boys achievement on an insanely tense and great match

ArfJason
Sep 5, 2011
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My true dream is valve redoing tf2 from scratch so that its no longer a non euclidean mess of source hacks stapled together

ArfJason
Sep 5, 2011
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HoboWithAShotgun posted:

I used to always assume when I saw someone do good in an FPS that they're almost certainly just quite good. Now I always check the steam profile and if it's private or <500 hours at the very least I just assume they're cheating, sadly.

I'd imagine people who play cs:go have similar mindsets.

i was like this for like the first 2 years i played csgo, until I installed the steam vac checker. After the initial shock I went back a bit to the initial mentality because, realistically, despite logging like 40 banned players, over a couple years that's not *that* much.

ArfJason
Sep 5, 2011
Probation
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40-Degree Day posted:

where the gently caress are the good community servers? are they all dead at this point?

i heard that some big youtube guys wanted to host servers ad free and poo poo to relive the old days but it failed miserably. theres just no audience for it, because valve makes accessing servers simple (not necessarily good).

getting a bit nostalgic about old community servers, and I imagine I'm not alone, but the game is what it is now, and I don't think that will ever happen again, and even if it were to go back to that, that it'd work at all. Times are a changing, i guess

ArfJason
Sep 5, 2011
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Yeah lets not kid ourselves poo poo like pinion was prevalent. but personally I didnt encounter many of those, and when most servers were pretty full, they would sustain with slot reservation.

ArfJason
Sep 5, 2011
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Jabor posted:

The fun answer to a phlog pyro is to just chuck some stickies underneath him while he's taunting (or between him and you, if you need a little more time to set up a lethal amount).

He doesn't even have an airblast to push them away!

i love doing that

ArfJason
Sep 5, 2011
Probation
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Holy poo poo this update

ArfJason
Sep 5, 2011
Probation
Can't post for 5 days!

JB50 posted:

post the patch notes, I cant see them at work.

it's a longun

quote:

Matchmaking Changes

Competitive Revamp
The matchmaking system used for Competitive Mode has been overhauled. Players will now be ranked using a model based on the Glicko rating system used in CS:GO.
The old 18 Competitive ranks have been consolidated into 13 new ranks. You can view the new ranks on the updated Competitive FAQ page (http://www.teamfortress.com/meetyourmatch/faq/)
Competitive ranks have been reset and players must win 10 matches to earn a new Competitive rank
Note: The previous system started everyone at Rank 1, and required - in most cases - considerable time for players to reach a rank that properly reflected their performance. The new system - by way of placement matches - considerably shortens the time required to reach an appropriate rank
The requirements to access Competitive Mode have changed: If you do not own a Competitive Matchmaking Pass, you must now be at least Casual level 3 in addition to being a Premium user and having a valid phone number associated with your account.

Casual Improvements
Casual Mode now uses the Glicko skill rating system behind the scenes to better create balanced matches and group players by skill level
The maps listed in the Casual matchmaking screen are now sorted alphabetically
Added ctf_sawmill, ctf_well, cp_5gorge, ctf_2fort_invasion, and ctf_foundry to Casual Mode
Updated the match-end map voting to only vote on maps for the current game mode (if you are playing Payload, you will only vote on Payload maps)

Queue While Playing
You can now queue for a match while already in a Casual or Boot Camp match
While queued and in-game, queue status will be shown in the top right

Multi-Queue
You can now queue for multiple match types at the same time
Players can queue for all match types in parallel, but accepting a Competitive or Mann Up match will remove the player from other queues
Players who are in a party and not the party leader are now able to freely browse any of the matchmaking menus

Gameplay Changes
Flamethrowers
Flamethrowers were able to do full damage regardless of the spread of their flames, rewarding maximizing flame spread over focusing on a target. We've made changes geared toward preserving the current damage range of flamethrowers, but requiring better aim to do so.
Flame damage per second now ramps up based on density of flame encountered, up to 200%
Initial flame damage per second reduced by 50%, resulting in the max damage being unchanged

The Dragon's Fury
We are happy with the design of this weapon, and the playstyle it brings, but it should require tighter hit tolerances in order to reach the higher-end of the damage range
The size/radius of the fireball has been reduced by 25%
Bonus damage against a burning target now requires the fireball's center to make contact with the target's hitbox

The Gas Passer
We found a couple of issues with the Mann vs. Machine upgrade "Explode on Ignite" that resulted in it doing far more damage than intended. We've increased base damage to help offset some of the reduction in output these fixes bring about.
Changes to the "Explode On Ignite" upgrade in Mann vs. Machine
Damage from the upgrade no longer counts toward the refilling the item's charge meter
Fixed an issue where explosive damage could be reapplied for each target in the gas cloud
Fixed the triggering bot not taking explosion damage
Increased explosion damage to 350 (from 250)

The Axtinguisher
The slow deploy time -- which is there to help "pay" for the burst-damage this weapon is capable of -- hasn't been very well received, and we agree that it feels awkward. The design goal of this pass is to embrace the concept of a finishing-move weapon -- which requires planning, timing, and introduces opportunity for "combo" gameplay.
New design:
Attacks mini-crit and then extinguish burning targets
Receives a damage bonus based on the remaining duration of after-burn
Added: "Sketchek's Bequest: Killing blows on burning players grant a speed boost"
Base damage reduced by 33%
Holster speed 35% slower
No random critical hits

The Thermal Thruster
We erred on the side of conservative with the initial design -- as this item introduces a lot of mobility to a class that's typically lacked it -- but having watched players for a while, we think it is safe to make it easier for Pyros to switch back to their weapon
Holster time reduced to 0.8 seconds (from 1.1)

The Sydney Sleeper
Jarate is a powerful effect, and this weapon makes it too easy for one Sniper to substantially increase the damage potential of their team. And, unlike the Jarate jar, the infinite-range of the rifle means the Sniper can be far away from danger. These changes are designed to preserve the "Jarate Rifle" identity, but tone it down, add more reward for the Sniper's skill by allowing higher first-shot damage output, and offer a way for players who want to focus on providing area-of-effect Jarate to recharge their Jarate jar more quickly.
Fully-charged body shots and headshots no longer splash Jarate on players around the target
Reduced length of on-hit Jarate to 2 to 5 seconds (from 2 to 8 seconds)
Added: "Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second"

The Short Circuit
The current design of zapping projectiles is interesting, but we're not happy with how much it can be done. While it would be easy to simply increase the metal cost (which we've done before), it would quickly push this weapon into the rarely, if ever, used category. Instead, we've changed the fundamental behavior of the weapon, such that it requires a bit more anticipation and positioning from the Engineer, has more skill depth, and increases the team support potential of this weapon.
Alt-fire attack changed to launch a medium-range, projectile-destroying energy ball. Requires 65 metal.

Pretty Boy's Pocket Pistol
We underestimated how much health high-skill players would be able to recover during combat.
Reduced maximum (close-range) per-hit heal amount to 3 (from 7)

The Panic Attack
The recent redesign left this weapon feeling a little weak close-in, so we've increased the damage potential at point-blank and close range.
Reduced worst-case shot pattern spread by 40%
Reduced damage penalty to -20% (from -30%)

The Atomizer
This is basically a bug fix. Players could perform a double-jump and then quickly switch to this item and eke out a third jump. The goal of the previous change was to require players to commit to this item in order to gain the extra jump.
The weapon must now be fully deployed before a triple jump can be performed

Gameplay Fixes
Fixed the "-40% health from healers" penalty on The Fists of Steel (it wasn't active)
Fixed an issue with The Gloves of Running Urgently and Eviction Notice where players that were missing health would not be properly restored when touching a resupply cabinet
Fixed the Cow Mangler 5000's charged shot so that afterburn lasts 6 seconds (instead of 10)
Fixed a case where Engineer buildings could be placed such that players would become stuck when exiting a teleporter (a.k.a. "teleporter trap")
Fixed Flamethrower particles sometimes failing to draw on the client
Fixed Flamethrower flames not colliding with tf_generic_bomb entities
Fixed being able to fire flames and then quickly switch teams to attack teammates
Fixed The Loose Cannon continuing to play the priming sound if the weapon is holstered while priming
Fixed projectiles from The Pomson 6000 and The Righteous Bison pushing players around
Fixed the Razorback shields not being preserved across round restarts
Fixed the Dragon's Fury not giving health when attacking an enemy under the effects of Mad Milk
Fixed being able to load the Beggar's Bazooka with rockets and then spam the inspect key to hold the loaded rockets until ready to fire them
Fixed the Heavy being able to attack with secondary and melee weapons while stunned
Fixed being able to collect organs with the Vita-Saw during a truce
Fixed not being Marked-for-Death when doing a melee attack while under the effects of Crit-A-Cola
Lag compensation system will now reliably restore pose parameters responsible for animation layering
This makes server-side hitboxes for lag compensated players better match client-side rendered models
Fixed stickybombs sometimes blocking explosive damage from other stickybombs
Fixed The Back Scatter not mini-crit'ing when the Scout was in the air and behind their target
Fixed the resistance-piercing property on The Enforcer not working against some items or effects (Wrangler shields, Battalion's BackUp, Fists of Steel, Spy invisibility passive resistance, The Dead Ringer, Brass Beast and Natascha)
Fixed The Sandman and The Wrap Assassin projectiles colliding with invisible objects in team spawn rooms
Fixed player movement speed sometimes being faster than intended while under the effect of a movement stun (i.e. Natascha, The Sandman's ranged attack, Bonk! Atomic Punch)

General
Added the Blue Moon Cosmetic Case and Blue Moon Cosmetic Key
New community cosmetics case with 19 items
Reduced the base price of the Competitive Mode Pass from $19.99 USD to $9.99 USD and left it on sale for 50% off the new base price
Added The Dragon's Fury and The Hot Hand to the list of weapons used when generating Killstreak Kits in Mann vs. Machine
The type of badge shown on the main menu can now be changed by clicking the gear button near the badge
The in-game action buttons (Call a vote, Request a coach, etc.) have been moved to the bottom center of the main menu
Sped up the main menu screen transitions. Controlled via the ConVar tf_dashboard_slide_time.
Party members will now have a status indicator on their Steam avatar when they are offline
Improved Steam rich presence integration based on the player's current status
Improved UI when certain match types, such as Mann vs. Machine, are unavailable for maintenance
Fixed Squad Surplus Vouchers only being usable by the party leader in Mann vs. Machine
Fixed the console, server browser and options menus sometimes going behind the main menu and becoming unclickable
Fixed a client crash related to the cycling ads in the main menu
Fixed a bug related to the ConTracker not displaying the correct number of earned contract points
Fixed not being able to move if you opened the ConTracker menu while dead and closed it after you respawned
Fixed Sniper ragdolls not displaying the correct state for the Razorback when the Sniper is killed (drawing when it should be hidden and vice-versa)
Fixed the match-end map vote menu drawing if you disconnect from a server during a vote and then connect to a new server
Fixed not using the initial observer point when first connecting to a Casual or Competitive server
Fixed not being able to spectate observer points or your own buildings in Casual Mode
Fixed not being able to inspect the Pain Train in-game
Fixed a visual artifact when inspecting the Panic Attack
Fixed The Thermal Thruster launch effects only being visible to the wearer
Fixed the Heavy fists not showing the Killstreak sheen
Fixed the Yeti Smash taunt not removing the Yeti prop if the taunt is ended before the animation is complete
Fixed Mann vs. Machine robots sometimes using human voices instead of their robot voices
Fixed Festivized items ignoring any other quality for their name (i.e. "Collector's")
Fixed Festivized Australium weapons not using the correct skins for players on the BLU team
Fixed Festivized Holy Mackerels, Soda Poppers, and Wingers not drawing the festive lights for the BLU team
Fixed the Steam Community Market icons for several Festivized weapons
Fixed training bots suiciding in the respawn room
Fixed the Prinny Hat and Prinny Pouch not displaying their painted areas when painted
Fixed The Hot Hand being hidden when the Pyro taunts
Fixed the Deflect Projectiles strange part not counting deflections
Fixed the Engineer's PDA not always honoring the "Use minimized viewmodels" option
Fixed missing display attribute for the Rescue Ranger (client display issue only)
Fixed seeing "Red Rock Roscoe War Paint" as a valid tool for all items in the context menu
Fixed the Community Sparkle particle effect not drawing on the viewmodel for players with Community and Self-Made weapons
Fixed the Wrangler's death notice icon being clipped
Fixed the Overtime label not being centered under the team status HUD
Fixed the Sap Auteur achievement not working with all types of sappers
Fixed the Krazy Ivan achievement not requiring the victim to be underwater
Added RGB sliders for Combat Text in the Advanced Options screen
Added a unique particle effect whenever a player performs a "Stomp" attack on another player with the Mantreads or The Thermal Thruster
Added the BLU skin to the Neo Tokyo War Paint
Added the ozfortress Season 21 tournament medals
Added the National Heavy Boxing League tournament medals
Added ETF2L Highlander Season 14 and 6v6 Season 29 tournament medals
Added the Ultimate Ultiduo tournament medals
Added RGL.gg Pick Ban Prolander Participant Season 2 tournament medal
Added the RGL.gg One Day Prolander Cup tournament medals
Added the Palaise tournament medals
Added the Newbie Prolander Cup tournament medals
Added the ESA Rewind II tournament medals
Added the Florida LAN 2018 community medals
Added the Journey to the East community medals
Added the Canteen Crasher community medals
Updated the Harvest Moon, Dead Presidents, and Circling Peace Sign unusual effects to fix display problems
Updated the autobalance feature to more quickly respond to team imbalances
Will select the best candidates to balance the teams then ask the candidates for volunteers
If no volunteers are found, candidates will be switched when they die
If no candidates die within a reasonable period of time, candidates will be forcibly switched to the other team
Updated past Saxxy and Memory Maker items to be Strange
Updated the Huntsman contract to give 5 points instead of 4 on the Expert objective to fix not being able to fully complete the contract
Updated The Jag to fix a problem with the Isotope unusual effect
Updated the team status HUD to be enabled by default when playing on Community servers (for game modes other than Mann vs. Machine)
Can be toggled via the Adv. Options menu
Updated the Thermal Thruster status icon in the HUD to match the actual model
Updated Titanium Tank Participant Medal 2017 so it can be used with name/description tags
Updated the description for the Skullpluggery achievement to clarify what needs to be done
Updated the equip_region for the Wally Pocket
Updated models/materials for The Patriot Peak, The Crit Cloak, and Special Snowflake 2016
Updated the localization files
Added a bot navigation file for ctf_turbine
Updated pl_badwater
Fixed a few cases where Pyros could shoot through spawn doors
Updated cp_dustbowl
Fixed Pyros shooting through the stage 3 doors
Updated some entities that were disabled but shouldn't have been (func_nobuilds, soundscapes, powerlines in the 3dskybox)
Updated ctf_foundry
Added func_noclip instances to the base areas for both BLU and RED to prevent nasty sentry locations
Updated cp_mercenarypark
Fixed RED being able to shoot through the roof of BLU's starting spawn
Changes to control point C
BLU's spawn time has been slightly lowered
The upper-mid route window now has a small opening for attackers to use
Players can no longer build on the very top of the crate stack overlooking the control point
Increased cover next to the control point
Increased the size of the metal supply next to the cover stack
Added a vent route that exits behind the new cover
Bullets no longer go through the chain fence wall at the ramp connecting lower and upper
Community requests
Fixed the Start Disabled logic in the func_nobuild entity
Added OnEat, OnEatRed, and OnEatBlue outputs and filter support in the func_croc entity
Added ConVar mp_tournament_prevent_team_switch_on_readyup (default 1) to prevent team switching on ready-up when using tournament mode

Missed note from a previous update:
Fixed security issue reported by 'Kristian N. (!AvastAntiPony 9445)

ArfJason
Sep 5, 2011
Probation
Can't post for 5 days!
Im so happy

ArfJason
Sep 5, 2011
Probation
Can't post for 5 days!
decided to play a bit of solly, since it's the most reliable class to come back to after long breaks imo. first game i land 2 airshots im insanely proud of.

anyway, with that out of the way i started playing, wasn't doing all that great, but was top on my team. After a while, 2 guys with a matching clan tag and a guy with an epic ironic xXxXSniperAnimeSlayerXxXx tag all go spy, and backstab me, the console showing their only activity is killing me.
The people who play this game are so petty and spiteful it's honestly amazing.

ArfJason
Sep 5, 2011
Probation
Can't post for 5 days!

oh wow i remember this

ArfJason
Sep 5, 2011
Probation
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im pretty sure sketchek's videos have been talked about when the update released, but in any case, search for one of sketchek's videos called "bequest".


anyway, this blindpyro guy who is extremely good at the beggar's bazooka released this video some days ago

https://www.youtube.com/watch?v=njMUN51mLFA

ArfJason
Sep 5, 2011
Probation
Can't post for 5 days!
I practiced it a bit and i can do half of the red spawn to blu spawn rocket jump, pogoing riiiiight under that ceiling is incredibly difficult

ArfJason
Sep 5, 2011
Probation
Can't post for 5 days!
last time i stopped playing tf2 i did for like 2 years and when i replayed i was like "yep, still pretty good"

ArfJason
Sep 5, 2011
Probation
Can't post for 5 days!
I cant imagine Source rendering players far away in lower fps than ones in front, so i insanrly doubt its a graphical settings issue. Like theres stuff like physics and real time shadows being rendered at lower framerates but i dont think tf2 has that.

The most likely thing is network connection and even then ive never heard of any network engine doing that. Id say up your cmd_rate? Like check for the usually recommended rate commands that are usually posted everywhere as there are like 4 or 5, but I rrally doubt this could change what youre talking about.

The only scenario that could explain this is if the other players have lag...?

ArfJason
Sep 5, 2011
Probation
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Payload race is one of my favourite gamemodes and that its now tucked away in Alternative Game modes makes me wanna die
Also.the.jungle.theme is just fine

ArfJason
Sep 5, 2011
Probation
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Yeah they changed gane directories from steamapps/<username> to steamapps/common at one point

ArfJason
Sep 5, 2011
Probation
Can't post for 5 days!
if we're gonna repost video then

https://www.youtube.com/watch?v=rb2QMD1y8kQ

that smile kills me every time

ArfJason
Sep 5, 2011
Probation
Can't post for 5 days!
Game's fine as always.

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ArfJason
Sep 5, 2011
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The only satisfaction greater than making the cocky pubstomper rage quit.

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