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TF2 Feature Requests and Bug Fixes
121
#121
8 Frags +

When I'm on camera for EVLtv I sometimes bring up the iteminfo box if I spot an weapon in play that's not usually there, like a Kritzkreig or the Force-a-Nature when it popped up in an Open match we covered last season. This is so I can compliment what the casters are saying when they talk about it.

However it sometimes freaks out and goes to a random cosmetic item that they're wearing which doesn't do me any good in the moment. So I would like this feature to be modified so I can select which slot I want to present to the viewer.

When I'm on camera for EVLtv I sometimes bring up the iteminfo box if I spot an weapon in play that's not usually there, like a Kritzkreig or the Force-a-Nature when it popped up in an Open match we covered last season. This is so I can compliment what the casters are saying when they talk about it.

However it sometimes freaks out and goes to a random cosmetic item that they're wearing which doesn't do me any good in the moment. So I would like this feature to be modified so I can select which slot I want to present to the viewer.
122
#122
13 Frags +

votes for disabling random crits, damage spread and random bullet spread

votes for disabling random crits, damage spread and random bullet spread
123
#123
10 Frags +
Bumpily_Worsevotes for disabling random crits, damage spread and random bullet spread

or just have random damage and bullet spread off at all time, and have a vote for disabling random kritz.

[quote=Bumpily_Worse]votes for disabling random crits, damage spread and random bullet spread[/quote]

or just have random damage and bullet spread off at all time, and have a vote for disabling random kritz.
124
#124
4 Frags +
Gunbladeoutlined crosshairs. similar to csgo. thankyou.
[quote=Gunblade]outlined crosshairs. similar to csgo. thankyou.[/quote]
125
#125
16 Frags +

rockets being able to go through teammates and allied buildings

rockets being able to go through teammates and allied buildings
126
#126
5 Frags +

Please don't remove the customization. Something that valve did with cs:go is create a minimal amount of customization. While that suits the game just fine, I think that now that is going to potentially be a big competitive Esport, you should not remove all of the customization you guys have already allowed us to do ourselves

Please don't remove the customization. Something that valve did with cs:go is create a minimal amount of customization. While that suits the game just fine, I think that now that is going to potentially be a big competitive Esport, you should not remove all of the customization you guys have already allowed us to do ourselves
127
#127
9 Frags +

Make StatusSpec, TFTrue, etc official/signed plugins pls.

Make StatusSpec, TFTrue, etc official/signed plugins pls.
128
#128
4 Frags +
pl3xPwnerShort term:
>Fix the crouch jump screen tear and revert the following:
-Grenades and Stickybombs now have the same base blast radius as rockets. Changed from 159Hu to 146Hu.
-Stickybombs that detonate in the air now have a radius ramp up, starting at 85% at base arm time (0.8s) going back to 100% over 2 seconds.

Long term:
>Do not implement highlander as a 'competitive' option. Similar to the 5v5 format of Dota and CS:GO, the eradication of highlander will be beneficial to competitive Team Fortress 2.

Firstly, I would think that smaller projectile = smaller blast radius, so changing the blast radii of nades and sticks doesn't do much in my mind besides making it more confusing for instinct dodging or newer players.

Secondly, HL is the future of comp TF2. Valve will NOT, imo, support fully any competitive option that blocks so much of their game. I would think that they would rather have all of the classes in play at once, each showcasing their own important traits, especially if they're going to show comp to newer players. I mean, if you have valid reasons, pull em out and let's have another thread-long debate about it, but in another thread, and I think that argument has played out too many times for it to be useful.

I personally think that the important part of tf2 from the beginning was switching classes based on situations. HL may use all classes in every match, something that doesn't always happen in 6s, however it actually has people switching classes which HL doesn't

Secondly there are reasons why people play with smaller teams in competitive games. First of all you don't need to get 9 people to be able to turn up every time you scrim. Secondly, it becomes less chaotic and allows for more individual skill when you don't pack a server full of players and call it a comp match.

It might be the future of tf2, but that doesn't mean it will become any better than what it already is. If we want competitive tf2 to actually be worth playing for skilled players, 6v6 is the way to go.

[quote=pl3x][quote=Pwner]Short term:
>Fix the crouch jump screen tear and revert the following:
-Grenades and Stickybombs now have the same base blast radius as rockets. Changed from 159Hu to 146Hu.
-Stickybombs that detonate in the air now have a radius ramp up, starting at 85% at base arm time (0.8s) going back to 100% over 2 seconds.

Long term:
>Do not implement highlander as a 'competitive' option. Similar to the 5v5 format of Dota and CS:GO, the eradication of highlander will be beneficial to competitive Team Fortress 2.[/quote]

Firstly, I would think that smaller projectile = smaller blast radius, so changing the blast radii of nades and sticks doesn't do much in my mind besides making it more confusing for instinct dodging or newer players.

Secondly, HL is the future of comp TF2. Valve will NOT, imo, support fully any competitive option that blocks so much of their game. I would think that they would rather have all of the classes in play at once, each showcasing their own important traits, especially if they're going to show comp to newer players. I mean, if you have valid reasons, pull em out and let's have another thread-long debate about it, but in another thread, and I think that argument has played out too many times for it to be useful.[/quote]

I personally think that the important part of tf2 from the beginning was switching classes based on situations. HL may use all classes in every match, something that doesn't always happen in 6s, however it actually has people switching classes which HL doesn't


Secondly there are reasons why people play with smaller teams in competitive games. First of all you don't need to get 9 people to be able to turn up every time you scrim. Secondly, it becomes less chaotic and allows for more individual skill when you don't pack a server full of players and call it a comp match.

It might be the future of tf2, but that doesn't mean it will become any better than what it already is. If we want competitive tf2 to actually be worth playing for skilled players, 6v6 is the way to go.
129
#129
5 Frags +

A proper STV viewing / storage system for whatever matchmaking system is being proposed.

A proper STV viewing / storage system for whatever matchmaking system is being proposed.
130
#130
13 Frags +

I cannot stress enough how much I want this. Please add map support to the TF2 Steam Workshop. This makes it a million times easier for everyone, for both the mapper and player to update maps, maps will no longer need a1234 b1234 rc1234 if they just auto-update. You don't need to go trawling through gamebanana and TF2Maps to find decent maps, newer more clueless players won't have to do things such as extract bz2s and find their maps folder etc. Overall it would make custom maps far better for everyone

I cannot stress enough how much I want this. Please add map support to the TF2 Steam Workshop. This makes it a million times easier for everyone, for both the mapper and player to update maps, maps will no longer need a1234 b1234 rc1234 if they just auto-update. You don't need to go trawling through gamebanana and TF2Maps to find decent maps, newer more clueless players won't have to do things such as extract bz2s and find their maps folder etc. Overall it would make custom maps far better for everyone
131
#131
2 Frags +
aieraFOV uncapped
Consistency with collision on props
Matchmaking for gamemodes like jumping and surfing
unlock mat_picmip?

I'd prefer an FOV cap at 110 or so instead of 90.

[quote=aiera]FOV uncapped
Consistency with collision on props
Matchmaking for gamemodes like jumping and surfing
unlock mat_picmip?[/quote]

I'd prefer an FOV cap at 110 or so instead of 90.
132
#132
6 Frags +

Please please don't remove the customization that we already have in terms of viewmodel fov, huds, crosshairs, etc.

Please please don't remove the customization that we already have in terms of viewmodel fov, huds, crosshairs, etc.
133
#133
3 Frags +

- Old Viewmodels
- Improved Default Hud To Make It A Mix Between Casual And Competitive
- Fully Customizable Crosshair
- Mail Button On Main Menu Should Show The Upcoming Tournaments Of Competitive Play (ex ETF2L i55 UGC ESEA)
- Improved Player Tutorials
- Forced 128 Tick on All Servers For a Much Smoother And Better Gameplay
- Higher FOV Settings ex 120 (Robin Must Have Forgotten About Quake TF huh)
- Bball Mute Map Fix

Sorry If I Repeated Some these are just things i'd like to see in tf2

- Old Viewmodels
- Improved Default Hud To Make It A Mix Between Casual And Competitive
- Fully Customizable Crosshair
- Mail Button On Main Menu Should Show The Upcoming Tournaments Of Competitive Play (ex ETF2L i55 UGC ESEA)
- Improved Player Tutorials
- Forced 128 Tick on All Servers For a Much Smoother And Better Gameplay
- Higher FOV Settings ex 120 (Robin Must Have Forgotten About Quake TF huh)
- Bball Mute Map Fix

Sorry If I Repeated Some these are just things i'd like to see in tf2
134
#134
11 Frags +

am I the only one that thinks 90 FOV cap is fine? i feel like spy would be terrible if everyone was walking around with 120

(4:3 should be able to expand a bit more though)

am I the only one that thinks 90 FOV cap is fine? i feel like spy would be terrible if everyone was walking around with 120

(4:3 should be able to expand a bit more though)
135
#135
5 Frags +
smoboam I the only one that thinks 90 FOV cap is fine? i feel like spy would be terrible if everyone was walking around with 120

(4:3 should be able to expand a bit more though)

yeah i think 90 suits the game well. but what do i know

[quote=smobo]am I the only one that thinks 90 FOV cap is fine? i feel like spy would be terrible if everyone was walking around with 120

(4:3 should be able to expand a bit more though)[/quote]

yeah i think 90 suits the game well. but what do i know
136
#136
-5 Frags +

Please consider asking them to remove the demo nerf

Please consider asking them to remove the demo nerf
137
#137
1 Frags +

How about making the fov diagonal and capping it at whatever the current diagonal fov for 16:9 is? 4:3 would be taller and no aspect ratio would necessarily have an advantage over others

How about making the fov diagonal and capping it at whatever the current diagonal fov for 16:9 is? 4:3 would be taller and no aspect ratio would necessarily have an advantage over others
138
#138
-1 Frags +

An option to toggle off the little crosshair jiggle you get when firing a scattergun as seen here would be really nice.
the jiggle is also on the grenade launcher, sticky launcher and the shotgun

An option to toggle off the little crosshair jiggle you get when firing a scattergun as seen [url=https://youtu.be/iA7lAe9fcuc?t=6s/]here[/url] would be really nice.
the jiggle is also on the grenade launcher, sticky launcher and the shotgun
139
#139
3 Frags +

yeah 90 fov is totally fine for tf2. anything less is dumb and anything more is dumb imo

Gunblades list of requests (in order of importance)
1. Outlined Crosshairs
2. Transparent Viewmodels (some form of transparency slider perhaps?)
2b. Unlocking mat_picmip so we can make game uglier. (if it doesnt give players an unfair adv)
3. Improved damage numbers on default hud, they are completely unreadable by default.
4. Reworking default hud, improve visibility and readability of hud elements, less clutter please
5. If competitive does somehow kick off, consider ways to have players fund prize pools (see Dota2 & CSGO) team cosmetics, event tickets etc.

- Perhaps even suggest custom huds somehow :) (have we been able to integrate them into the workshop yet?)

yeah 90 fov is totally fine for tf2. anything less is dumb and anything more is dumb imo

[b]Gunblades list of requests[/b] (in order of importance)
1. Outlined Crosshairs
2. Transparent Viewmodels (some form of transparency slider perhaps?)
2b. Unlocking mat_picmip so we can make game uglier. (if it doesnt give players an unfair adv)
3. Improved damage numbers on default hud, they are completely unreadable by default.
4. Reworking default hud, improve visibility and readability of hud elements, less clutter please
5. If competitive does somehow kick off, consider ways to have players fund prize pools (see Dota2 & CSGO) team cosmetics, event tickets etc.

- Perhaps even suggest custom huds somehow :) (have we been able to integrate them into the workshop yet?)
140
#140
0 Frags +

I would absolutely love it if Valve could make a replay bot standard with every valve server, and make the replay system just better overall, maybe include the HUD in the replay? Not sure, but this would promote even further all of the amazing, goofy, attention getting stuff that happens almost every time someone plays, but sadly not always captured. Thanks!

I would absolutely love it if Valve could make a replay bot standard with every valve server, and make the replay system just better overall, maybe include the HUD in the replay? Not sure, but this would promote even further all of the amazing, goofy, attention getting stuff that happens almost every time someone plays, but sadly not always captured. Thanks!
141
#141
9 Frags +

Make zoom_sensitivity_ratio scale with fov. RIght now the sensitivity with zoom_sensitivity_ratio 1 is 1:1 only with 75 fov. That means players who use fov 90 and use default zoom sens effectively have 6:5 sensitivity while scoped.

Make zoom_sensitivity_ratio scale with fov. RIght now the sensitivity with zoom_sensitivity_ratio 1 is 1:1 only with 75 fov. That means players who use fov 90 and use default zoom sens effectively have 6:5 sensitivity while scoped.
142
#142
5 Frags +

It would be nice if they would update the view game info for tf2 and have it similar to csgo. Meaning that you can not get server ips from viewing someones game info to help slow down people trying to ddos

It would be nice if they would update the view game info for tf2 and have it similar to csgo. Meaning that you can not get server ips from viewing someones game info to help slow down people trying to ddos
143
#143
3 Frags +
Kond3PMake zoom_sensitivity_ratio scale with fov. RIght now the sensitivity with zoom_sensitivity_ratio 1 is 1:1 only with 75 fov. That means players who use fov 90 and use default zoom sens effectively have 6:5 sensitivity while scoped.

wow I never knew that
what value can you use to make scope sensitivity 1:1 at 90 fov?

edit did some digging

Interesting fact: by default, you already aim slower when zoomed. Set zoom_sensitivity_ratio to 3.75 (75/20) to get a 1:1 sensitivity in scope and out of scope. If you do this, make sure your mouse dpi is at its maximum effective value. Adjust in-game sensitivity to suit it.

If your fov is usually 90 (the scope zoom slowdown was based around and assumes 75), setting zoom_sensitivity ratio to 0.8333333333 (3.75 * 20 / 90) will move the crosshair in the same amount of screen space as aiming outside of the scope.
[quote=Kond3P]Make zoom_sensitivity_ratio scale with fov. RIght now the sensitivity with zoom_sensitivity_ratio 1 is 1:1 only with 75 fov. That means players who use fov 90 and use default zoom sens effectively have 6:5 sensitivity while scoped.[/quote]

wow I never knew that
what value can you use to make scope sensitivity 1:1 at 90 fov?


edit did some digging
[quote]Interesting fact: by default, you already aim slower when zoomed. Set zoom_sensitivity_ratio to 3.75 (75/20) to get a 1:1 sensitivity in scope and out of scope. If you do this, make sure your mouse dpi is at its maximum effective value. Adjust in-game sensitivity to suit it.

If your fov is usually 90 (the scope zoom slowdown was based around and assumes 75), setting zoom_sensitivity ratio to 0.8333333333 (3.75 * 20 / 90) will move the crosshair in the same amount of screen space as aiming outside of the scope.[/quote]
144
#144
1 Frags +

Demos are still crashing when skipping ticks:
http://teamfortress.tv/thread/24963/demos-crash-when-skipping-ticks

There's also discussion on this in the update thread:
http://teamfortress.tv/thread/24806/tf2-update-for-4-29-15/?page=1#28

Demos are still crashing when skipping ticks:
http://teamfortress.tv/thread/24963/demos-crash-when-skipping-ticks

There's also discussion on this in the update thread:
http://teamfortress.tv/thread/24806/tf2-update-for-4-29-15/?page=1#28
145
#145
2 Frags +

https://www.youtube.com/watch?v=Asahh_Fen4M read description

https://www.youtube.com/watch?v=Asahh_Fen4M read description
146
#146
0 Frags +
m4kehttps://www.youtube.com/watch?v=Asahh_Fen4M

Yeah, that's how projectiles work in source.
This isn't a problem.

[quote=m4ke]https://www.youtube.com/watch?v=Asahh_Fen4M[/quote]
Yeah, that's how projectiles work in source.
This isn't a problem.
147
#147
7 Frags +
Frost_Bitem4kehttps://www.youtube.com/watch?v=Asahh_Fen4MYeah, that's how projectiles work in source.
This isn't a problem.

The projectiles are not necessarily the fundamental problem, nor are the hitboxes. It's the lack of predictability and skill ceiling on certain weapons, which then needed a compensation, i.e a larger projectile and hitbox. This is not balance.

I reckon this thread are for actual bugs and features; this is just a balance issue, however.

[quote=Frost_Bite][quote=m4ke]https://www.youtube.com/watch?v=Asahh_Fen4M[/quote]
Yeah, that's how projectiles work in source.
This isn't a problem.[/quote]

The projectiles are not necessarily the fundamental problem, nor are the hitboxes. It's the lack of predictability and skill ceiling on certain weapons, which then needed a compensation, i.e a larger projectile and hitbox. This is [u]not[/u] balance.

I reckon this thread are for actual bugs and features; this is just a balance issue, however.
148
#148
3 Frags +
Gunblade4. Reworking default hud, improve visibility and readability of hud elements, less clutter please

I don't think default hud should be changed because people that use it; b4nny, shade, pubbers, etc. are familiarized with it and prefer it, whereas if you're like me and the default hud is personally impractical you can easily get a custom hud to suit your needs.

[quote=Gunblade]
4. Reworking default hud, improve visibility and readability of hud elements, less clutter please
[/quote]
I don't think default hud should be changed because people that use it; b4nny, shade, pubbers, etc. are familiarized with it and prefer it, whereas if you're like me and the default hud is personally impractical you can easily get a custom hud to suit your needs.
149
#149
0 Frags +

This isn't a play problem with TF2, but I have an issue with the announcement section of tf2 on the main screen of the default hud.Custom HUD users have the announcements disabled because of how unhelpful they are, but so much more could be done with this. Fix needed to make it more accurate and helpful on game info.

This isn't a play problem with TF2, but I have an issue with the announcement section of tf2 on the main screen of the default hud.Custom HUD users have the announcements disabled because of how unhelpful they are, but so much more could be done with this. Fix needed to make it more accurate and helpful on game info.
150
#150
0 Frags +
TechDudeFix the muting of game audio when playing on bball maps.

When this happens you can hear the announcer at full volume, but all shots etc are very muted. The sound usually fixes itself after 5 minutes.

This tends to happen with demo playback too, specially on gullywash for some reason !

[quote=TechDude]Fix the muting of game audio when playing on bball maps.

When this happens you can hear the announcer at full volume, but all shots etc are very muted. The sound usually fixes itself after 5 minutes.[/quote]
This tends to happen with demo playback too, specially on gullywash for some reason !
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