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removing rng from competitive tf2
1
#1
0 Frags +

why aren't pistol and smg perfectly accurate and balanced around more damage falloff?

can you guys think of any more rng elements that should be removed from the game?

why aren't pistol and smg perfectly accurate and balanced around more damage falloff?

can you guys think of any more rng elements that should be removed from the game?
2
#2
-44 Frags +

ban this guy

ban this guy
3
#3
44 Frags +

hitreg

hitreg
4
#4
55 Frags +

pyro

pyro
5
#5
50 Frags +

scout with a more accurate pistol would just be more overpowered than the class already is

scout with a more accurate pistol would just be more overpowered than the class already is
6
#6
77 Frags +

Not sure I agree about the lg stuff, but this is pretty dumb

https://wiki.teamfortress.com/wiki/Fall_damage

WikiThere is a 20% random variance in fall damage...
Not sure I agree about the lg stuff, but this is pretty dumb

https://wiki.teamfortress.com/wiki/Fall_damage
[quote=Wiki]There is a 20% random variance in fall damage...[/quote]
7
#7
4 Frags +

i have been informed that i am in fact an idiot noob

i have been informed that i am in fact an idiot noob
8
#8
30 Frags +
Nub_Danishthe spray is kinda controllable just like the spray in every other game

this is literally untrue

edit: just for clarification sake, the spray in counterstrike has slightly random elements, however it follows a consistent pattern that lets you be slightly aware of how the bullets will spread. there are hundreds of videos about this if you aren't super familiar with the idea. in tf2, the pistol spray is literally completely random after the first bullet, and will fire bullets at any point inside of a massive circle centered around your crosshair. there is no way of predicting whether the first bullet will spray to the left or right, up or down, or how far away from your crosshair the bullet will actually be.

i dont know if including spray patterns in tf2 and nerfing each weapon that gains a spray pattern is the right thing to do, but it would certainly be better than what we have now which is completely uncontrolled.

[quote=Nub_Danish]the spray is kinda controllable just like the spray in every other game[/quote]

this is literally untrue

edit: just for clarification sake, the spray in counterstrike has slightly random elements, however it follows a consistent pattern that lets you be slightly aware of how the bullets will spread. there are hundreds of videos about this if you aren't super familiar with the idea. in tf2, the pistol spray is literally completely random after the first bullet, and will fire bullets at any point inside of a massive circle centered around your crosshair. there is no way of predicting whether the first bullet will spray to the left or right, up or down, or how far away from your crosshair the bullet will actually be.

i dont know if including spray patterns in tf2 and nerfing each weapon that gains a spray pattern is the right thing to do, but it would certainly be better than what we have now which is completely uncontrolled.
9
#9
-4 Frags +

A perfectly accurate pistol sounds like a totally balanced weapon.

A perfectly accurate pistol sounds like a totally balanced weapon.
10
#10
31 Frags +

#9, yeah that's why you nerf damage...

demoman projectiles have random spins and arcs albeit slight

#9, yeah that's why you nerf damage...

demoman projectiles have random spins and arcs albeit slight
11
#11
8 Frags +
hooli#9, yeah that's why you nerf damage...

demoman projectiles have random spins and arcs albeit slight

this would be a great fix for spam angles, im sure on some maps you could find a spot where spamming pipes at certain spots could cause them to det right where people are normally holding

[quote=hooli]#9, yeah that's why you nerf damage...

demoman projectiles have random spins and arcs albeit slight[/quote]

this would be a great fix for spam angles, im sure on some maps you could find a spot where spamming pipes at certain spots could cause them to det right where people are normally holding
12
#12
-23 Frags +

Hahaha imagine that, pistols killing soldiers in 2 seconds flat with 100% accuracy, amazing

Hahaha imagine that, pistols killing soldiers in 2 seconds flat with 100% accuracy, amazing
13
#13
28 Frags +
DishSoapscout with a more accurate pistol would just be more overpowered than the class already is

that's why I said it should have rebalanced damage

[quote=DishSoap]scout with a more accurate pistol would just be more overpowered than the class already is[/quote]
that's why I said it should have rebalanced damage
14
#14
18 Frags +

revolver

also sometimes explosives blow up on teammates, or stickies bounce, which is absolutely retarded

revolver

also sometimes explosives blow up on teammates, or stickies bounce, which is absolutely retarded
15
#15
20 Frags +

In CSGO you have a chance at missing a headshot while standing still and aiming directly at the enemy's head, which could potentially cost you a round.

In CSGO you have a chance at missing a headshot while standing still and aiming directly at the enemy's head, which could potentially cost you a round.
16
#16
9 Frags +

TF2 is, with the removal of random crits and damage variance, one of the least random competitively played games around.* The scout and the engineer's pistol, the sniper's SMG, the demoman's rollers, the medic's needles (which is minor iirc) and your round-start spawn location are the only random/unpredictable aspects of the game.

I mean, apart from networking issues, hitreg, input latency, framerate, etc. But that's all technical, not game design, and affect every real-time game.

*might not actually be the least random, I'm not exactly a connoisseur of other video games (are quake/UT weapons all non-random?)

Edit: Fuck, I forgot the heavy's minigun and the spy's revolver. I swear, I do play this game sometimes.

TF2 is, with the removal of random crits and damage variance, one of the least random competitively played games around.* The scout and the engineer's pistol, the sniper's SMG, the demoman's rollers, the medic's needles (which is minor iirc) and your round-start spawn location are the only random/unpredictable aspects of the game.

I mean, apart from networking issues, hitreg, input latency, framerate, etc. But that's all technical, not game design, and affect every real-time game.

*might not actually be the least random, I'm not exactly a connoisseur of other video games (are quake/UT weapons all non-random?)

Edit: Fuck, I forgot the heavy's minigun and the spy's revolver. I swear, I do play this game sometimes.
17
#17
12 Frags +
4812622
also sometimes explosives blow up on teammates, or stickies bounce, which is absolutely retarded

not rng, pretty sure that's an intended feature

[quote=4812622]

also sometimes explosives blow up on teammates, or stickies bounce, which is absolutely retarded[/quote]
not rng, pretty sure that's an intended feature
18
#18
-5 Frags +

its not 100% though, and sometimes the explosive just goes straight thru teammates, while other times it bounces off of them

its not 100% though, and sometimes the explosive just goes straight thru teammates, while other times it bounces off of them
19
#19
0 Frags +
frootits not 100% though, and sometimes the explosive just goes straight thru teammates, while other times it bounces off of them

Sounds more like a bug than rng

[quote=froot]its not 100% though, and sometimes the explosive just goes straight thru teammates, while other times it bounces off of them[/quote]


Sounds more like a bug than rng
20
#20
34 Frags +
frootits not 100% though, and sometimes the explosive just goes straight thru teammates, while other times it bounces off of them

Based on distance

[quote=froot]its not 100% though, and sometimes the explosive just goes straight thru teammates, while other times it bounces off of them[/quote]

Based on distance
21
#21
1 Frags +
SmytherEdit: Fuck, I forgot the heavy's minigun and the spy's revolver. I swear, I do play this game sometimes.

Also forgot fall damage. The least random competitively played game out there is SC2. There is literally one random aspect in the entire game, and that's if you choose to play as Random, giving you a random race at the start. Once the game begins there are ZERO elements of RNG anywhere in that game. It's one of the few though and TF2 is definitely up there.

[quote=Smyther]Edit: Fuck, I forgot the heavy's minigun and the spy's revolver. I swear, I do play this game sometimes.[/quote]
Also forgot fall damage. The least random competitively played game out there is SC2. There is literally one random aspect in the entire game, and that's if you choose to play as Random, giving you a random race at the start. Once the game begins there are ZERO elements of RNG anywhere in that game. It's one of the few though and TF2 is definitely up there.
22
#22
0 Frags +

the range on the demo pipes is actually very slightly random by ~5% because tf2 actually models the drag physics and shit

this doesn't include rollers

also the explosion on friendly player models is 100% intended but the way that the game models friendly players for hitreg isn't particularly accurate. Try playing on an friendly fire server and you'll see that your team is no where near as well registered on shots. That causes the weirdness with the range on explosives hitting friendlies.

the range on the demo pipes is actually very slightly random by ~5% because tf2 actually models the drag physics and shit

this doesn't include rollers

also the explosion on friendly player models is 100% intended but the way that the game models friendly players for hitreg isn't particularly accurate. Try playing on an friendly fire server and you'll see that your team is no where near as well registered on shots. That causes the weirdness with the range on explosives hitting friendlies.
23
#23
17 Frags +

saam is an expert on rockets exploding on teammates listen to him

saam is an expert on rockets exploding on teammates listen to him
24
#24
-5 Frags +

if u wanna talk about bullshit with the way explosives work on teammates try fixing pyro reflecting rockets into his teammates that are 6 feet to his left.

if u wanna talk about bullshit with the way explosives work on teammates try fixing pyro reflecting rockets into his teammates that are 6 feet to his left.
25
#25
-1 Frags +
yttriumSmyther...Also forgot fall damage. The least random competitively played game out there is SC2.

Fall damage has random variance? I've never heard of that. Actually I don't really know how fall damage works.

You're right about SC2, thought it can have random spawns, which is pretty big compared to pistol spread.

I do sometimes think, though, that the various machine-gun-like weapons should have double the clip, double the rate of fire, and half the damage per bullet. Also shotguns could do with spreading the damage over more pellets. A circle of 8 doesn't feel enough, but we've gone all these years without anyone making this thread so maybe it's all fine.

[quote=yttrium][quote=Smyther]...[/quote]
Also forgot fall damage. The least random competitively played game out there is SC2.[/quote]
Fall damage has random variance? I've never heard of that. Actually I don't really know how fall damage works.

You're right about SC2, thought it can have random spawns, which is pretty big compared to pistol spread.

I do sometimes think, though, that the various machine-gun-like weapons should have double the clip, double the rate of fire, and half the damage per bullet. Also shotguns could do with spreading the damage over more pellets. A circle of 8 doesn't feel enough, but we've gone all these years without anyone making this thread so maybe it's all fine.
26
#26
-18 Frags +

midfights are unpredictable and have a massive sway on 5cp
not exactly rng though, more just an issue with 5cp

midfights are unpredictable and have a massive sway on 5cp
not exactly rng though, more just an issue with 5cp
27
#27
12 Frags +
holofernesmidfights are unpredictable and have a massive sway on 5cp
not exactly rng though, more just an issue with 5cp

they are unpredictable in that people can miss their shots, but thats not rng, thats a pretty vital feature of the game

[quote=holofernes]midfights are unpredictable and have a massive sway on 5cp
not exactly rng though, more just an issue with 5cp[/quote]

they are unpredictable in that people can miss their shots, but thats not rng, thats a pretty vital feature of the game
28
#28
1 Frags +
saamfrootits not 100% though, and sometimes the explosive just goes straight thru teammates, while other times it bounces off of them
Based on distance

It's not just based on distance there are some other factors that decide it. I've roughly tested it and couldn't find a range where a projectile decided it would or wouldn't go through a teammate

[quote=saam][quote=froot]its not 100% though, and sometimes the explosive just goes straight thru teammates, while other times it bounces off of them[/quote]

Based on distance[/quote]

It's not just based on distance there are some other factors that decide it. I've roughly tested it and couldn't find a range where a projectile decided it would or wouldn't go through a teammate
29
#29
-16 Frags +
niteholofernesmidfights are unpredictable and have a massive sway on 5cp
not exactly rng though, more just an issue with 5cp

they are unpredictable in that people can miss their shots, but thats not rng, thats a pretty vital feature of the game

what
i'm saying there's a big element of luck in midfights because a team can change pretty much everything and there's no way to predict it, which kind of blows when a team can take the momentum of winning a midfight and get the round.

[quote=nite][quote=holofernes]midfights are unpredictable and have a massive sway on 5cp
not exactly rng though, more just an issue with 5cp[/quote]

they are unpredictable in that people can miss their shots, but thats not rng, thats a pretty vital feature of the game[/quote]
what
i'm saying there's a big element of luck in midfights because a team can change pretty much everything and there's no way to predict it, which kind of blows when a team can take the momentum of winning a midfight and get the round.
30
#30
1 Frags +
SmytherFall damage has random variance? I've never heard of that. Actually I don't really know how fall damage works.

You're right about SC2, thought it can have random spawns, which is pretty big compared to pistol spread.

All competitive maps in SC2 have fixed spawns. Maps with random spawns never make it into the competitive rotation.

[quote=Smyther]
Fall damage has random variance? I've never heard of that. Actually I don't really know how fall damage works.

You're right about SC2, thought it can have random spawns, which is pretty big compared to pistol spread.[/quote]
All competitive maps in SC2 have fixed spawns. Maps with random spawns never make it into the competitive rotation.
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