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MAJOR TF2 update for 6/18/14 (6/19/14, Love & War)
901
#901
-19 Frags +

I think the tide turner makes the game a lot more fun than stickies ever did.

Just from playing with and against it in pugs, it makes for a pretty fun aggro playstyle.

I think the tide turner makes the game a lot more fun than stickies ever did.

Just from playing with and against it in pugs, it makes for a pretty fun aggro playstyle.
902
#902
3 Frags +

The tide turner + demo nerf is really annoying in pubs though: 5 demoknights charging at you, good luck doing anything about it. It's frustrating to the point where I don't pub anymore; I really hope people will get bored of the tide turner soon. I get the impression that with every update valve pushes players more to start playing their beloved demoknight class.

The tide turner + demo nerf is really annoying in pubs though: 5 demoknights charging at you, good luck doing anything about it. It's frustrating to the point where I don't pub anymore; I really hope people will get bored of the tide turner soon. I get the impression that with every update valve pushes players more to start playing their beloved demoknight class.
903
#903
11 Frags +

The viewmodel of the left arm that controls the wrangler joystick is really goofy now. I'm not ashamed to notice this.

The viewmodel of the left arm that controls the wrangler joystick is really goofy now. I'm not ashamed to notice this.
904
#904
19 Frags +

playing medic against the tide turner makes me want to cry

shooting the demo doesn't seem to slow them unless it's their feet and they're moving so fast and there's literally nothing you can do as a medic except stand really far back

playing medic against the tide turner makes me want to cry

shooting the demo doesn't seem to slow them unless it's their feet and they're moving so fast and there's literally nothing you can do as a medic except stand really far back
905
#905
-18 Frags +
4812622there's literally nothing you can do as a medic except stand really far back

Dont worry, youll figure out something.

[quote=4812622]there's literally nothing you can do as a medic except stand really far back[/quote]
Dont worry, youll figure out something.
906
#906
-26 Frags +

Please do not ban the Tide Turner. Leave us some fun as demomen

Please do not ban the Tide Turner. Leave us some fun as demomen
907
#907
8 Frags +

Unban loch and load.

Unban loch and load.
908
#908
9 Frags +
PlatinumI don't think a damage reversion is necessary but they could change from a damage ramp up to an equivalent blast radius ramp up so that air dets require accuracy to do full damage and can't shred teams so easily

Clean solution. Is there a mechanic for this in the game though? If it requires them to do more code, they're not gonna take the time away from hat creation.

[quote=Platinum]I don't think a damage reversion is necessary but they could change from a damage ramp up to an equivalent blast radius ramp up so that air dets require accuracy to do full damage and can't shred teams so easily[/quote]
Clean solution. Is there a mechanic for this in the game though? If it requires them to do more code, they're not gonna take the time away from hat creation.
909
#909
17 Frags +
atmoPlatinumI don't think a damage reversion is necessary but they could change from a damage ramp up to an equivalent blast radius ramp up so that air dets require accuracy to do full damage and can't shred teams so easilyClean solution. Is there a mechanic for this in the game though? If it requires them to do more code, they're not gonna take the time away from hat creation.

They don't even make the hats anymore.
They just look at other people's.

[quote=atmo][quote=Platinum]I don't think a damage reversion is necessary but they could change from a damage ramp up to an equivalent blast radius ramp up so that air dets require accuracy to do full damage and can't shred teams so easily[/quote]
Clean solution. Is there a mechanic for this in the game though? If it requires them to do more code, they're not gonna take the time away from hat creation.[/quote]
They don't even make the hats anymore.
They just look at other people's.
910
#910
1 Frags +

"competitive is boring, lets make some class have less possibilities..."

"competitive is boring, lets make some class have less possibilities..."
911
#911
2 Frags +
Forsak3n"competitive is boring, lets make some class have less possibilities..."

I'm pretty sure more people are actually experimenting with shields and the SR(still not that good) so I don't think this statement holds it's water.

[quote=Forsak3n]"competitive is boring, lets make some class have less possibilities..."[/quote]
I'm pretty sure more people are actually experimenting with shields and the SR(still not that good) so I don't think this statement holds it's water.
912
#912
-4 Frags +
TendaMonstaForsak3n"competitive is boring, lets make some class have less possibilities..."I'm pretty sure more people are actually experimenting with shields and the SR(still not that good) so I don't think this statement holds it's water.

Which in turns limits the possibilities because if 1 demo goes shield to mid the other team is pretty much forced to run a shield demo as well or else you are not going to do anything against a demo with resistances with your projectile classes.

PlatinumI don't think a damage reversion is necessary but they could change from a damage ramp up to an equivalent blast radius ramp up so that air dets require accuracy to do full damage and can't shred teams so easily

I think a much more interesting solution would be to give this damage ramp up to self damage as well. Meaning you could see the demo jumping game completely turning around and allowing for a much more aggressive bombing style, then a roaming demo would be efficient. It's still very far from what I think should be the class core abilities but if the nerf stays like this at least I hope they rethink the way its done.

[quote=TendaMonsta][quote=Forsak3n]"competitive is boring, lets make some class have less possibilities..."[/quote]
I'm pretty sure more people are actually experimenting with shields and the SR(still not that good) so I don't think this statement holds it's water.[/quote]

Which in turns limits the possibilities because if 1 demo goes shield to mid the other team is pretty much forced to run a shield demo as well or else you are not going to do anything against a demo with resistances with your projectile classes.

[quote=Platinum]I don't think a damage reversion is necessary but they could change from a damage ramp up to an equivalent blast radius ramp up so that air dets require accuracy to do full damage and can't shred teams so easily[/quote]

I think a much more interesting solution would be to give this damage ramp up to self damage as well. Meaning you could see the demo jumping game completely turning around and allowing for a much more aggressive bombing style, then a roaming demo would be efficient. It's still very far from what I think should be the class core abilities but if the nerf stays like this at least I hope they rethink the way its done.
913
#913
1 Frags +

Why are we even still discussing it? It's not like valve cared about us, It's sad, yes, but our only choice is to

Show Content
spread our legs and take it again like during each updates.

deal with it.

Why are we even still discussing it? It's not like valve cared about us, It's sad, yes, but our only choice is to [spoiler]spread our legs and take it again like during each updates.[/spoiler] deal with it.
914
#914
3 Frags +
PlatinumI don't think a damage reversion is necessary but they could change from a damage ramp up to an equivalent blast radius ramp up so that air dets require accuracy to do full damage and can't shred teams so easilyKaeyelHow's this for an idea?

Minor nerf to damage (-10/15%)
Switch ramp up to blast range instead of damage.

Less AoE damage , sticky traps are still useful, and you have to somewhat aim stickies. I'd probably decrease clip size on top of that too.

I honestly don't understand the reasoning for adding ramp to stickies all of sudden, even if it was hidden before; if the problem was that demo was doing too much AoE/damage, nerfing those aspects before adding a mechanic would be my gut reaction.

[quote=Platinum]I don't think a damage reversion is necessary but they could change from a damage ramp up to an equivalent blast radius ramp up so that air dets require accuracy to do full damage and can't shred teams so easily[/quote]

[quote=Kaeyel]How's this for an idea?

Minor nerf to damage (-10/15%)
Switch ramp up to blast range instead of damage.

Less AoE damage , sticky traps are still useful, and you have to somewhat aim stickies. I'd probably decrease clip size on top of that too.[/quote]

I honestly don't understand the reasoning for adding ramp to stickies all of sudden, even if it was hidden before; if the problem was that demo was doing too much AoE/damage, nerfing those aspects before adding a mechanic would be my gut reaction.
915
#915
12 Frags +

I played a couple of pugs with the parachute on soldier last night, it did not seem OP.

It simply doesn't work anywhere near scouts, they can easily kill you before you get anything. Against soldiers/demos, however, it allows for the expected stupid amount of airstrafing which makes it impossible to get airshot. It allowed for a few interesting plays though, by using the effectively silent bombs stuff like this works, which I think could be a positive addition to the game.

After about one and a half pugs, the other team knew how to deal with it and directly bombing with the parachute stopped working entirely. It's pretty easily countered by having a scout near the combo or just shotgunning instead of going for rockets.

I played a couple of pugs with the parachute on soldier last night, it did not seem OP.

It simply doesn't work anywhere near scouts, they can easily kill you before you get anything. Against soldiers/demos, however, it allows for the expected stupid amount of airstrafing which makes it impossible to get airshot. It allowed for a few interesting plays though, by using the effectively silent bombs stuff like [url=https://www.youtube.com/watch?v=8nq4xfle_AQ&hd=1]this[/url] works, which I think could be a positive addition to the game.

After about one and a half pugs, the other team knew how to deal with it and directly bombing with the parachute stopped working entirely. It's pretty easily countered by having a scout near the combo or just shotgunning instead of going for rockets.
916
#916
Momentum Mod
15 Frags +

this tf2 looks too gimmicky for me to actually enjoy it

this tf2 looks too gimmicky for me to actually enjoy it
917
#917
13 Frags +
Hellbentthis tf2 looks too gimmicky for me to actually enjoy it

one change on one weapon that causes, at most, three other weapons to be used semi-regularly is "too gimmicky"

[quote=Hellbent]this tf2 looks too gimmicky for me to actually enjoy it[/quote]

one change on one weapon that causes, at most, three other weapons to be used semi-regularly is "too gimmicky"
918
#918
19 Frags +

While many millions are enjoying the drama of the World Cup, a handful of scientists are keeping their eyes very closely on the ball.

The World Cup ball, known as , has been the subject of intense and careful study, especially following the erratic performance of its predecessor in the 2010 championship in South Africa.

It may be surprising to learn that balls can vary at all, but there's some vagueness in the specs, according to , a physicist at Lynchburg College in Virginia.

"The rulebook does not specify how many panels are on the ball or what the shape of the panels will be," he says.

Traditional balls have 32 black and white panels. But in 2006, Adidas, which makes the World Cup balls, started making balls with fewer panels. The ball for the 2010 World Cup in South Africa had just eight. Adidas said the new ball was more state-of-the-art, rounder. But it got off to a wobbly start.

"When the players would try to kick the ball straight ... there would be an erratic knuckling effect that would take place," he says.

Goalies were furious about the ball's unpredictability. One called it a "supermarket" soccer ball.

"Players really started complaining about the ball knuckling, and that's when I started looking at what the differences were," says , an aerospace engineer at NASA's in California.

Ames is home to wind tunnels where researchers test everything from fighter jets to space probes, and soccer balls.

"In a way, it's not very complicated because it is round; it's a sphere," Mehta says.

But the roundness is deceptive. When he studied the 2010 ball, he found the difference in the number of panels had changed the seams between the panels, and that in turn radically altered the ball's behavior.

As air flows around a 2010 World Cup ball, it can snag on a seam. And at just the right speed, that seam acts as a rudder, causing the ball to shift direction suddenly.
"It's basically an unpredictable, erratic flight path, and that, as you can imagine, can give a goalkeeper fits," he says.

Adidas has now changed the design again. This time the company appears to have learned its lesson. Mehta says the new ball has longer, deeper seams that keep it from swerving. He has studied from a Japanese wind tunnel. He also has been carefully watching kicks on television.

"I would be really surprised if players complain about this ball. I think this ball is behaving pretty well, just like the traditional soccer ball they're used to," he says.

So after years of careful research, Adidas is producing a soccer ball that performs as well as a ... traditional soccer ball. Which makes you wonder, why did they change it at all?

Adidas didn't respond to NPR's interview request, but physicist Goff thinks he knows why: "The Brazuca is selling right now for $160 to $170. And Adidas can't get them out fast enough. Frankly, it just makes Adidas a ton of money every four years when they have a new ball that everybody wants to buy," he says.

Both Goff and Mehta agree that you don't need to spend all that money for an aerodynamically state-of-the-art soccer ball. The old one you've got in the garage is just as good.

http://www.npr.org/blogs/thetwo-way/2014/06/20/323719969/scientists-keep-a-careful-eye-on-the-world-cup-ball

While many millions are enjoying the drama of the World Cup, a handful of scientists are keeping their eyes very closely on the ball.

The World Cup ball, known as , has been the subject of intense and careful study, especially following the erratic performance of its predecessor in the 2010 championship in South Africa.

It may be surprising to learn that balls can vary at all, but there's some vagueness in the specs, according to , a physicist at Lynchburg College in Virginia.

"The rulebook does not specify how many panels are on the ball or what the shape of the panels will be," he says.

Traditional balls have 32 black and white panels. But in 2006, Adidas, which makes the World Cup balls, started making balls with fewer panels. The ball for the 2010 World Cup in South Africa had just eight. Adidas said the new ball was more state-of-the-art, rounder. But it got off to a wobbly start.

"When the players would try to kick the ball straight ... there would be an erratic knuckling effect that would take place," he says.

Goalies were furious about the ball's unpredictability. One called it a "supermarket" soccer ball.

"Players really started complaining about the ball knuckling, and that's when I started looking at what the differences were," says , an aerospace engineer at NASA's in California.

Ames is home to wind tunnels where researchers test everything from fighter jets to space probes, and soccer balls.

"In a way, it's not very complicated because it is round; it's a sphere," Mehta says.

But the roundness is deceptive. When he studied the 2010 ball, he found the difference in the number of panels had changed the seams between the panels, and that in turn radically altered the ball's behavior.

As air flows around a 2010 World Cup ball, it can snag on a seam. And at just the right speed, that seam acts as a rudder, causing the ball to shift direction suddenly.
"It's basically an unpredictable, erratic flight path, and that, as you can imagine, can give a goalkeeper fits," he says.

Adidas has now changed the design again. This time the company appears to have learned its lesson. Mehta says the new ball has longer, deeper seams that keep it from swerving. He has studied from a Japanese wind tunnel. He also has been carefully watching kicks on television.

"I would be really surprised if players complain about this ball. I think this ball is behaving pretty well, just like the traditional soccer ball they're used to," he says.

So after years of careful research, Adidas is producing a soccer ball that performs as well as a ... traditional soccer ball. Which makes you wonder, why did they change it at all?

Adidas didn't respond to NPR's interview request, but physicist Goff thinks he knows why: "The Brazuca is selling right now for $160 to $170. And Adidas can't get them out fast enough. Frankly, it just makes Adidas a ton of money every four years when they have a new ball that everybody wants to buy," he says.

Both Goff and Mehta agree that you don't need to spend all that money for an aerodynamically state-of-the-art soccer ball. The old one you've got in the garage is just as good.

http://www.npr.org/blogs/thetwo-way/2014/06/20/323719969/scientists-keep-a-careful-eye-on-the-world-cup-ball
919
#919
Momentum Mod
13 Frags +

i was talking about waldo's video

parachuting soldiers mostly, but demos charging everywhere is also pretty stupid

i was talking about waldo's video

parachuting soldiers mostly, but demos charging everywhere is also pretty stupid
920
#920
-3 Frags +

has anyone tried parachuting with stickies?

EDIT: oh shit right nvm.

has anyone tried parachuting with stickies?

EDIT: oh shit right nvm.
921
#921
23 Frags +

^they balanced stickies so that the parachute isnt op for demo 8) 8) 8)

^they balanced stickies so that the parachute isnt op for demo 8) 8) 8)
922
#922
5 Frags +

I can't tell if it's because I hadn't played in a while, but I swear rocket jumping feels easier/different now, and I've heard some other people say the same. I'm hitting more pogos than I used to and I think I'm flying further too. Can anyone confirm or am I just a moron?

I can't tell if it's because I hadn't played in a while, but I swear rocket jumping feels easier/different now, and I've heard some other people say the same. I'm hitting more pogos than I used to and I [i]think[/i] I'm flying further too. Can anyone confirm or am I just a moron?
923
#923
-1 Frags +
PlatinumI don't think a damage reversion is necessary but they could change from a damage ramp up to an equivalent blast radius ramp up so that air dets require accuracy to do full damage and can't shred teams so easilyalec_in other words raise the skill ceiling, sounds good. i guess just hope valve reads tftv and cares about 6s more than pubs

I personally think that this is a great idea. However, if they were to do this, I'd like to see the sticky launcher become more accurate. As of now, it is sort of like the scout pistol (though not quite as bad) where if you fire stickies while aiming at the same location (a reasonable distance away), they will not all land in the same place. In other words, it's innacurate. If they're going to raise the skill ceiling for it like this, they have to at least make it so it is more dependant on skill than if your sticky actually goes exactly where you aim it, like pipes currently do.

[quote=Platinum]I don't think a damage reversion is necessary but they could change from a damage ramp up to an equivalent blast radius ramp up so that air dets require accuracy to do full damage and can't shred teams so easily[/quote]
[quote=alec_]in other words raise the skill ceiling, sounds good. i guess just hope valve reads tftv and cares about 6s more than pubs[/quote]
I personally think that this is a great idea. However, if they were to do this, I'd like to see the sticky launcher become more accurate. As of now, it is sort of like the scout pistol (though not quite as bad) where if you fire stickies while aiming at the same location (a reasonable distance away), they will not all land in the same place. In other words, it's innacurate. If they're going to raise the skill ceiling for it like this, they have to at least make it so it is more dependant on skill than if your sticky actually goes exactly where you aim it, like pipes currently do.
924
#924
8 Frags +
MapleI can't tell if it's because I hadn't played in a while, but I swear rocket jumping feels easier/different now, and I've heard some other people say the same. I'm hitting more pogos than I used to and I think I'm flying further too. Can anyone confirm or am I just a moron?

Better fps is making your jumps tighter? Idk.

[quote=Maple]I can't tell if it's because I hadn't played in a while, but I swear rocket jumping feels easier/different now, and I've heard some other people say the same. I'm hitting more pogos than I used to and I [i]think[/i] I'm flying further too. Can anyone confirm or am I just a moron?[/quote]
Better fps is making your jumps tighter? Idk.
925
#925
14 Frags +
Hellbenti was talking about waldo's video

parachuting soldiers mostly, but demos charging everywhere is also pretty stupid

I feel the same way. I like how the stock weapons are all pretty much the best weapon choices. Very few unlocks are worth using in 6s. If shields or other goofy weapons become viable, it feels one step closer to a pub. Demoknights are like the epitome of the pub experience to me. No other set of weapons for any other class changes its play style and appearance as much as a demoknight.

And it's terrible if goofy pub guns become viable only because they had to change the stock weapon.

[quote=Hellbent]i was talking about waldo's video

parachuting soldiers mostly, but demos charging everywhere is also pretty stupid[/quote]
I feel the same way. I like how the stock weapons are all pretty much the best weapon choices. Very few unlocks are worth using in 6s. If shields or other goofy weapons become viable, it feels one step closer to a pub. Demoknights are like the epitome of the pub experience to me. No other set of weapons for any other class changes its play style and appearance as much as a demoknight.

And it's terrible if goofy pub guns become viable only because they had to change the stock weapon.
926
#926
2 Frags +

if you have the threaded input/cmd thing enabled (you should) then fps above 67 shouldn't affect airstrafing, and if it does you can just lower your cmdrate to below your fps

if you have the threaded input/cmd thing enabled (you should) then fps above 67 shouldn't affect airstrafing, and if it does you can just lower your cmdrate to below your fps
927
#927
22 Frags +
PlatinumI don't think a damage reversion is necessary but they could change from a damage ramp up to an equivalent blast radius ramp up so that air dets require accuracy to do full damage and can't shred teams so easily

This is pretty much the fairest nerf imaginable.

[quote=Platinum]I don't think a damage reversion is necessary but they could change from a damage ramp up to an equivalent blast radius ramp up so that air dets require accuracy to do full damage and can't shred teams so easily[/quote]
This is pretty much the fairest nerf imaginable.
928
#928
-1 Frags +
MapleI can't tell if it's because I hadn't played in a while, but I swear rocket jumping feels easier/different now, and I've heard some other people say the same. I'm hitting more pogos than I used to and I think I'm flying further too. Can anyone confirm or am I just a moron?

Unrelated but I've had a couple times where my ping for every server was tripled for no reason. No extra choke or loss, but about three times the ping. Internet works fine otherwise (720p runs smoothly on youtube)

Haven't found anything that works yet, clientregistry, restarting computer, etc.

[quote=Maple]I can't tell if it's because I hadn't played in a while, but I swear rocket jumping feels easier/different now, and I've heard some other people say the same. I'm hitting more pogos than I used to and I [i]think[/i] I'm flying further too. Can anyone confirm or am I just a moron?[/quote]

Unrelated but I've had a couple times where my ping for every server was tripled for no reason. No extra choke or loss, but about three times the ping. Internet works fine otherwise (720p runs smoothly on youtube)

Haven't found anything that works yet, clientregistry, restarting computer, etc.
929
#929
-1 Frags +
ClankUnrelated but I've had a couple times where my ping for every server was tripled for no reason. No extra choke or loss, but about three times the ping. Internet works fine otherwise (720p runs smoothly on youtube)

Haven't found anything that works yet, clientregistry, restarting computer, etc.

get a new isp bro

[quote=Clank]Unrelated but I've had a couple times where my ping for every server was tripled for no reason. No extra choke or loss, but about three times the ping. Internet works fine otherwise (720p runs smoothly on youtube)

Haven't found anything that works yet, clientregistry, restarting computer, etc.[/quote]
get a new isp bro
930
#930
17 Frags +

valve could release another sticky launcher that has something like 5 sticks loaded, no damage rampup, and only 4 sticks laid at one time. you could play the old aggressive style but you would have to be smarter with your ammo.

valve could release another sticky launcher that has something like 5 sticks loaded, no damage rampup, and only 4 sticks laid at one time. you could play the old aggressive style but you would have to be smarter with your ammo.
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