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Changes for MatchMaking
31
#31
1 Frags +

I'd like to not get matched to servers halfway across the world from literally everyone playing

I'd like to not get matched to servers halfway across the world from literally everyone playing
32
#32
14 Frags +

-no ctf
-first to 5 rounds
-if you're forcing dx9 gotta push that performance optimization stuff
-normal static time at start of round
-class limit 2 per class

-no ctf
-first to 5 rounds
-if you're forcing dx9 gotta push that performance optimization stuff
-normal static time at start of round
-class limit 2 per class
33
#33
7 Frags +

this isn't exactly a mm only thing, but PLEASE fix the custom hitsounds. I ended up having to turn mine off due to it sounding like sanic.exe, and the only way that I knew I was actually hitting things as demo was cause of my animated hud crosshair.

-ctf
-broken hitsounds
+more 5cp maps

this isn't exactly a mm only thing, but PLEASE fix the custom hitsounds. I ended up having to turn mine off due to it sounding like sanic.exe, and the only way that I knew I was actually hitting things as demo was cause of my animated hud crosshair.

-ctf
-broken hitsounds
+more 5cp maps
34
#34
9 Frags +

.

.
35
#35
25 Frags +

Honestly remove mini-sentries

Honestly remove mini-sentries
36
#36
9 Frags +
matchu open doors faster,

no thanks, adds more RNG to the game

[quote=matchu] open doors faster,[/quote]

no thanks, adds more RNG to the game
37
#37
12 Frags +

Give some sort of short rejoin ability if you leave the server, just in case you time out. Something like MvM.

Much better than just ending the game, could even do something similar to Rocket League and substitute in a BOT until the player rejoins/connects.

Could also do the dota thing and give like 2 minutes then announce that it's safe to leave

Give some sort of short rejoin ability if you leave the server, just in case you time out. Something like MvM.

Much better than just ending the game, could even do something similar to Rocket League and substitute in a BOT until the player rejoins/connects.

Could also do the dota thing and give like 2 minutes then announce that it's safe to leave
38
#38
21 Frags +

zoom_sensitivity_ratio is locked at 1, which is stupid.

zoom_sensitivity_ratio is locked at 1, which is stupid.
39
#39
0 Frags +
vanizoom_sensitivity_ratio is locked at 1, which is stupid.

oh is that why I missed everything as sniper... valve pls fix

[quote=vani]zoom_sensitivity_ratio is locked at 1, which is stupid.[/quote]
oh is that why I missed everything as sniper... valve pls fix
40
#40
-5 Frags +
STOGEGive some sort of short rejoin ability if you leave the server, just in case you time out. Something like MvM.

I swear valve can just copy paste this from CS:GO

[quote=STOGE]Give some sort of short rejoin ability if you leave the server, just in case you time out. Something like MvM.[/quote]
I swear valve can just copy paste this from CS:GO
41
#41
9 Frags +
STOGEGive some sort of short rejoin ability if you leave the server, just in case you time out. Something like MvM.

Much better than just ending the game, could even do something similar to Rocket League and substitute in a BOT until the player rejoins/connects.

Could also do the dota thing and give like 2 minutes then announce that it's safe to leave

A rejoin system like the one in csgo would be nice. Also maybe a sub system on top of that for people who fail to reconnect. This could potentially improve search times for people too.

also does someone know what voice codec tf2 is using right now? there shouldnt be anything holding them back from using the improved codec they have in csgo

[quote=STOGE]Give some sort of short rejoin ability if you leave the server, just in case you time out. Something like MvM.

Much better than just ending the game, could even do something similar to Rocket League and substitute in a BOT until the player rejoins/connects.

Could also do the dota thing and give like 2 minutes then announce that it's safe to leave[/quote]
A rejoin system like the one in csgo would be nice. Also maybe a sub system on top of that for people who fail to reconnect. This could potentially improve search times for people too.

also does someone know what voice codec tf2 is using right now? there shouldnt be anything holding them back from using the improved codec they have in csgo
42
#42
0 Frags +

I know I'm gonna sound like an idiot, but I have a few questions about MM:

1) Is using a graphics config completely off-limits (and what would happen if you try to load one)?
2) Will I be able to completely turn my viewmodels off?

I know I'm gonna sound like an idiot, but I have a few questions about MM:

1) Is using a graphics config completely off-limits (and what would happen if you try to load one)?
2) Will I be able to completely turn my viewmodels off?
43
#43
3 Frags +
fnmI know I'm gonna sound like an idiot, but I have a few questions about MM:

1) Is using a graphics config completely off-limits (and what would happen if you try to load one)?
2) Will I be able to completely turn my viewmodels off?

The cfg just won't work
Valve said they want to keep viewmodels on to not confuse new players but they have said something about adding transparent viewmodels into the options

[quote=fnm]I know I'm gonna sound like an idiot, but I have a few questions about MM:

1) Is using a graphics config completely off-limits (and what would happen if you try to load one)?
2) Will I be able to completely turn my viewmodels off?[/quote]
The cfg just won't work
Valve said they want to keep viewmodels on to not confuse new players but they have said something about adding transparent viewmodels into the options
44
#44
6 Frags +
fnm2) Will I be able to completely turn my viewmodels off?

I was able to toggle mine from my togglebind during the stress test, don't know if it was intentional for it to still be working though.

[quote=fnm]
2) Will I be able to completely turn my viewmodels off?[/quote]

I was able to toggle mine from my togglebind during the stress test, don't know if it was intentional for it to still be working though.
45
#45
7 Frags +
flufnfnmI know I'm gonna sound like an idiot, but I have a few questions about MM:

1) Is using a graphics config completely off-limits (and what would happen if you try to load one)?
2) Will I be able to completely turn my viewmodels off?
The cfg just won't work
Valve said they want to keep viewmodels on to not confuse new players but they have said something about adding transparent viewmodels into the options

but turning viewmodels off is an option in the advanced options anyways, how would that be confusing??

[quote=flufn][quote=fnm]I know I'm gonna sound like an idiot, but I have a few questions about MM:

1) Is using a graphics config completely off-limits (and what would happen if you try to load one)?
2) Will I be able to completely turn my viewmodels off?[/quote]
The cfg just won't work
Valve said they want to keep viewmodels on to not confuse new players but they have said something about adding transparent viewmodels into the options[/quote]

but turning viewmodels off is an option in the advanced options anyways, how would that be confusing??
46
#46
1 Frags +

Viewmodels can be turned off currently, it's just that when they are on they're locked to reasonable values so your weapons don't look stupid.

Viewmodels can be turned off currently, it's just that when they are on they're locked to reasonable values so your weapons don't look stupid.
47
#47
4 Frags +
nopeViewmodels can be turned off currently, it's just that when they are on they're locked to reasonable values so your weapons don't look stupid.

as if 70 isnt stupid

[quote=nope]Viewmodels can be turned off currently, it's just that when they are on they're locked to reasonable values so your weapons don't look stupid.[/quote]
as if 70 isnt stupid
48
#48
5 Frags +

It would be nice to see class restrictions and bad maps removed.
Since people will actually care about doing well in MM, getting put into a server in a different continent shouldnt be a thing that happens at all.

It would be nice to see class restrictions and bad maps removed.
Since people will actually care about doing well in MM, getting put into a server in a different continent shouldnt be a thing that happens at all.
49
#49
1 Frags +

-make viewmodel_fov limit to 100-110
-remove the spawn door lock at the start
-remove the drawing ability at the winning screen
and idk its just for stress test but average game time is too short compare to csgo and dota2,
i mean cs tooks more than 90 mins and dota2 is more than that,10 minutes per a mm game is riddiculus imo.
It would be great if they use current 6s win limit & time limits.

-make viewmodel_fov limit to 100-110
-remove the spawn door lock at the start
-remove the drawing ability at the winning screen
and idk its just for stress test but average game time is too short compare to csgo and dota2,
i mean cs tooks more than 90 mins and dota2 is more than that,10 minutes per a mm game is riddiculus imo.
It would be great if they use current 6s win limit & time limits.
50
#50
7 Frags +
kes_penguen-make viewmodel_fov limit to 100-110
-remove the spawn door lock at the start
-remove the drawing ability at the winning screen
and idk its just for stress test but average game time is too short compare to csgo and dota2,
i mean cs tooks more than 90 mins and dota2 is more than that,10 minutes per a mm game is riddiculus imo.
It would be great if they use current 6s win limit & time limits.

i mean fuck dude i think winlimit of 5 / 30 mins is perfect

like when games are over an hour long they kind of get annoying especially if you have annoying teammates

30 mins is tolerable and still long enough to have fun with

i just want this to be like kind of like a lobby where you jsut play and do whatever

and no please don't remove drawing

edit: maybe it was short during stress test because hf convincing pubbers to get rolled by a stacked lobby for an hour straight

[quote=kes_penguen]-make viewmodel_fov limit to 100-110
-remove the spawn door lock at the start
-remove the drawing ability at the winning screen
and idk its just for stress test but average game time is too short compare to csgo and dota2,
i mean cs tooks more than 90 mins and dota2 is more than that,10 minutes per a mm game is riddiculus imo.
It would be great if they use current 6s win limit & time limits.[/quote]

i mean fuck dude i think winlimit of 5 / 30 mins is perfect

like when games are over an hour long they kind of get annoying especially if you have annoying teammates

30 mins is tolerable and still long enough to have fun with

i just want this to be like kind of like a lobby where you jsut play and do whatever

and no please don't remove drawing

edit: maybe it was short during stress test because hf convincing pubbers to get rolled by a stacked lobby for an hour straight
51
#51
8 Frags +

Not putting 12 NA players in a Stockholm server.

Not putting 12 NA players in a Stockholm server.
52
#52
-16 Frags +

If valve actually gave a shit they would make the config similar-ish to what is used in either ETF2l or ESEA.....

If valve actually gave a shit they would make the config similar-ish to what is used in either ETF2l or ESEA.....
53
#53
14 Frags +

Honestly it feels like Valve isn't recognizing that the competitive community already has solutions backed by real data to many of the "problems" they feel face them. Some gamemodes don't work for 6s, different round numbers should be assigned to different gamemodes to maintain a time (normally a half hour) that's maintained per half, things that don't pertain to class/weapon locks.

Honestly it feels like Valve isn't recognizing that the competitive community already has solutions backed by real data to many of the "problems" they feel face them. Some gamemodes don't work for 6s, different round numbers should be assigned to different gamemodes to maintain a time (normally a half hour) that's maintained per half, things that don't pertain to class/weapon locks.
54
#54
7 Frags +

Making the win condition 5wins would just make people who are losing 0-3 or so just quit the match, because they don't find it fun. Imo 3wins would be a nice compromise.

Making the win condition 5wins would just make people who are losing 0-3 or so just quit the match, because they don't find it fun. Imo 3wins would be a nice compromise.
55
#55
0 Frags +
GoofyGorillaHonestly it feels like Valve isn't recognizing that the competitive community already has solutions backed by real data to many of the "problems" they feel face them. Some gamemodes don't work for 6s, different round numbers should be assigned to different gamemodes to maintain a time (normally a half hour) that's maintained per half, things that don't pertain to class/weapon locks.

You know valve can't fix those problems unless they collect that data themselves right? For all we know they might be designing new CTF and A/D maps right now meant for 6s (maybe even 3CP).

[quote=GoofyGorilla]Honestly it feels like Valve isn't recognizing that the competitive community already has solutions backed by real data to many of the "problems" they feel face them. Some gamemodes don't work for 6s, different round numbers should be assigned to different gamemodes to maintain a time (normally a half hour) that's maintained per half, things that don't pertain to class/weapon locks.[/quote]

You know valve can't fix those problems unless they collect that data themselves right? For all we know they might be designing new CTF and A/D maps right now meant for 6s (maybe even 3CP).
56
#56
2 Frags +
ComangliaGoofyGorillaHonestly it feels like Valve isn't recognizing that the competitive community already has solutions backed by real data to many of the "problems" they feel face them. Some gamemodes don't work for 6s, different round numbers should be assigned to different gamemodes to maintain a time (normally a half hour) that's maintained per half, things that don't pertain to class/weapon locks.
You know valve can't fix those problems unless they collect that data themselves right?

Why? What prevents Valve from using community observations/knowledge across nearly all their titles? It's been something I've wondered about for years, ever since they murdered DoD, and things like the R8 update with the change in round timers, the CZ lasting so long, the dozens of shitty and/or broken unlocks that have existed for years in TF2. It's like they don't believe you can identify issues if you don't have specific empirical data on it, and then ignore any other type of observation.

[quote=Comanglia][quote=GoofyGorilla]Honestly it feels like Valve isn't recognizing that the competitive community already has solutions backed by real data to many of the "problems" they feel face them. Some gamemodes don't work for 6s, different round numbers should be assigned to different gamemodes to maintain a time (normally a half hour) that's maintained per half, things that don't pertain to class/weapon locks.[/quote]

You know valve can't fix those problems unless they collect that data themselves right?[/quote]

Why? What prevents Valve from using community observations/knowledge across nearly all their titles? It's been something I've wondered about for years, ever since they murdered DoD, and things like the R8 update with the change in round timers, the CZ lasting so long, the dozens of shitty and/or broken unlocks that have existed for years in TF2. It's like they don't believe you can identify issues if you don't have specific empirical data on it, and then ignore any other type of observation.
57
#57
30 Frags +

Ok you guys are missing a few key points here.

-The doors being locked on spawn for 3-4 seconds is something we asked for. Kaidus expressed concerns with spawns determining speed to mid, this solves that problem in a rather creative way.

-The first to 2 thing is definitely a good thing right now. There is very limited data right now. A match shouldn't last 30 minutes especially if theres no true way to rank people at the moment. They are super behind on data. If the games were first to 3 or 4 players who were getting rolled by invite stacks last night would be stuck playing for 10-20 minutes instead of 4-5. You win quick, you lose quick. It's definitely a positive for now.

-Imbalanced weapons. Most of them are actually super counterable. Theres a lot of dumb gimmicky shit but the dumb gimmicky shit can be dealt with and it's going to take time for them to see what % of players at higher level games are running quickfix/critacola/bonk/whatever before they address rebalancing.

I think my biggest gripe was the gibs/blood spatter all over the map. The fact people were winding up in Madrid and Lux was because there arent a lot of NA servers right now dedicated. If it has no NA servers it can either queue you for another 10-15 minutes or just throw you to EU.

Ok you guys are missing a few key points here.

-The doors being locked on spawn for 3-4 seconds is something we asked for. Kaidus expressed concerns with spawns determining speed to mid, this solves that problem in a rather creative way.

-The first to 2 thing is definitely a good thing right now. There is very limited data right now. A match shouldn't last 30 minutes especially if theres no true way to rank people at the moment. They are super behind on data. If the games were first to 3 or 4 players who were getting rolled by invite stacks last night would be stuck playing for 10-20 minutes instead of 4-5. You win quick, you lose quick. It's definitely a positive for now.

-Imbalanced weapons. Most of them are actually super counterable. Theres a lot of dumb gimmicky shit but the dumb gimmicky shit can be dealt with and it's going to take time for them to see what % of players at higher level games are running quickfix/critacola/bonk/whatever before they address rebalancing.

I think my biggest gripe was the gibs/blood spatter all over the map. The fact people were winding up in Madrid and Lux was because there arent a lot of NA servers right now dedicated. If it has no NA servers it can either queue you for another 10-15 minutes or just throw you to EU.
58
#58
17 Frags +

maybe a choice to pick what maps you can be queued into like csgo

maybe a choice to pick what maps you can be queued into like csgo
59
#59
-6 Frags +
flame-The doors being locked on spawn for 3-4 seconds is something we asked for. Kaidus expressed concerns with spawns determining speed to mid, this solves that problem in a rather creative way.

I feel like this is quite useless and confusing. If MM is really meant to be just a bridge from pub to real 6s I'm sure that a second of difference for rollouts won't make that of a big disparity specially since most of non-comp players don't know how to do them.

[quote=flame]
-The doors being locked on spawn for 3-4 seconds is something we asked for. Kaidus expressed concerns with spawns determining speed to mid, this solves that problem in a rather creative way.[/quote]
I feel like this is quite useless and confusing. If MM is really meant to be just a bridge from pub to real 6s I'm sure that a second of difference for rollouts won't make that of a big disparity specially since most of non-comp players don't know how to do them.
60
#60
24 Frags +
cirloI'm sure that a second of difference for rollouts won't make that of a big disparity

false.

[quote=cirlo]I'm sure that a second of difference for rollouts won't make that of a big disparity[/quote]

false.
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