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Changes for MatchMaking
91
#91
6 Frags +
Wholegrainconfigs PLEASE

25 fps makes me want to neck myself

I wouldnt even care about a config if the game ran as well as it did a few years ago. I used to be able to run this game at over 100 FPS on my old athlon 64 x2 6000+. They need to get to work on some optimization.

[quote=Wholegrain]configs PLEASE

25 fps makes me want to neck myself[/quote]
I wouldnt even care about a config if the game ran as well as it did a few years ago. I used to be able to run this game at over 100 FPS on my old athlon 64 x2 6000+. They need to get to work on some optimization.
92
#92
0 Frags +

They should add an overwatch system like in CS:GO

Basically if you don't know what it is, any qualified and experienced competitive player in competitive can review STV demos of hackers that have been reported by players and they can say if they were cheating or not.

It removes all names, all text chat, and all voice chat so that it's focused solely on the suspects actions.

http://blog.counter-strike.net/index.php/overwatch/

They should add an overwatch system like in CS:GO

Basically if you don't know what it is, any qualified and experienced competitive player in competitive can review STV demos of hackers that have been reported by players and they can say if they were cheating or not.

It removes all names, all text chat, and all voice chat so that it's focused solely on the suspects actions.

http://blog.counter-strike.net/index.php/overwatch/
93
#93
-5 Frags +
sombrezThey should add an overwatch system like in CS:GO

Basically if you don't know what it is, any qualified and experienced competitive player in competitive can review STV demos of hackers that have been reported by players and they can say if they were cheating or not.

It removes all names, all text chat, and all voice chat so that it's focused solely on the suspects actions.

http://blog.counter-strike.net/index.php/overwatch/

It's only beta and who cares

[quote=sombrez]They should add an overwatch system like in CS:GO

Basically if you don't know what it is, any qualified and experienced competitive player in competitive can review STV demos of hackers that have been reported by players and they can say if they were cheating or not.

It removes all names, all text chat, and all voice chat so that it's focused solely on the suspects actions.

http://blog.counter-strike.net/index.php/overwatch/[/quote]
It's only beta and who cares
94
#94
4 Frags +

You don't care about cheaters? Also this is for when it actually releases

You don't care about cheaters? Also this is for when it actually releases
95
#95
2 Frags +

i'd like matchmaking to work during eu stress tests 4Head

i'd like matchmaking to work during eu stress tests 4Head
96
#96
5 Frags +

nice one euros breaking mm

nice one euros breaking mm
97
#97
0 Frags +

That went well

That went well
98
#98
-5 Frags +
sombrezYou don't care about cheaters? Also this is for when it actually releases

Cheaters will most likely be in low rank games on alts
If cheaters is really the problem they should make VAC work

[quote=sombrez]You don't care about cheaters? Also this is for when it actually releases[/quote]
Cheaters will most likely be in low rank games on alts
If cheaters is really the problem they should make VAC work
99
#99
-20 Frags +

This is the list of changes I emailed to Valve. Sometimes they listen, sometimes they don't. The recent crossbow hitsound change was in an email I sent a while back, so maybe there's hope.
Make TF2 great again.

My main goal in these few changes and updates is to essentially make sure the game is made more straight forward in competitive so it's not really necessary to sit there and grind youtube tutorials all day before you feel like you know what you're doing is right.

New "Quick"-Fix
(same heal rate/buff rate as regular medigun applies)
+25% ubercharge rate
+Passive 12 hp/s regen for nearby teammates (area is soldier banner radius)
-35% ubercharge duration
Quickfix uber will grant nearby teammates an additive 20% maximum HP bonus and boost passive nearby teammate regen to 24 hp/s (equivalent to single target hp/s) and grant +20% increased movespeed for a 6 second duration
e.g. soldiers will have total 360HP at full buff, scouts will have 222HP, etc.

Notes: This change will make the quickfix less of a cheesey annoyance and more of a utility choice in matchmaking simply by contributing to the natural flow of the 6s format: e.g. when the other team has uber advantage and your medic just respawned, your team generally wants to stay together, stay healthy, and take positioning or escape. This new quickfix will encourage that gameplay mechanic more naturally in the same way the pyro is rewarded +HP for extinguishing his teammates.

Competitive HUD Changes:

Your medic's uber (assuming there is going to be a classlimit of 1 at some point) should be displayed on the screen at all times. This contributes to the natural flow of the 6s format by having everyone on your team be on the same page, regardless of skill level, with the most important advantage your team can have: ubercharge.

Players alive/dead on both teams on main hud. The main difference between watching a TF2 pro vs a CSGO pro is the TF2 player is constantly toggling his scoreboard just to see the one thing every other game already has on the main hud: alive/dead players. Having it centralized on the main hud like csgo will make the 6s format a lot easier to adopt for newer players and make the game itself a lot more intuitive and faster paced.

The medigun healrate should be visually represented in the hud other than the combat text. The medic needs to know which patient has the higher healrate before clicking. Simplest implementation is using the pre-existing medic caller balloons and adding healrate animations for them. So pressing E isn't just calling for medic, it's actually giving your medic useful information. Along those lines, having the x-ray teammates on indefinitely while playing medic could be a helpful mechanic for making the 6s format easier to learn as a lot of newer medics will struggle to group up with their teammates who are just as unfamiliar with the 6s format as they are. Another alternative to that is incorporating it all into the E key - so when you press E, you're telling your medic a) what your heal rate is and b) where exactly you are on the map (assuming having xray on indefinitely proves to be problematic) This mechanic will make learning the healrate, a staple of any competitive TF2 medic main, a visual event in the game itself so even if you've never played medic before, you'll see a scout calling for medic with a big flashing teal or whatever color balloon and you'll instantly know to give him a quick buff or crit heal. Without this mechanic, a newer medic player simply won't see this as it's not information that is visually presented to the player.

Location labels on the main hud like csgo. This is another hud change that will make learning competitive TF2 a lot more intuitive. If the game has built in location callouts, you learn how to communicate with your team simply by playing the game and not watching hours of youtube tutorials or reading and hunting down TF2 competitive guides online.

One thing I've always wanted to see in TF2 that never made much sense how it was initially implemented was the z x c voiceover callouts - they don't really make much sense, even in a public server format. I mean do you ever actually tell an engineer "PUT A SENTRY HERE". It's all basically memes now because of how stupid and silly it is. It'd be AMAZING to have a full overhaul of the voiceovers for actual competitive callouts you would actually use in the 6s format. e.g. Push flank!, Medic down!, We have advantage!, Retreat!, Group up!, Push choke!, Back cap!, etc. Even if just to add the location callouts alongside your current voiceovers would be a step in the right direction in making them actually useful like in csgo. (aka pressing z 3, "Go Go Go!", shows your team your location in chat)

Warmup/Deathmatch mode - it would be pretty fun to have a true free-for-all deathmatch in TF2 much like CSGO has. The way friendly fire mechanics work currently in TF2 make this a big hastle so our current mods only allow team vs team deathmatch. If we could have a neutral color or simply a fully functioning friendly fire, it would make TF2 deathmatch a pretty big deal for warming up and practicing your aim/movement. You could combine this game mode with the arguably not so successful one, Mannpower, remove the grappling hooks and you're left with a Free For All Deathmatch with powerups.
This is the list of changes I emailed to Valve. Sometimes they listen, sometimes they don't. The recent crossbow hitsound change was in an email I sent a while back, so maybe there's hope.
Make TF2 great again.

[quote]My main goal in these few changes and updates is to essentially make sure the game is made more straight forward in competitive so it's not really necessary to sit there and grind youtube tutorials all day before you feel like you know what you're doing is right.

New "Quick"-Fix
(same heal rate/buff rate as regular medigun applies)
+25% ubercharge rate
+Passive 12 hp/s regen for nearby teammates (area is soldier banner radius)
-35% ubercharge duration
Quickfix uber will grant nearby teammates an additive 20% maximum HP bonus and boost passive nearby teammate regen to 24 hp/s (equivalent to single target hp/s) and grant +20% increased movespeed for a 6 second duration
e.g. soldiers will have total 360HP at full buff, scouts will have 222HP, etc.

Notes: This change will make the quickfix less of a cheesey annoyance and more of a utility choice in matchmaking simply by contributing to the natural flow of the 6s format: e.g. when the other team has uber advantage and your medic just respawned, your team generally wants to stay together, stay healthy, and take positioning or escape. This new quickfix will encourage that gameplay mechanic more naturally in the same way the pyro is rewarded +HP for extinguishing his teammates.


Competitive HUD Changes:

Your medic's uber (assuming there is going to be a classlimit of 1 at some point) should be displayed on the screen at all times. This contributes to the natural flow of the 6s format by having everyone on your team be on the same page, regardless of skill level, with the most important advantage your team can have: ubercharge.

Players alive/dead on both teams on main hud. The main difference between watching a TF2 pro vs a CSGO pro is the TF2 player is constantly toggling his scoreboard just to see the one thing every other game already has on the main hud: alive/dead players. Having it centralized on the main hud like csgo will make the 6s format a lot easier to adopt for newer players and make the game itself a lot more intuitive and faster paced.

The medigun healrate should be visually represented in the hud other than the combat text. The medic needs to know which patient has the higher healrate before clicking. Simplest implementation is using the pre-existing medic caller balloons and adding healrate animations for them. So pressing E isn't just calling for medic, it's actually giving your medic useful information. Along those lines, having the x-ray teammates on indefinitely while playing medic could be a helpful mechanic for making the 6s format easier to learn as a lot of newer medics will struggle to group up with their teammates who are just as unfamiliar with the 6s format as they are. Another alternative to that is incorporating it all into the E key - so when you press E, you're telling your medic a) what your heal rate is and b) where exactly you are on the map (assuming having xray on indefinitely proves to be problematic) This mechanic will make learning the healrate, a staple of any competitive TF2 medic main, a visual event in the game itself so even if you've never played medic before, you'll see a scout calling for medic with a big flashing teal or whatever color balloon and you'll instantly know to give him a quick buff or crit heal. Without this mechanic, a newer medic player simply won't see this as it's not information that is visually presented to the player.

Location labels on the main hud like csgo. This is another hud change that will make learning competitive TF2 a lot more intuitive. If the game has built in location callouts, you learn how to communicate with your team simply by playing the game and not watching hours of youtube tutorials or reading and hunting down TF2 competitive guides online.

One thing I've always wanted to see in TF2 that never made much sense how it was initially implemented was the z x c voiceover callouts - they don't really make much sense, even in a public server format. I mean do you ever actually tell an engineer "PUT A SENTRY HERE". It's all basically memes now because of how stupid and silly it is. It'd be AMAZING to have a full overhaul of the voiceovers for actual competitive callouts you would actually use in the 6s format. e.g. Push flank!, Medic down!, We have advantage!, Retreat!, Group up!, Push choke!, Back cap!, etc. Even if just to add the location callouts alongside your current voiceovers would be a step in the right direction in making them actually useful like in csgo. (aka pressing z 3, "Go Go Go!", shows your team your location in chat)

Warmup/Deathmatch mode - it would be pretty fun to have a true free-for-all deathmatch in TF2 much like CSGO has. The way friendly fire mechanics work currently in TF2 make this a big hastle so our current mods only allow team vs team deathmatch. If we could have a neutral color or simply a fully functioning friendly fire, it would make TF2 deathmatch a pretty big deal for warming up and practicing your aim/movement. You could combine this game mode with the arguably not so successful one, Mannpower, remove the grappling hooks and you're left with a Free For All Deathmatch with powerups.[/quote]
100
#100
0 Frags +
ScrewballI wouldnt even care about a config if the game ran as well as it did a few years ago. I used to be able to run this game at over 100 FPS on my old athlon 64 x2 6000+. They need to get to work on some optimization.

IIRC old builds run worse: http://www.teamfortress.tv/21291/2007-team-fortress-2-aka-orange-box-client-serve#24

[quote=Screwball]I wouldnt even care about a config if the game ran as well as it did a few years ago. I used to be able to run this game at over 100 FPS on my old athlon 64 x2 6000+. They need to get to work on some optimization.[/quote]

IIRC old builds run worse: http://www.teamfortress.tv/21291/2007-team-fortress-2-aka-orange-box-client-serve#24
101
#101
4 Frags +

- finish viewmodels so the animation doesn't cut off after viewmodel_fov 75, up to 90 would be a good compromise
- modifying viewmodel positioning via x and y axis would be neat
- an option for non-animated viewmodels, they don't move no matter what (just like in quake)
- allow the important factors in fps configs that help improve performance

- finish viewmodels so the animation doesn't cut off after viewmodel_fov 75, up to 90 would be a good compromise
- modifying viewmodel positioning via x and y axis would be neat
- an option for non-animated viewmodels, they don't move no matter what (just like in quake)
- allow the important factors in fps configs that help improve performance
102
#102
7 Frags +
noidayWarmup/Deathmatch mode - it would be pretty fun to have a true free-for-all deathmatch in TF2 much like CSGO has. The way friendly fire mechanics work currently in TF2 make this a big hastle so our current mods only allow team vs team deathmatch. If we could have a neutral color or simply a fully functioning friendly fire, it would make TF2 deathmatch a pretty big deal for warming up and practicing your aim/movement. You could combine this game mode with the arguably not so successful one, Mannpower, remove the grappling hooks and you're left with a Free For All Deathmatch with powerups.

Yuck, yuck, yuck yuck

Even CS:GO FFA isn't supported by Valve lol

[quote=noiday]Warmup/Deathmatch mode - it would be pretty fun to have a true free-for-all deathmatch in TF2 much like CSGO has. The way friendly fire mechanics work currently in TF2 make this a big hastle so our current mods only allow team vs team deathmatch. If we could have a neutral color or simply a fully functioning friendly fire, it would make TF2 deathmatch a pretty big deal for warming up and practicing your aim/movement. You could combine this game mode with the arguably not so successful one, Mannpower, remove the grappling hooks and you're left with a Free For All Deathmatch with powerups.[/quote]

Yuck, yuck, yuck yuck

Even CS:GO FFA isn't supported by Valve lol
103
#103
3 Frags +
sombrezThey should add an overwatch system like in CS:GO

Basically if you don't know what it is, any qualified and experienced competitive player in competitive can review STV demos of hackers that have been reported by players and they can say if they were cheating or not.

It removes all names, all text chat, and all voice chat so that it's focused solely on the suspects actions.

http://blog.counter-strike.net/index.php/overwatch/

I sure want a pub pyro main to review a prem sniper demo..
EDIT: even in CS all you need to have is atleast 200 wins (correct me) and no specific rank.. So you can be a silver and determine should a certain player ever play CS on this account again

[quote=sombrez]They should add an overwatch system like in CS:GO

Basically if you don't know what it is, any qualified and experienced competitive player in competitive can review STV demos of hackers that have been reported by players and they can say if they were cheating or not.

It removes all names, all text chat, and all voice chat so that it's focused solely on the suspects actions.

http://blog.counter-strike.net/index.php/overwatch/[/quote]
I sure want a pub pyro main to review a prem sniper demo..
EDIT: even in CS all you need to have is atleast 200 wins (correct me) and no specific rank.. So you can be a silver and determine should a certain player ever play CS on this account again
104
#104
4 Frags +
fr3fousombrezThey should add an overwatch system like in CS:GO

Basically if you don't know what it is, any qualified and experienced competitive player in competitive can review STV demos of hackers that have been reported by players and they can say if they were cheating or not.

It removes all names, all text chat, and all voice chat so that it's focused solely on the suspects actions.

http://blog.counter-strike.net/index.php/overwatch/
I sure want a pub pyro main to review a prem sniper demo..
EDIT: even in CS all you need to have is atleast 200 wins (correct me) and no specific rank.. So you can be a silver and determine should a certain player ever play CS on this account again

In CS:GO you need to be higher than nova 1 to start overwatch, also nova 1 can only receive cases reported by nova 1 to nova 4 (iirc) so a nova 1 won't be able to overwatch a DMG

[quote=fr3fou][quote=sombrez]They should add an overwatch system like in CS:GO

Basically if you don't know what it is, any qualified and experienced competitive player in competitive can review STV demos of hackers that have been reported by players and they can say if they were cheating or not.

It removes all names, all text chat, and all voice chat so that it's focused solely on the suspects actions.

http://blog.counter-strike.net/index.php/overwatch/[/quote]
I sure want a pub pyro main to review a prem sniper demo..
EDIT: even in CS all you need to have is atleast 200 wins (correct me) and no specific rank.. So you can be a silver and determine should a certain player ever play CS on this account again[/quote]

In CS:GO you need to be higher than nova 1 to start overwatch, also nova 1 can only receive cases reported by nova 1 to nova 4 (iirc) so a nova 1 won't be able to overwatch a DMG
105
#105
1 Frags +
M4TTfr3fousombrezThey should add an overwatch system like in CS:GO

Basically if you don't know what it is, any qualified and experienced competitive player in competitive can review STV demos of hackers that have been reported by players and they can say if they were cheating or not.

It removes all names, all text chat, and all voice chat so that it's focused solely on the suspects actions.

http://blog.counter-strike.net/index.php/overwatch/
I sure want a pub pyro main to review a prem sniper demo..
EDIT: even in CS all you need to have is atleast 200 wins (correct me) and no specific rank.. So you can be a silver and determine should a certain player ever play CS on this account again

In CS:GO you need to be higher than nova 1 to start overwatch, also nova 1 can only receive cases reported by nova 1 to nova 4 (iirc) so a nova 1 won't be able to overwatch a DMG

Welp, but still you can be nova 1 and "ban" people that are not cheating

[quote=M4TT][quote=fr3fou][quote=sombrez]They should add an overwatch system like in CS:GO

Basically if you don't know what it is, any qualified and experienced competitive player in competitive can review STV demos of hackers that have been reported by players and they can say if they were cheating or not.

It removes all names, all text chat, and all voice chat so that it's focused solely on the suspects actions.

http://blog.counter-strike.net/index.php/overwatch/[/quote]
I sure want a pub pyro main to review a prem sniper demo..
EDIT: even in CS all you need to have is atleast 200 wins (correct me) and no specific rank.. So you can be a silver and determine should a certain player ever play CS on this account again[/quote]

In CS:GO you need to be higher than nova 1 to start overwatch, also nova 1 can only receive cases reported by nova 1 to nova 4 (iirc) so a nova 1 won't be able to overwatch a DMG[/quote]
Welp, but still you can be nova 1 and "ban" people that are not cheating
106
#106
3 Frags +
fr3fouEDIT: even in CS all you need to have is atleast 200 wins (correct me)

it's 150

fr3fouWelp, but still you can be nova 1 and "ban" people that are not cheating

You get a rank based on how accurate you are compared to other people, it's fairly safe to assume that people who are wrong a lot won't really have a say compared to people who are more accurate. Plus, since the rank shift nova 1s have to be slightly more competent at the game than before (pre rank-shift nova 1 equates to silver 1 or 2 now).

[quote=fr3fou]EDIT: even in CS all you need to have is atleast 200 wins (correct me) [/quote]
it's 150
[quote=fr3fou]
Welp, but still you can be nova 1 and "ban" people that are not cheating[/quote]
You get a rank based on how accurate you are compared to other people, it's fairly safe to assume that people who are wrong a lot won't really have a say compared to people who are more accurate. Plus, since the rank shift nova 1s have to be slightly more competent at the game than before (pre rank-shift nova 1 equates to silver 1 or 2 now).
107
#107
0 Frags +

some things might have already been said

-remove the painting thing at the end
-soap dm till match starts (doubt they will do it since its not even in cs)
-classlimits
-instead of the locked spawn doors i would prefer freezetime explosive jumping and what #61 suggested with classes getting assigned to spawnlocations
-also to final win conditions, i think the eu system with 30 mins and 5 round mercy rule is better than first to 5 or similar because playtimes are way more consistent and players know exactly how long they are going to play
-make medals dependent on x per min and not total x

Additionally something I wanted to suggest to the existing comp scene (esea, etf2l etc) is lowering the ingame clock from 10 minutes to something like 5 or so. So that e.g. if team A won the mid and capped second aswell but didnt kill Team B's med so they would have to make an uber v uber last push. Instead of the usual parking the bus on second and waiting for a sac or sniper to get picks and push last; the 5 min clock would bring the attacking team on a timer to make the push and if failed force them to just go to another midfight. Personally I think its fine how it is now with 10 mins after each cap but I can imgaine this preventing some stalemate positions (since the team with more capped points is forced to do something). It also might lead to teams turtling up on last and just waiting 5mins till next midfight. Some thoughts on this are appreciated.

some things might have already been said

-remove the painting thing at the end
-soap dm till match starts (doubt they will do it since its not even in cs)
-classlimits
-instead of the locked spawn doors i would prefer freezetime explosive jumping and what #61 suggested with classes getting assigned to spawnlocations
-also to final win conditions, i think the eu system with 30 mins and 5 round mercy rule is better than first to 5 or similar because playtimes are way more consistent and players know exactly how long they are going to play
-make medals dependent on x per min and not total x

Additionally something I wanted to suggest to the existing comp scene (esea, etf2l etc) is lowering the ingame clock from 10 minutes to something like 5 or so. So that e.g. if team A won the mid and capped second aswell but didnt kill Team B's med so they would have to make an uber v uber last push. Instead of the usual parking the bus on second and waiting for a sac or sniper to get picks and push last; the 5 min clock would bring the attacking team on a timer to make the push and if failed force them to just go to another midfight. Personally I think its fine how it is now with 10 mins after each cap but I can imgaine this preventing some stalemate positions (since the team with more capped points is forced to do something). It also might lead to teams turtling up on last and just waiting 5mins till next midfight. Some thoughts on this are appreciated.
108
#108
0 Frags +

b/c I'm a big doofus and didn't see this post before:

thinking about a recent update that let you choose a different hitsound for when you killed someone, there's a lot of small things in TF2 that make the game more accessible as a whole, with little to no downsides. I'd like to see what other neat little changes you could do. stuff that doesn't really modify the game heavily, just makes life easier for everyone involved.

-notifications somewhere on the screen that tell you when someone respawns, so you don't have to switch to scoreboard constantly to check when the enemy medic respawns and whatnot
-a hotkey to switch between the three resistances in vaccinator without cycling; like, you hold down +attack3, and press A, S or D for each of them
-a pre-game that lasts like five seconds in spawn before going to mid, so you don't have to care about spawn positions and can just hang out next to the door before the round begins
b/c I'm a big doofus and didn't see this post before:

[quote]thinking about a recent update that let you choose a different hitsound for when you killed someone, there's a lot of small things in TF2 that make the game more accessible as a whole, with little to no downsides. I'd like to see what other neat little changes you could do. stuff that doesn't really modify the game heavily, just makes life easier for everyone involved.

-notifications somewhere on the screen that tell you when someone respawns, so you don't have to switch to scoreboard constantly to check when the enemy medic respawns and whatnot
-a hotkey to switch between the three resistances in vaccinator without cycling; like, you hold down +attack3, and press A, S or D for each of them
-a pre-game that lasts like five seconds in spawn before going to mid, so you don't have to care about spawn positions and can just hang out next to the door before the round begins[/quote]
109
#109
0 Frags +
noidayCompetitive HUD changes

yeah, both new and old players would absolutely benefit from the HUD showing their medic's uber percent and who has crit heals. teammate status on the top would be nice, too.
however the voicelines might be hard to do because valve would have to get the voice actors back which for some reason is always a hassle.

[quote=noiday]Competitive HUD changes[/quote]
yeah, both new and old players would [i]absolutely[/i] benefit from the HUD showing their medic's uber percent and who has crit heals. teammate status on the top would be nice, too.
however the voicelines might be hard to do because valve would have to get the voice actors back which for some reason is always a hassle.
110
#110
6 Frags +
noidayCompetitive HUD Changes:

Your medic's uber (assuming there is going to be a classlimit of 1 at some point) should be displayed on the screen at all times. This contributes to the natural flow of the 6s format by having everyone on your team be on the same page, regardless of skill level, with the most important advantage your team can have: ubercharge.

Players alive/dead on both teams on main hud. The main difference between watching a TF2 pro vs a CSGO pro is the TF2 player is constantly toggling his scoreboard just to see the one thing every other game already has on the main hud: alive/dead players. Having it centralized on the main hud like csgo will make the 6s format a lot easier to adopt for newer players and make the game itself a lot more intuitive and faster paced.

The medigun healrate should be visually represented in the hud other than the combat text. The medic needs to know which patient has the higher healrate before clicking. Simplest implementation is using the pre-existing medic caller balloons and adding healrate animations for them. So pressing E isn't just calling for medic, it's actually giving your medic useful information. Along those lines, having the x-ray teammates on indefinitely while playing medic could be a helpful mechanic for making the 6s format easier to learn as a lot of newer medics will struggle to group up with their teammates who are just as unfamiliar with the 6s format as they are. Another alternative to that is incorporating it all into the E key - so when you press E, you're telling your medic a) what your heal rate is and b) where exactly you are on the map (assuming having xray on indefinitely proves to be problematic) This mechanic will make learning the healrate, a staple of any competitive TF2 medic main, a visual event in the game itself so even if you've never played medic before, you'll see a scout calling for medic with a big flashing teal or whatever color balloon and you'll instantly know to give him a quick buff or crit heal. Without this mechanic, a newer medic player simply won't see this as it's not information that is visually presented to the player.

This post has been minus fragged into oblivion but no one has made any comments about it. I assume this is due to the utterly ridiculous quick fix rework, which I won't touch. The section that I have quoted consists of many undeniably good changes that I haven't seen anybody else suggest.

It's a simple question really: Why should a player in matchmaking ever have to press tab? We've all become so used to it that I've personally never even considered it. In a pub it is necessary to have player/score/etc information on a toggle because of the variability and number of players in a server, but in 6v6 game all critical information (death state, ally spawn times and health, medigun type and uber percentage) can embedded in the HUD without clutter. Currently all of this information must be gathered with an obtrusive scoreboard and comms when it could just be displayed on screen at all times.

The current design presents such a needless detriment to new and veteran players alike. Making this basic information constantly visible can only enhance the flow of the game since its so critical in decision making. For example, new players would have instant feedback as to why their bomb/initiation failed after glancing at their ally information and seeing their teammates are all in the red. They would quickly learn to coordinate plays with the readiness of their team. Similarly an uber element of the HUD would spur them into pushing when a full advantage is advertised. All of this information is readily, but clumsily, available right now, so it can't be argued this change would coddle players or dumb down the game.

[quote=noiday]
Competitive HUD Changes:

Your medic's uber (assuming there is going to be a classlimit of 1 at some point) should be displayed on the screen at all times. This contributes to the natural flow of the 6s format by having everyone on your team be on the same page, regardless of skill level, with the most important advantage your team can have: ubercharge.

Players alive/dead on both teams on main hud. The main difference between watching a TF2 pro vs a CSGO pro is the TF2 player is constantly toggling his scoreboard just to see the one thing every other game already has on the main hud: alive/dead players. Having it centralized on the main hud like csgo will make the 6s format a lot easier to adopt for newer players and make the game itself a lot more intuitive and faster paced.

The medigun healrate should be visually represented in the hud other than the combat text. The medic needs to know which patient has the higher healrate before clicking. Simplest implementation is using the pre-existing medic caller balloons and adding healrate animations for them. So pressing E isn't just calling for medic, it's actually giving your medic useful information. Along those lines, having the x-ray teammates on indefinitely while playing medic could be a helpful mechanic for making the 6s format easier to learn as a lot of newer medics will struggle to group up with their teammates who are just as unfamiliar with the 6s format as they are. Another alternative to that is incorporating it all into the E key - so when you press E, you're telling your medic a) what your heal rate is and b) where exactly you are on the map (assuming having xray on indefinitely proves to be problematic) This mechanic will make learning the healrate, a staple of any competitive TF2 medic main, a visual event in the game itself so even if you've never played medic before, you'll see a scout calling for medic with a big flashing teal or whatever color balloon and you'll instantly know to give him a quick buff or crit heal. Without this mechanic, a newer medic player simply won't see this as it's not information that is visually presented to the player.
[/quote]

This post has been minus fragged into oblivion but no one has made any comments about it. I assume this is due to the utterly ridiculous quick fix rework, which I won't touch. The section that I have quoted consists of many undeniably good changes that I haven't seen anybody else suggest.

It's a simple question really: Why should a player in matchmaking ever have to press tab? We've all become so used to it that I've personally never even considered it. In a pub it is necessary to have player/score/etc information on a toggle because of the variability and number of players in a server, but in 6v6 game all critical information (death state, ally spawn times and health, medigun type and uber percentage) can embedded in the HUD without clutter. Currently all of this information must be gathered with an obtrusive scoreboard and comms when it could just be displayed on screen at all times.

The current design presents such a needless detriment to new and veteran players alike. Making this basic information constantly visible can only enhance the flow of the game since its so critical in decision making. For example, new players would have instant feedback as to why their bomb/initiation failed after glancing at their ally information and seeing their teammates are all in the red. They would quickly learn to coordinate plays with the readiness of their team. Similarly an uber element of the HUD would spur them into pushing when a full advantage is advertised. All of this information is readily, but clumsily, available right now, so it can't be argued this change would coddle players or dumb down the game.
111
#111
1 Frags +

Add a hard level scout bot when a player leaves and if they don't re-connect have the mm system find a replacement (have a "join game in progress" option like mvm). I have had too many 5v6 games (despite winning half f them despite the man disadvantage).

Add a hard level scout bot when a player leaves and if they don't re-connect have the mm system find a replacement (have a "join game in progress" option like mvm). I have had too many 5v6 games (despite winning half f them despite the man disadvantage).
112
#112
-1 Frags +
basketnoidayCompetitive HUD Changes:

Your medic's uber (assuming there is going to be a classlimit of 1 at some point) should be displayed on the screen at all times. This contributes to the natural flow of the 6s format by having everyone on your team be on the same page, regardless of skill level, with the most important advantage your team can have: ubercharge.

Players alive/dead on both teams on main hud. The main difference between watching a TF2 pro vs a CSGO pro is the TF2 player is constantly toggling his scoreboard just to see the one thing every other game already has on the main hud: alive/dead players. Having it centralized on the main hud like csgo will make the 6s format a lot easier to adopt for newer players and make the game itself a lot more intuitive and faster paced.

The medigun healrate should be visually represented in the hud other than the combat text. The medic needs to know which patient has the higher healrate before clicking. Simplest implementation is using the pre-existing medic caller balloons and adding healrate animations for them. So pressing E isn't just calling for medic, it's actually giving your medic useful information. Along those lines, having the x-ray teammates on indefinitely while playing medic could be a helpful mechanic for making the 6s format easier to learn as a lot of newer medics will struggle to group up with their teammates who are just as unfamiliar with the 6s format as they are. Another alternative to that is incorporating it all into the E key - so when you press E, you're telling your medic a) what your heal rate is and b) where exactly you are on the map (assuming having xray on indefinitely proves to be problematic) This mechanic will make learning the healrate, a staple of any competitive TF2 medic main, a visual event in the game itself so even if you've never played medic before, you'll see a scout calling for medic with a big flashing teal or whatever color balloon and you'll instantly know to give him a quick buff or crit heal. Without this mechanic, a newer medic player simply won't see this as it's not information that is visually presented to the player.

This post has been minus fragged into oblivion but no one has made any comments about it. I assume this is due to the utterly ridiculous quick fix rework, which I won't touch. The section that I have quoted consists of many undeniably good changes that I haven't seen anybody else suggest.

It's a simple question really: Why should a player in matchmaking ever have to press tab? We've all become so used to it that I've personally never even considered it. In a pub it is necessary to have player/score/etc information on a toggle because of the variability and number of players in a server, but in 6v6 game all critical information (death state, ally spawn times and health, medigun type and uber percentage) can embedded in the HUD without clutter. Currently all of this information must be gathered with an obtrusive scoreboard and comms when it could just be displayed on screen at all times.

The current design presents such a needless detriment to new and veteran players alike. Making this basic information constantly visible can only enhance the flow of the game since its so critical in decision making. For example, new players would have instant feedback as to why their bomb/initiation failed after glancing at their ally information and seeing their teammates are all in the red. They would quickly learn to coordinate plays with the readiness of their team. Similarly an uber element of the HUD would spur them into pushing when a full advantage is advertised. All of this information is readily, but clumsily, available right now, so it can't be argued this change would coddle players or dumb down the game.

valve just needs to make a new hud for tf2, tbh

but somehow make it so custom huds still work?

[quote=basket][quote=noiday]
Competitive HUD Changes:

Your medic's uber (assuming there is going to be a classlimit of 1 at some point) should be displayed on the screen at all times. This contributes to the natural flow of the 6s format by having everyone on your team be on the same page, regardless of skill level, with the most important advantage your team can have: ubercharge.

Players alive/dead on both teams on main hud. The main difference between watching a TF2 pro vs a CSGO pro is the TF2 player is constantly toggling his scoreboard just to see the one thing every other game already has on the main hud: alive/dead players. Having it centralized on the main hud like csgo will make the 6s format a lot easier to adopt for newer players and make the game itself a lot more intuitive and faster paced.

The medigun healrate should be visually represented in the hud other than the combat text. The medic needs to know which patient has the higher healrate before clicking. Simplest implementation is using the pre-existing medic caller balloons and adding healrate animations for them. So pressing E isn't just calling for medic, it's actually giving your medic useful information. Along those lines, having the x-ray teammates on indefinitely while playing medic could be a helpful mechanic for making the 6s format easier to learn as a lot of newer medics will struggle to group up with their teammates who are just as unfamiliar with the 6s format as they are. Another alternative to that is incorporating it all into the E key - so when you press E, you're telling your medic a) what your heal rate is and b) where exactly you are on the map (assuming having xray on indefinitely proves to be problematic) This mechanic will make learning the healrate, a staple of any competitive TF2 medic main, a visual event in the game itself so even if you've never played medic before, you'll see a scout calling for medic with a big flashing teal or whatever color balloon and you'll instantly know to give him a quick buff or crit heal. Without this mechanic, a newer medic player simply won't see this as it's not information that is visually presented to the player.
[/quote]

This post has been minus fragged into oblivion but no one has made any comments about it. I assume this is due to the utterly ridiculous quick fix rework, which I won't touch. The section that I have quoted consists of many undeniably good changes that I haven't seen anybody else suggest.

It's a simple question really: Why should a player in matchmaking ever have to press tab? We've all become so used to it that I've personally never even considered it. In a pub it is necessary to have player/score/etc information on a toggle because of the variability and number of players in a server, but in 6v6 game all critical information (death state, ally spawn times and health, medigun type and uber percentage) can embedded in the HUD without clutter. Currently all of this information must be gathered with an obtrusive scoreboard and comms when it could just be displayed on screen at all times.

The current design presents such a needless detriment to new and veteran players alike. Making this basic information constantly visible can only enhance the flow of the game since its so critical in decision making. For example, new players would have instant feedback as to why their bomb/initiation failed after glancing at their ally information and seeing their teammates are all in the red. They would quickly learn to coordinate plays with the readiness of their team. Similarly an uber element of the HUD would spur them into pushing when a full advantage is advertised. All of this information is readily, but clumsily, available right now, so it can't be argued this change would coddle players or dumb down the game.[/quote]
valve just needs to make a new hud for tf2, tbh

but somehow make it so custom huds still work?
113
#113
3 Frags +

also, the easiest way to get close to HUD crosshair functionality in-game should just be a command that allows you to use a custom .svg file, and have it automatically center for you, something like

cl_crosshair_custom 1
cl_crosshair_customfile "penis.svg"
cl_crosshair_customsize 20

because TF2's crosshairs are highly unlike CSGO's, since TF2's most viable weapon spreads vary heavily from weapon to weapon, so CSGO crosshairs wouldn't really work very well

also, the easiest way to get close to HUD crosshair functionality in-game should just be a command that allows you to use a custom .svg file, and have it automatically center for you, something like

[code]cl_crosshair_custom 1
cl_crosshair_customfile "penis.svg"
cl_crosshair_customsize 20[/code]

because TF2's crosshairs are highly unlike CSGO's, since TF2's most viable weapon spreads vary heavily from weapon to weapon, so CSGO crosshairs wouldn't really work very well
114
#114
6 Frags +

My other quickfix had some serious problems. It had too many affixes. How about this trimmed down, simple version with the same ethics in mind:

Quick Fix
+150% heal rate when target is full hp
+Mirror speed/Mirror blast jumps
+Passive 8 hp/s regen to nearby teammates (this is less than dispensers, maybe a soft regen sound as you're near the med, heal radius is 2 player units from medic)
-no ubercharge

My idea behind this still is to teach new players how to play the ubercharge meta. e.g. It's the gun you're going to use when they have more than 40-50% uber advantage. The gun itself is going to teach new players what you should be doing when you have a huge disadvantage: staying alive, staying healthy, gaining positioning, and ultimately sending someone out for a force play.

My logic behind this weapon change is that we have 2 staples in our inventory to use in very specific situations: Medigun most of the time or Kritzkrieg if you have a sizeable advantage or same medic spawns. My Quick Fix fills the 3rd scenario: when you have a sizeable DISadvantage. I think most new players will probably either lose the round completely or just feed their entire team if they had sizeable disadvantage. Using this gun will not only give them a last chance but teach them what they should be doing in this scenario.

My vision is predicated on removing the stored ubercharge on dropped mediguns altogether. The way this is going to work is when your medic dies early, giving the other team a huge advantage in uber, you'll switch to quick fix to sort of rally your team. You'll use the crossbow to get your teammates up to 100% hp and the quickfix's semi crit heal overheals (150% is the equivalent of 60 hp/s, a full crit heal is 72 hp/s) to send your roamer or a scout to make a quick force/play on their medic or to just get picks for retaining a numbers advantage. When your team is able to rally and kill their med, you'll pick up his medigun and reset (you'll be at 0% when you pick it up like I said). I also decided to keep the mirror speed/blast jumps mechanic in because it'll be a more engaging way of using it to escape or go all in for the huge play.

My other quickfix had some serious problems. It had too many affixes. How about this trimmed down, simple version with the same ethics in mind:


[code]Quick Fix
+150% heal rate when target is full hp
+Mirror speed/Mirror blast jumps
+Passive 8 hp/s regen to nearby teammates (this is less than dispensers, maybe a soft regen sound as you're near the med, heal radius is 2 player units from medic)
-no ubercharge[/code]

My idea behind this still is to teach new players how to play the ubercharge meta. e.g. It's the gun you're going to use when they have more than 40-50% uber advantage. The gun itself is going to teach new players what you should be doing when you have a huge disadvantage: staying alive, staying healthy, gaining positioning, and ultimately sending someone out for a force play.

My logic behind this weapon change is that we have 2 staples in our inventory to use in very specific situations: Medigun most of the time or Kritzkrieg if you have a sizeable advantage or same medic spawns. My Quick Fix fills the 3rd scenario: when you have a sizeable DISadvantage. I think most new players will probably either lose the round completely or just feed their entire team if they had sizeable disadvantage. Using this gun will not only give them a last chance but teach them what they should be doing in this scenario.

My vision is predicated on removing the stored ubercharge on dropped mediguns altogether. The way this is going to work is when your medic dies early, giving the other team a huge advantage in uber, you'll switch to quick fix to sort of rally your team. You'll use the crossbow to get your teammates up to 100% hp and the quickfix's semi crit heal overheals (150% is the equivalent of 60 hp/s, a full crit heal is 72 hp/s) to send your roamer or a scout to make a quick force/play on their medic or to just get picks for retaining a numbers advantage. When your team is able to rally and kill their med, you'll pick up his medigun and reset (you'll be at 0% when you pick it up like I said). I also decided to keep the mirror speed/blast jumps mechanic in because it'll be a more engaging way of using it to escape or go all in for the huge play.
115
#115
-2 Frags +

There is no reason to cap viewmodel_fov so slow.

There is no reason to cap viewmodel_fov so slow.
116
#116
7 Frags +
ScrewballThere is no reason to cap viewmodel_fov so slow.

Well the reason is the viewmodels break and the arms look funny when you move above 75, valve is just trying to make the game look nice.

[quote=Screwball]There is no reason to cap viewmodel_fov so slow.[/quote]

Well the reason is the viewmodels break and the arms look funny when you move above 75, valve is just trying to make the game look nice.
117
#117
-1 Frags +
catman1900ScrewballThere is no reason to cap viewmodel_fov so slow.
Well the reason is the viewmodels break and the arms look funny when you move above 75, valve is just trying to make the game look nice.

If they cared about how the game looked then we wouldnt have pink and lime green max's heads our unusuals. They could at least cap it at something reasonable like 90.

[quote=catman1900][quote=Screwball]There is no reason to cap viewmodel_fov so slow.[/quote]

Well the reason is the viewmodels break and the arms look funny when you move above 75, valve is just trying to make the game look nice.[/quote]
If they cared about how the game looked then we wouldnt have pink and lime green max's heads our unusuals. They could at least cap it at something reasonable like 90.
118
#118
6 Frags +
Screwballcatman1900ScrewballThere is no reason to cap viewmodel_fov so slow.
Well the reason is the viewmodels break and the arms look funny when you move above 75, valve is just trying to make the game look nice.
If they cared about how the game looked then we wouldnt have pink and lime green max's heads our unusuals. They could at least cap it at something reasonable like 90.

there is a difference between aesthetic design and believable design. things can be painted lime green in the real world. but you never see disembodied partially see-through arms floating in front of you.

[quote=Screwball][quote=catman1900][quote=Screwball]There is no reason to cap viewmodel_fov so slow.[/quote]

Well the reason is the viewmodels break and the arms look funny when you move above 75, valve is just trying to make the game look nice.[/quote]
If they cared about how the game looked then we wouldnt have pink and lime green max's heads our unusuals. They could at least cap it at something reasonable like 90.[/quote]

there is a difference between aesthetic design and believable design. things can be painted lime green in the real world. but you never see disembodied partially see-through arms floating in front of you.
119
#119
0 Frags +
catman1900ScrewballThere is no reason to cap viewmodel_fov so slow.
Well the reason is the viewmodels break and the arms look funny when you move above 75, valve is just trying to make the game look nice.

Proceeds to not optimize dx9

[quote=catman1900][quote=Screwball]There is no reason to cap viewmodel_fov so slow.[/quote]

Well the reason is the viewmodels break and the arms look funny when you move above 75, valve is just trying to make the game look nice.[/quote]
[i]Proceeds to not optimize dx9[/i]
120
#120
-3 Frags +
nitethere is a difference between aesthetic design and believable design. things can be painted lime green in the real world. but you never see disembodied partially see-through arms floating in front of you.

Pretty certain if i rocket jumped in the real world our set my hat on fire i would die.
Realism has NEVER been a concern with TF2. Gameplay is. Viewmodels blocking my view affect gameplay more than slightly glitched viewmodels. And if they really cared about that they can get to work on all the broken clipping in the game. http://i.imgur.com/CZShNxv.png

[quote=nite]
there is a difference between aesthetic design and believable design. things can be painted lime green in the real world. but you never see disembodied partially see-through arms floating in front of you.[/quote]
Pretty certain if i rocket jumped in the real world our set my hat on fire i would die.
Realism has NEVER been a concern with TF2. Gameplay is. Viewmodels blocking my view affect gameplay more than slightly glitched viewmodels. And if they really cared about that they can get to work on all the broken clipping in the game. http://i.imgur.com/CZShNxv.png
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