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MM small changes wishlist
1
#1
0 Frags +

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

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
2
#2
4 Frags +

This thread would probably work for this post.

[url=http://www.teamfortress.tv/32021/changes-for-matchmaking]This thread [/url]would probably work for this post.
3
#3
32 Frags +

An Übercharge meter when the Crusader's Crossbow is active, now that Medics can build Über with it.

An Übercharge meter when the Crusader's Crossbow is active, now that Medics can build Über with it.
4
#4
13 Frags +

I'd really like a voice codec update. It's laggy and outdated and there is no reason it cant be as good as CSGO's. Also for me Ive been having issues with my mic sounding underwater, but it only ever happens in tf2 voice chat.

I'd really like a voice codec update. It's laggy and outdated and there is no reason it cant be as good as CSGO's. Also for me Ive been having issues with my mic sounding underwater, but it only ever happens in tf2 voice chat.
5
#5
19 Frags +

Removal of domination signs from competitive. You shouldn't be able to see where the sniper is just because he's really good.

Removal of domination signs from competitive. You shouldn't be able to see where the sniper is just because he's really good.
6
#6
5 Frags +
avaiihn...Also for me Ive been having issues with my mic sounding underwater, but it only ever happens in tf2 voice chat.

muffling voice underwater is intentional effect that can be disabled by setting "dsp_water" to "0"

[quote=avaiihn]...Also for me Ive been having issues with my mic sounding underwater, but it only ever happens in tf2 voice chat.[/quote]


muffling voice underwater is intentional effect that can be disabled by setting "dsp_water" to "0"
7
#7
3 Frags +

I know there's already a separate thread for this, but there are some weapons that REALLY need to be looked at. Valve was supposedly going to use matchmaking as data to rebalance these weapons, and here are a few that I came up with off of the top of my head that really stick out. I'm keeping my arguments short about most of these weapons since I don't want to put that much time into a forum post about something that's going to be (hopefully) temporary

1. Quick fix

-Obviously the best medi gun to use since it gives the medic an upgrade in mobility. As much as I loved playing with it, it's just too good

2. Pomson

-Of all the changes valve has made to the phlog, they haven't done anything to this thing. I didn't get to play with it, but I know playing against it was super annoying due to one hit depleting so much of the medic's ubercharge percentage. And the list of problems with this goes on...

3. Loch n load

-Despite it having 1 less shot than the stock grenade launcher, the projectile speed is very rewarding, allowing targets to be hit a little more consistently than the stock. Also, the extra damage against buildings is a big upside when pushing last against a sentry gun.

And the list goes on...

I know there's already a separate thread for this, but there are some weapons that REALLY need to be looked at. Valve was supposedly going to use matchmaking as data to rebalance these weapons, and here are a few that I came up with off of the top of my head that really stick out. I'm keeping my arguments short about most of these weapons since I don't want to put that much time into a forum post about something that's going to be (hopefully) temporary

1. Quick fix

-Obviously the best medi gun to use since it gives the medic an upgrade in mobility. As much as I loved playing with it, it's just too good

2. Pomson

-Of all the changes valve has made to the phlog, they haven't done anything to this thing. I didn't get to play with it, but I know playing against it was super annoying due to one hit depleting so much of the medic's ubercharge percentage. And the list of problems with this goes on...

3. Loch n load

-Despite it having 1 less shot than the stock grenade launcher, the projectile speed is very rewarding, allowing targets to be hit a little more consistently than the stock. Also, the extra damage against buildings is a big upside when pushing last against a sentry gun.


And the list goes on...
8
#8
-2 Frags +
KonceptLegacy3. Loch n load

-Despite it having 1 less shot than the stock grenade launcher, the projectile speed is very rewarding, allowing targets to be hit a little more consistently than the stock. Also, the extra damage against buildings is a big upside when pushing last against a sentry gun.

it's really good against buildings because it's intended to be the anti-building weapon. this extra damage being exclusive to buildings rather than all around is far more balanced than before.
the demoman loses his extra damage from rollers as well as a fourth pipe. removing the speed bonus makes this weapon simply the worst gl rather than a situational one.

are you saying that is current downsides are not enough?

[quote=KonceptLegacy]3. Loch n load

-Despite it having 1 less shot than the stock grenade launcher, the projectile speed is very rewarding, allowing targets to be hit a little more consistently than the stock. Also, the extra damage against buildings is a big upside when pushing last against a sentry gun.
[/quote]
it's really good against buildings because it's intended to be the anti-building weapon. this extra damage being exclusive to buildings rather than all around is far more balanced than before.
the demoman loses his extra damage from rollers as well as a fourth pipe. removing the speed bonus makes this weapon simply the worst gl rather than a situational one.

are you saying that is current downsides are not enough?
9
#9
7 Frags +
Intellectualit's really good against buildings because it's intended to be the anti-building weapon. this extra damage being exclusive to buildings rather than all around is far more balanced than before.
the demoman loses his extra damage from rollers as well as a fourth pipe. removing the speed bonus makes this weapon simply the worst gl rather than a situational one.

are you saying that is current downsides are not enough?

every time it's been tested in comp, people unanimously agree that it's better than stock

[quote=Intellectual]it's really good against buildings because it's intended to be the anti-building weapon. this extra damage being exclusive to buildings rather than all around is far more balanced than before.
the demoman loses his extra damage from rollers as well as a fourth pipe. removing the speed bonus makes this weapon simply the worst gl rather than a situational one.

are you saying that is current downsides are not enough?[/quote]
every time it's been tested in comp, people unanimously agree that it's better than stock
10
#10
0 Frags +
smoboIntellectualit's really good against buildings because it's intended to be the anti-building weapon. this extra damage being exclusive to buildings rather than all around is far more balanced than before.
the demoman loses his extra damage from rollers as well as a fourth pipe. removing the speed bonus makes this weapon simply the worst gl rather than a situational one.

are you saying that is current downsides are not enough?
every time it's been tested in comp, people unanimously agree that it's better than stock

because of the speed?

[quote=smobo][quote=Intellectual]it's really good against buildings because it's intended to be the anti-building weapon. this extra damage being exclusive to buildings rather than all around is far more balanced than before.
the demoman loses his extra damage from rollers as well as a fourth pipe. removing the speed bonus makes this weapon simply the worst gl rather than a situational one.

are you saying that is current downsides are not enough?[/quote]
every time it's been tested in comp, people unanimously agree that it's better than stock[/quote]
because of the speed?
11
#11
2 Frags +
IntellectualsmoboIntellectualit's really good against buildings because it's intended to be the anti-building weapon. this extra damage being exclusive to buildings rather than all around is far more balanced than before.
the demoman loses his extra damage from rollers as well as a fourth pipe. removing the speed bonus makes this weapon simply the worst gl rather than a situational one.

are you saying that is current downsides are not enough?
every time it's been tested in comp, people unanimously agree that it's better than stock
because of the speed?

that and how you can basically hit anything for a consistent 100 damage from nearly anywhere on the map. Think of being in blu choke at blands mid and getting 3 pipes into an advancing red team. Red most likely isn't going to see it coming until they've already been hit, and you get out just fine. So yes, you can say that it's because of the projectile speed, but think of how (un)balanced it would be. Also, as another example, the DH suffers from damage falloff the longer the projectile goes. Loch n load doesn't.

[quote=Intellectual][quote=smobo][quote=Intellectual]it's really good against buildings because it's intended to be the anti-building weapon. this extra damage being exclusive to buildings rather than all around is far more balanced than before.
the demoman loses his extra damage from rollers as well as a fourth pipe. removing the speed bonus makes this weapon simply the worst gl rather than a situational one.

are you saying that is current downsides are not enough?[/quote]
every time it's been tested in comp, people unanimously agree that it's better than stock[/quote]
because of the speed?[/quote]
that and how you can basically hit anything for a consistent 100 damage from nearly anywhere on the map. Think of being in blu choke at blands mid and getting 3 pipes into an advancing red team. Red most likely isn't going to see it coming until they've already been hit, and you get out just fine. So yes, you can say that it's because of the projectile speed, but think of how (un)balanced it would be. Also, as another example, the DH suffers from damage falloff the longer the projectile goes. Loch n load doesn't.
12
#12
2 Frags +
KonceptLegacy Also, as another example, the DH suffers from damage falloff the longer the projectile goes. Loch n load doesn't.

using the DH also gives up a critically important function of the rocket launcher, spam from splash, while the grenade launcher has its splash on a huge delay and hardly does any splash damage anyway, so giving it up isnt nearly as much of a downside

[quote=KonceptLegacy] Also, as another example, the DH suffers from damage falloff the longer the projectile goes. Loch n load doesn't.[/quote]

using the DH also gives up a critically important function of the rocket launcher, spam from splash, while the grenade launcher has its splash on a huge delay and hardly does any splash damage anyway, so giving it up isnt nearly as much of a downside
13
#13
-2 Frags +

Reverse the arrow sound change

Make static jumping enabled by default

Stream list on main menu

Reverse the arrow sound change

Make static jumping enabled by default

Stream list on main menu
14
#14
-1 Frags +
drshdwpuppetReverse the arrow sound change

Make static jumping enabled by default

Stream list on main menu

What is static jumping? Oh, it's when you jump during freezetime

It's already enabled, hold tab during the 10 second countdown and try to rocket jump to the door. You can even go through it.

[quote=drshdwpuppet]Reverse the arrow sound change

Make static jumping enabled by default

Stream list on main menu[/quote]

[s]What is static jumping?[/s] Oh, it's when you jump during freezetime

It's already enabled, hold tab during the 10 second countdown and try to rocket jump to the door. You can even go through it.
15
#15
0 Frags +
drshdwpuppetStream list on main menu

This would be awesome to have, but would it be like the one tftv has or a completely new hud element? I can imagine inspiration would be taken from csgo for this

[quote=drshdwpuppet]
Stream list on main menu[/quote]
This would be awesome to have, but would it be like the one tftv has or a completely new hud element? I can imagine inspiration would be taken from csgo for this
16
#16
1 Frags +
KonceptLegacydrshdwpuppetStream list on main menuThis would be awesome to have, but would it be like the one tftv has or a completely new hud element? I can imagine inspiration would be taken from csgo for this

I think it was mentioned at the visit to Valve but I can't remember what was discussed. In theory this would be implemented in the same way as the CSGO stream list.

[quote=KonceptLegacy][quote=drshdwpuppet]
Stream list on main menu[/quote]
This would be awesome to have, but would it be like the one tftv has or a completely new hud element? I can imagine inspiration would be taken from csgo for this[/quote]

I think it was mentioned at the visit to Valve but I can't remember what was discussed. In theory this would be implemented in the same way as the CSGO stream list.
17
#17
-4 Frags +

Remove the text that tells everyone in the server when you change class in matchmaking.
I don't know why it exists and it makes spy completely useless.

Remove the text that tells everyone in the server when you change class in matchmaking.
I don't know why it exists and it makes spy completely useless.
18
#18
1 Frags +
drshdwpuppetReverse the arrow sound change

New sound is really good. Sounds like an actual crossbow.

[quote=drshdwpuppet]Reverse the arrow sound change[/quote]

New sound is really good. Sounds like an actual crossbow.
19
#19
4 Frags +
ConkyRemove the text that tells everyone in the server when you change class in matchmaking.
I don't know why it exists and it makes spy completely useless.

It only shows to your team...

[quote=Conky]Remove the text that tells everyone in the server when you change class in matchmaking.
I don't know why it exists and it makes spy completely useless.[/quote]
It only shows to your team...
20
#20
0 Frags +
ConkyRemove the text that tells everyone in the server when you change class in matchmaking.
I don't know why it exists and it makes spy completely useless.

does that text actually show to the other team? I didn't think it did.

[quote=Conky]Remove the text that tells everyone in the server when you change class in matchmaking.
I don't know why it exists and it makes spy completely useless.[/quote]

does that text actually show to the other team? I didn't think it did.
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