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MM Suggestions
1
#1
0 Frags +

I feel like you should be able to choose your own maps in MM and it show how many people are playing on them like in casual.
Maybe have like an active duty map roatation like in CSGO (which if you are unfamilar are the maps that are played in leagues) and then have maps like vanguard and swiftwater in a reserved map pool but you are still able to choose like which indvidual maps you wants. The active duty thing to kindva push towards people knowing about competitive leagues and getting them "ready"/acknlowedged with the maps more
I also would be cool if you could look at your BP/ edit your loadouts like in looking for match, similarly in CS.

Thoughts?

I feel like you should be able to choose your own maps in MM and it show how many people are playing on them like in casual.
Maybe have like an active duty map roatation like in CSGO (which if you are unfamilar are the maps that are played in leagues) and then have maps like vanguard and swiftwater in a reserved map pool but you are still able to choose like which indvidual maps you wants. The active duty thing to kindva push towards people knowing about competitive leagues and getting them "ready"/acknlowedged with the maps more
I also would be cool if you could look at your BP/ edit your loadouts like in looking for match, similarly in CS.

Thoughts?
2
#2
4 Frags +

it would be cool to look at your loadouts but as i understand right now the comp/casual windows are layered on top of the main menu, instead of boxed inside of it (part of it) like they are in CSGO. If you remove part of the MM window to click on the main menu (like in omphud-redux) you'll find that all the menu buttons are unclickable. So to do that it would require valve to restructure their entire panel system and probably re-redesign the main menu. so it probably won't happen.

it would be cool to look at your loadouts but as i understand right now the comp/casual windows are layered on top of the main menu, instead of boxed inside of it (part of it) like they are in CSGO. If you remove part of the MM window to click on the main menu (like in omphud-redux) you'll find that all the menu buttons are unclickable. So to do that it would require valve to restructure their entire panel system and probably re-redesign the main menu. so it probably won't happen.
3
#3
6 Frags +

I wish I could DM or MGE while in the queue

I wish I could DM or MGE while in the queue
4
#4
6 Frags +

^ You can, just open up console and connect to the server via IP

^ You can, just open up console and connect to the server via IP
5
#5
marketplace.tf
2 Frags +

You can also open up the server browser by typing openserverbrowser

You can also open up the server browser by typing openserverbrowser
6
#6
8 Frags +
  • Let people choose the region they want to play at so me and most of the south american playerbase can play casual/MM with less than 200 ping.
  • Always give some exp to the winning team, even if the other team had leavers.
  • Set class limits, max. of 2 for each class would be a good start.
  • Have some kind of reward item for each new rank you get
  • Ban the hackers that are in the top 10 already

Edit: Oh and also have placement matches so ranks aren't a mess (I think they are working on it though?)

[list]
[*] Let people choose the region they want to play at so me and most of the south american playerbase can play casual/MM with less than 200 ping.
[*] Always give some exp to the winning team, even if the other team had leavers.
[*] Set class limits, max. of 2 for each class would be a good start.
[*] Have some kind of reward item for each new rank you get
[*] Ban the hackers that are in the top 10 already
[/list]
Edit: Oh and also have placement matches so ranks aren't a mess (I think they are working on it though?)
7
#7
9 Frags +
  • choose region
  • choose maps (fuck vanguard)
  • fix the ranking system so it isn't an xp bar. that means not starting at 0 and not changing by the same amount each time (which it seems to do now)
  • MATCHMAKE BASED ON RANK FFS THAT'S THE ENTIRE POINT OF COMPETITIVE MATCHMAKING
  • balance op/annoying weps (dont nerf the bison ffs why)
  • waiting waiting waiting waiting... 5 minutes in the queue, 2 minute in pregame, 10 seconds countdown, another 5 for the door to open, 1min+ for setup time if you get dumped into a bad map. matchmaking is meant to be fluid and easy, not something that seems to really not want you to shoot enemy gamers
  • graphics configs would make more people play and confuse literally no-one. please. for the love of god.
  • make stats make sense (who cares about total damage, make it dpm)
[list]
[*] choose region
[*] choose maps (fuck vanguard)
[*] fix the ranking system so it isn't an xp bar. that means not starting at 0 and not changing by the same amount each time (which it seems to do now)
[*] MATCHMAKE BASED ON RANK FFS THAT'S THE ENTIRE POINT OF COMPETITIVE MATCHMAKING
[*] balance op/annoying weps (dont nerf the bison ffs why)
[*] waiting waiting waiting waiting... 5 minutes in the queue, 2 minute in pregame, 10 seconds countdown, another 5 for the door to open, 1min+ for setup time if you get dumped into a bad map. matchmaking is meant to be fluid and easy, not something that seems to really not want you to shoot enemy gamers
[*] graphics configs would make more people play and confuse literally no-one. please. for the love of god.
[*] make stats make sense (who cares about total damage, make it dpm)
[/list]
8
#8
9 Frags +
  • Reward the best player(top points?) from the losing team with either no exp lose or small exp gain, this way if a team gets rolled the first round atleast people might still try the next round(specifically helpful to get past the first few ranks)
[list]
[*] Reward the best player(top points?) from the losing team with either no exp lose or small exp gain, this way if a team gets rolled the first round atleast people might still try the next round(specifically helpful to get past the first few ranks)
[/list]
9
#9
4 Frags +
  • Improve voice codec so that comms are easier to understand, and have less latency. It's not very good right now and people don't talk enough as a result.
  • Some sort of ranking changes. In the current system, a gibus engie main who wins 15% of his games will forever be the same rank as somebody who wins 50% of their matches
  • Limit 2 of each class, 1 medic
  • Do everything you can to optimize performance. It's challenging work, but with (imo understandably) locked settings in competitive, many of my friends don't play it due to FPS issues.
  • Allow queue times to increase a bit, if it will allow for more even matches- games are found pretty quickly but in my experience they're often not balanced (in skill or in rank)
  • Incorporate some of the changes from koth_product into the stock koth_viaduct map. Important changes include fixing symmetry so the map is equally fair to both teams, adding the "connector" opening next to the point, and modifying the bridge called "china" to reduce the number of possible sniper locations. For a list of the major changes and the reasoning behind them: http://www.teamfortress.tv/34648/koth-product-the-overdue-changelog

balance changes:

  • Nerf darwin's danger shield: Bullet damage resistance only applies on non-critical hits
  • Nerf Pomson: remove uber drain mechanic (engineers can spam chokes and potentially catastrophically deny an uber, with no risk to themselves)
  • Righteous Bison: Increase base damage, no other changes necessary
  • Natascha: Find some way to rebalance this weapon without its slowdown effect, which is hugely frustrating and not fun to play against
  • Most importantly, understand that many good players just don't use the "dumb" or "broken" weapons like the danger shield, sandman, or pomson. Players who are not as good are more likely on average to use them, decisions about balancing based on statistics from matchmaking have to take this into account.
[list]
[*] Improve voice codec so that comms are easier to understand, and have less latency. It's not very good right now and people don't talk enough as a result.
[*] Some sort of ranking changes. In the current system, a gibus engie main who wins 15% of his games will forever be the same rank as somebody who wins 50% of their matches
[*] Limit 2 of each class, 1 medic
[*] Do everything you can to optimize performance. It's challenging work, but with (imo understandably) locked settings in competitive, many of my friends don't play it due to FPS issues.
[*] Allow queue times to increase a bit, if it will allow for more even matches- games are found pretty quickly but in my experience they're often not balanced (in skill or in rank)
[*] Incorporate some of the changes from koth_product into the stock koth_viaduct map. Important changes include fixing symmetry so the map is equally fair to both teams, adding the "connector" opening next to the point, and modifying the bridge called "china" to reduce the number of possible sniper locations. For a list of the major changes and the reasoning behind them: http://www.teamfortress.tv/34648/koth-product-the-overdue-changelog
[/list]

balance changes:
[list]
[*] Nerf darwin's danger shield: Bullet damage resistance only applies on non-critical hits
[*] Nerf Pomson: remove uber drain mechanic (engineers can spam chokes and potentially catastrophically deny an uber, with no risk to themselves)
[*] Righteous Bison: Increase base damage, no other changes necessary
[*] Natascha: Find some way to rebalance this weapon without its slowdown effect, which is hugely frustrating and not fun to play against
[*] Most importantly, understand that many good players just don't use the "dumb" or "broken" weapons like the danger shield, sandman, or pomson. Players who are not as good are more likely on average to use them, decisions about balancing based on statistics from matchmaking have to take this into account.
[/list]
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