The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
Please vote in the Forum Structure Poll. Polling will close at 2PM EST on January 21, 2025.
I can't figure out why replays always show the player glows either. I turned off the advanced option for outlines after spawning but that didn't do jack.
I actually loaded up hammer this week too. But I was just futzing around.
Let us know if you have any updates to the map, I know we found a couple/three of things last night that were off.
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Still would rather the plank standing up on A wasn't there; unless it's specifically there to like break a sightline it's way too easy to get caught up on it while rushing the point, and then you're a sitting duck and just die.
Yeah the pallet should probably be deleted. I think it was there originally as a way for people to jump up onto the barrels behind the point, but that may not be relevant anymore.
The snow box on A needs to be moved down one unit as well, when you look at it from the side it's hovering oddly over the caution tape. It might make sense to delete the caution tape func_brush that's there and redo it so it's flush with the concrete.
Some lighting glitches have shown up, the door frame on blu's right exit on their first spawn area has a pitch black texture. And the little room outside red's back exit needs some kind of fill light in there, it looks weird in there. That little room where there used to be a box of dynamite prop.
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Fixed not seeing team names in the scoreboard on dedicated servers using tournament mode
Fixed the Nostromo Napalmer drawing the flamethrower pilot light by mistake
Fixed the Engineer's Wrangler contract updating points while the player is not an Engineer
Updated the campaign stamp images in the scoreboard and win panel
Updated the model/materials for The Federal Casemaker
Updated the model/materials for The Dictator, which can now be equipped by all classes
Updated the localization files
Updated the Phlogistinator
No longer restores player to max health on MMMPH activate
Increased amount of damage required to fill MMMPH meter to 300 from 225
Updated koth_highpass
Removed unnecessary detail props
Revised fade-distances
Turned some brushwork into props
Revised hints and skips
Added nobuild entity on the ramps in front of spawn
Improved cliff displacements
Revised some details and textures
I'm guessing Crash is behind some of those Highpass changes.... and YAY PHLOG NERFS!
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I feel 50 health with potential overheal seems reasonable
hell keep the health and lower it to minicrits, I would much prefer pyros with a method of healing/escaping engagements rather than a super crazy kill tool
The way I remember it, Crash is more of "let's pack as many props into this fucker as I can."
I'm the one that deletes everything!
0
turtleantGunpla Dadis the best.Registered Userregular
Phlog nerf is rough. Pyros are usually at very low health when they get the phlog ready to go, going to be pretty easy to just back up and blow them up before they get in range now. Unless they manage to charge it, get away and get health, and then come back to use it.
Still a good distraction/medic buddy target but to situational for my taste. Back to the stock flamethrower I go.
Updated koth_highpass
Removed unnecessary detail props
Revised fade-distances
Turned some brushwork into props
Revised hints and skips
Added nobuild entity on the ramps in front of spawn
Improved cliff displacements
Revised some details and textures
I'm guessing Crash is behind some of those Highpass changes.... and YAY PHLOG NERFS!
And yeah, I totally ran through it and made the mapper super sad picking apart all the extra things he didn't need. (suck it, @xzzy) He said he was going to have to make some tough cuts for this.
Phlog nerf is rough. Pyros are usually at very low health when they get the phlog ready to go, going to be pretty easy to just back up and blow them up before they get in range now. Unless they manage to charge it, get away and get health, and then come back to use it.
Still a good distraction/medic buddy target but to situational for my taste. Back to the stock flamethrower I go.
I can't see a phlog pyro beating a Soldier now...
Without healing or being able to mitigate damage (airblast), you're just losing too much health while closing the distance.
Unless you flank him, with your zero options for advanced movement.
Maybe they're expecting Pyros to charge the phlog with the flare guns and then hide around corners to try and catch a group of people in MMPH?
But they also increased the MMPH bar..
Phlog nerf is rough. Pyros are usually at very low health when they get the phlog ready to go, going to be pretty easy to just back up and blow them up before they get in range now. Unless they manage to charge it, get away and get health, and then come back to use it.
Still a good distraction/medic buddy target but to situational for my taste. Back to the stock flamethrower I go.
I can't see a phlog pyro beating a Soldier now...
Without healing or being able to mitigate damage (airblast), you're just losing too much health while closing the distance.
Unless you flank him, with your zero options for advanced movement.
Maybe they're expecting Pyros to charge the phlog with the flare guns and then hide around corners to try and catch a group of people in MMPH?
But they also increased the MMPH bar..
why should the phlog be as good as an airblast-having flamethrower against soldiers in the first place, shouldn't there be some tradeoff for getting your own built in kritzkreig uber?
+1
turtleantGunpla Dadis the best.Registered Userregular
Phlog nerf is rough. Pyros are usually at very low health when they get the phlog ready to go, going to be pretty easy to just back up and blow them up before they get in range now. Unless they manage to charge it, get away and get health, and then come back to use it.
Still a good distraction/medic buddy target but to situational for my taste. Back to the stock flamethrower I go.
I can't see a phlog pyro beating a Soldier now...
Without healing or being able to mitigate damage (airblast), you're just losing too much health while closing the distance.
Unless you flank him, with your zero options for advanced movement.
Maybe they're expecting Pyros to charge the phlog with the flare guns and then hide around corners to try and catch a group of people in MMPH?
But they also increased the MMPH bar..
why should the phlog be as good as an airblast-having flamethrower against soldiers in the first place, shouldn't there be some tradeoff for getting your own built in kritzkreig uber?
It shouldn't, no.
Buuuuut it also probably shouldn't make it so one good soldier can completely shut you down or reduce you to flare pokes either.
All these phlog changes just baffle me. It was fine, if kinda dumb, the way it was.
0
Caulk Bite 6One of the multitude of Dans infesting this placeRegistered Userregular
it's fairly obvious
valve hates pyros
+2
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
I played pyro for the first time in a while last HonC (some backburner and some degreaser) and it still felt fine, tbh
airblast is still really the only way around solly's bullshit atm
Phlog nerf is rough. Pyros are usually at very low health when they get the phlog ready to go, going to be pretty easy to just back up and blow them up before they get in range now. Unless they manage to charge it, get away and get health, and then come back to use it.
Still a good distraction/medic buddy target but to situational for my taste. Back to the stock flamethrower I go.
I can't see a phlog pyro beating a Soldier now...
Without healing or being able to mitigate damage (airblast), you're just losing too much health while closing the distance.
Unless you flank him, with your zero options for advanced movement.
Maybe they're expecting Pyros to charge the phlog with the flare guns and then hide around corners to try and catch a group of people in MMPH?
But they also increased the MMPH bar..
why should the phlog be as good as an airblast-having flamethrower against soldiers in the first place, shouldn't there be some tradeoff for getting your own built in kritzkreig uber?
Because Soldiers are the good-all-arounders of TF2. If you can't beat them in some scenario, then you are not good at or for anything by definition.
Phlog nerf is rough. Pyros are usually at very low health when they get the phlog ready to go, going to be pretty easy to just back up and blow them up before they get in range now. Unless they manage to charge it, get away and get health, and then come back to use it.
Still a good distraction/medic buddy target but to situational for my taste. Back to the stock flamethrower I go.
I can't see a phlog pyro beating a Soldier now...
Without healing or being able to mitigate damage (airblast), you're just losing too much health while closing the distance.
Unless you flank him, with your zero options for advanced movement.
Maybe they're expecting Pyros to charge the phlog with the flare guns and then hide around corners to try and catch a group of people in MMPH?
But they also increased the MMPH bar..
why should the phlog be as good as an airblast-having flamethrower against soldiers in the first place, shouldn't there be some tradeoff for getting your own built in kritzkreig uber?
It shouldn't, no.
Buuuuut it also probably shouldn't make it so one good soldier can completely shut you down or reduce you to flare pokes either.
All these phlog changes just baffle me. It was fine, if kinda dumb, the way it was.
You mean like a leafblower can reduce the soldier to shotgun spam?
0
turtleantGunpla Dadis the best.Registered Userregular
Phlog nerf is rough. Pyros are usually at very low health when they get the phlog ready to go, going to be pretty easy to just back up and blow them up before they get in range now. Unless they manage to charge it, get away and get health, and then come back to use it.
Still a good distraction/medic buddy target but to situational for my taste. Back to the stock flamethrower I go.
I can't see a phlog pyro beating a Soldier now...
Without healing or being able to mitigate damage (airblast), you're just losing too much health while closing the distance.
Unless you flank him, with your zero options for advanced movement.
Maybe they're expecting Pyros to charge the phlog with the flare guns and then hide around corners to try and catch a group of people in MMPH?
But they also increased the MMPH bar..
why should the phlog be as good as an airblast-having flamethrower against soldiers in the first place, shouldn't there be some tradeoff for getting your own built in kritzkreig uber?
It shouldn't, no.
Buuuuut it also probably shouldn't make it so one good soldier can completely shut you down or reduce you to flare pokes either.
All these phlog changes just baffle me. It was fine, if kinda dumb, the way it was.
You mean like a leafblower can reduce the soldier to shotgun spam?
It is way harder to accurately time and aim air-blasts consistently than to shoot rockets at dudes.
+5
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
how about we flat cut the damage of the rocket launcher and sticky launcher by 50%
they'll still probably be the best classes, because heavies can still be grenaded to death
stickies are already pretty nerfed, I feel like they are in a good place now where it's not worth airbursting them over using the pipe launcher, while still being good as a trap.
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
wait they got renerfed again? What happened after they reverted the takes-extra-time-to-prime-to-full-damage change a few months back?
Damage resistance on the bodies(not head) of the three of them to equal around 50 more life
Super devastating weapons that either take a while to set up but have a continuous stream, or can unload immediately but limited clips and long reloads require tactical backing up/shotgun use to finish things up. Additional health because the game is far more lethal nowadays than it was a few years back and even heavies just evaporate in front of most classes
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Posts
I taunted after capping :rotate:
This is a short video of me hitting something:
https://www.youtube.com/watch?v=2vatdiVAa-E
This is a really long video of me not hitting much of anything:
https://www.youtube.com/watch?v=aM1licKRtIc
This is a medium length video of me hitting many things and then laughing and then Crash kills me:
https://www.youtube.com/watch?v=46GuraKmde4
Replays are fun.
Has something to do with the game not loading the weapon model, and since the weapon model is his hands, stump arms.
Also jukebox, the person who created the moonshiner rig props on moonshine_event, is working on the dinosaur bone props for this map:
I mvpd as spy once. It was weird.
God dammit, the ONE DAMN TIME you could ever possibly get me to say that....
Let us know if you have any updates to the map, I know we found a couple/three of things last night that were off.
The snow box on A needs to be moved down one unit as well, when you look at it from the side it's hovering oddly over the caution tape. It might make sense to delete the caution tape func_brush that's there and redo it so it's flush with the concrete.
Some lighting glitches have shown up, the door frame on blu's right exit on their first spawn area has a pitch black texture. And the little room outside red's back exit needs some kind of fill light in there, it looks weird in there. That little room where there used to be a box of dynamite prop.
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Fixed not seeing team names in the scoreboard on dedicated servers using tournament mode
Fixed the Nostromo Napalmer drawing the flamethrower pilot light by mistake
Fixed the Engineer's Wrangler contract updating points while the player is not an Engineer
Updated the campaign stamp images in the scoreboard and win panel
Updated the model/materials for The Federal Casemaker
Updated the model/materials for The Dictator, which can now be equipped by all classes
Updated the localization files
Updated the Phlogistinator
No longer restores player to max health on MMMPH activate
Increased amount of damage required to fill MMMPH meter to 300 from 225
Updated koth_highpass
Removed unnecessary detail props
Revised fade-distances
Turned some brushwork into props
Revised hints and skips
Added nobuild entity on the ramps in front of spawn
Improved cliff displacements
Revised some details and textures
I'm guessing Crash is behind some of those Highpass changes.... and YAY PHLOG NERFS!
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
hell keep the health and lower it to minicrits, I would much prefer pyros with a method of healing/escaping engagements rather than a super crazy kill tool
I'm the one that deletes everything!
Still a good distraction/medic buddy target but to situational for my taste. Back to the stock flamethrower I go.
https://www.youtube.com/watch?v=tovlscp5iMU
(This was made by the same person that is working on the Solider to Crash sound mod)
And yeah, I totally ran through it and made the mapper super sad picking apart all the extra things he didn't need. (suck it, @xzzy) He said he was going to have to make some tough cuts for this.
I can't see a phlog pyro beating a Soldier now...
Without healing or being able to mitigate damage (airblast), you're just losing too much health while closing the distance.
Unless you flank him, with your zero options for advanced movement.
Maybe they're expecting Pyros to charge the phlog with the flare guns and then hide around corners to try and catch a group of people in MMPH?
But they also increased the MMPH bar..
Might need to combo this with my hit sound of you saying "heh".
why should the phlog be as good as an airblast-having flamethrower against soldiers in the first place, shouldn't there be some tradeoff for getting your own built in kritzkreig uber?
It shouldn't, no.
Buuuuut it also probably shouldn't make it so one good soldier can completely shut you down or reduce you to flare pokes either.
All these phlog changes just baffle me. It was fine, if kinda dumb, the way it was.
valve hates pyros
airblast is still really the only way around solly's bullshit atm
You mean like a leafblower can reduce the soldier to shotgun spam?
It is way harder to accurately time and aim air-blasts consistently than to shoot rockets at dudes.
they'll still probably be the best classes, because heavies can still be grenaded to death
longer spinup times for heavy
Damage resistance on the bodies(not head) of the three of them to equal around 50 more life
Super devastating weapons that either take a while to set up but have a continuous stream, or can unload immediately but limited clips and long reloads require tactical backing up/shotgun use to finish things up. Additional health because the game is far more lethal nowadays than it was a few years back and even heavies just evaporate in front of most classes
Yeah, it got reverted after like 2 weeks because of 6s players moaning about it.
I assume he might want to talk about it himself, but the latter has a new alpha map that's uploaded that he's interested in seeing played. pl_geiser.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch