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.
The Guiding Principles and New Rules
document is now in effect.
Team Fortress 2 on PC: I appear to have burst into flames.
Posts
I am also overjoyed you seem to fear me.
Really it's a win-win situation.
Time to see how scaleable Valve's much-vaunted engine really is.
I played it reasonably well (Medium-ish settings) on a 6 year old Dell.
I havent actually played you yet but from what I hear my avatar is apt plenty.
Im finding playing pyro is compensating quite nicely for my high ping. sniper was my 'main' class as it were but i found it just to unreliable on the PA american servers. pyro is not just easier to play but hella fun too.
we totally need some kind of EU team too. those yanks get their fun.
I played a remake of Warpath on the [BAY] clan server a while back.
Was that the one you were talking about? It was decent. At this point, it's the the only map I look forward to since that server runs Labor and then that shitty Avanti remake, now with added fog.
MKDS Friend Code: 476-802-986-689
AC:WW Friend Code:3823-1420-6253
Pokemon Friend Code: 3222 2050 0417
In my experience, all hit detection from my shots has been client-side. Having a high ping does result in situations like being backstabbed even though you have just turned to face a Spy (because to the Spy you have yet to turn around), but that does also work to the high ping player's advantage. I see no reason to whine over pings.
Two preferably
I will be on in a couple of minutes stand by for more headshots.
T-shirts | Last.fm | Flickr | dA
Really, the only weapons I can't use well on my ping (~700ms) are the needlegun, flamethrower, and partially demoman.
Needlegun isn't hitscan, and doesn't do splash so it's really hard to hit anything moderately speedy.
Flamethrower is also not a hitscan, and I'm pretty sure that in order for me to hit somebody while chasing them, I need to actually be running in front of them, shooting the direction they are running.
Demoman has a half second or so delay from when I click to when it launches, same for detonating stickies. That can be a hassle, but the splash damage usually compensates. Same for soldier, but the rockets are a lot easier to use than the grenades, since I can just shoot the ground and they will explode, as opposed to praying the person runs into my grenades mid flight.
If by jamming we mean alternating between murdering each other and fighting alongside each other
You're absolutely right. Sorry that I whined about pings-OH WAIT I DIDN'T. Burned.
I had quite a streak as pyro last night in that one game. I signed on late in the middle of dustbowl and started tearing it up on offense... then after we won, since I joined late, it autobalanced me back to the new blue team, where I tore it up again... because there were awesome healers on both teams, which is all it takes for a pyro to tear it up props to Asiina, Cryohazard, and omg I forget who the medic was on the other team who kept ubering me.
IDEA 1: Crit changes
I can't speak for everybody, but I, at least, hate random crits. I hate being critted out of nowhere for an instant kill, and I feel bad when I crit someone, because he probably didn't deserve the crit he handed out and neither do I when I fire them. But, crits are an important part of TF2's focus on 'momentum', so they should stay in some capacity.
I think a better way to do it is change how crits work. Currently, there's a base crit rate of ~5% and as you gain points your crit chance goes up dramatically for a time (~20% I read somewhere, probably the old thread?) that is reset when you die. (Is this correct?) I propose a change to crits so that they aren't random at all. For every x points - say, 3 - in a life, you get an activatable crit stock that, when used, makes your next shot or burst a crit. The crit stock wouldn't stack if you got 3 more points before you used your current crit and would disappear if you died before use. The crit would be activated by a key, so you can decide when to use it. By default, shift and F aren't bound at all, so there's two easy to reach keys that could be put to good use.
Some foreseeable objections:
1. More complicated mechanics for beginners
Since it's a universal mechanic applicable to all classes, I don't think it would be too hard to learn to use. Hard to use well, perhaps, but so're a lot of things.
2. Some classes would get less use out of a guaranteed crit
The only class I can think of that the change wouldn't benefit is Spy - and even then, a good crit revolver shot is painful, and could be used to defend against Pyros or to help snipe off a hard-to-approach Engineer. This would really help Medics - they'd practically always have a crit stock, so they can defend themselves better with a well-placed Bonesaw instead of praying for a crit that might not come. Snipers, too, would get good use - they could either make a crit bodyshot on command or save it for their Kukri/SMG in self-defense.
3. Crits wouldn't be random
This is the intent, yes. The idea is that, if one gets critted, you know that the guy earned his crit and used it well instead of it just being the luck of the draw.
IDEA 2: Butterfly Knife change
Nobody likes frontstabs - while they happen most often when the Spy sees the target's back and the target is staring down the Spy, there are documented cases where a Spy knowingly stabs a target in the face and still gets the backstab. This is a problem, and not the only one. Knife attacks from the sides also sometimes work, sometimes not, and nearly always cost the spy his life when it fails. Beyond that, targets camping in corners can't be backstabbed at all, barring frontstab bullshit. Platforms to jump on near enough to the target aren't always available, and are in any case enough of a giveaway that the spy is probably dead before he can get the stab off.
The solution I propose is to make the butterfly knife be a charge-up swing weapon. Holding the attack button down for x seconds would make the spy raise his knife slowly, and bring it down for an instant kill the moment the bar maxes out, from any direction. Cancelling early would result in a normal weak swing from any direction. A disguise would not break until a swing is executed, either normally or charged (switching out weapons before the charge finishes would or would not break the disguise - I don't know which would be fairer).
This change would make it so that the spy can still do his job in ambiguous latency and solves the frontstab problem by sidestepping it completely. Overall, it gives him a better chance at completing his mission without significantly changing playstyle.
Foreseeable objections:
1. Can't chain backstab 5 doods as fast
Chances are, if you can backstab five guys in a row without any of them noticing, you could have taunted after each kill and still get them all. It is a nerf in that regard, but not a significant one.
2. Spies would be able to just run up and kill people easily
With how easy spy checks are, if a spy tries to just run up and shank people in the face, he'll be shotgunned down from six directions at once before he gets near anyone. The spy will still need to cloak behind targets and generally try really hard not to be seen or he'll just get flamed, shotgunned, rocketed, and piped in the span of half a second like normal.
3. Lower movement speed classes can't get away from spies charging in
This would be a problem, but every class slow enough for a spy to catch up to like that has the firepower to kill the spy nigh-instantaneously. In any case, even the heavy's minigun would be able to spin up and shoot faster than the backstab charge, or the heavy can just shotgun twice.
4. Lol, theorycraft
I know. ;_;
Thoughts?
also: wtb more ppl on job's server! we're doing melee only til it fills...
Take care Sonic o7
I got more dominations and backstabs in one round, giving me a new record of 17 backstabs on dustbowl! checkout the screen, i got another record this time: OVER 300 POINTS right before the map ended.
Allowing people the ability to run around with charged one hit kill melee weapons is not cool. Coming from someone who has 27 hour playtime in spies, I can easily say the butterfly knife is as balanced as possible right now
The only problem that stems from it are related to the back hitboxs and client-server connections
Some of the back hit boxes can be reached from the side of players if aimed correctly. This is why you can get stabs from the side, which are great against snipers and the like
The thing with frontstabs is that it's either lag or a lucky click. I click on your back hitbox, and you suddenly wipe around. The game has registered a backstab, there's a delay that the animation brings about, so by the time I really stab, you're turned around and get the full brunt of the backstab
Another case is when a spy and someone else are flailing widely with melee weapons, running around trying to get a hit. By a lucky click I could hit your back hitbox as you run by me say, and whenever I turn and have my crosshair on you, I backstab you even though you were facing me.
And spies should be able to chain backstabs. That's the point. If I sneak past the offense and cannot stab the two medics and heavy in quick succession, my being a spy (where is the point is to hinder the offense/defense to the point of cripple) is completely pointless.
No, no, it wouldn't be chargable in that sense. The moment the bar maxes out, the knife comes down - no holding charge. Also, the situation of the two medics and heavy would still be workable like this - given human reaction times, you'd have more than enough time to get two of the three before anyone notices - and the third one would take the knife to the face if he did realize what was going down.
(Also regarding frontstabs, it is due to latency issues, yes, but it is still a problem that should be dealt with in some way. I figure this is a good solution short of giving everybody their own personal T3 line)
Also, anyone get a screen shot from last nights dustbowl game when my sentry gun some how managed to TK 2 of my teammates apparently? I'm still confused by that, and those came up after I had abandoned it.
Gumpy camping the blue teleporter =\
It's like he's moonwalking over my dismembered corpse!
(it was Sonictk's partay so it's ok)
Had great times ubering you Tav:P
It all went downhill when Gumpy teamswitched....
I have a theory on how the servers fill up...
It's nearly always Job's server that fills up first and I'm guessing this is because it gets the best ping (well not at the moments for some reason) from Europeans, who are the first to start playing so everyone joins them to play.
So if all the europeans pile into the europe server when they start playing, it'll remain fairly populated for quite a few hours as everyone else will join them to get a game going, eventually moving to Job's/Jon's servers when we go to bed.
i turned around the other day to see a spys downstroke from a backstab that damn nearly went straight into my back.
but he missed entirely and i chased him down and killed him with a bottle.
Piccies
PSN: JPBrowncoat Xbox: BamSaidTheLaday Also on Steam! Streaming games!
I AM STILL HERE
I will probably have one more game with you guys tomorrow before I am forcibly dragged out of my room and put to sleep
In other news that was a great par tay game I had just now especially when I was building sneaky sekret teleporters, thanks for the fun everyone.
EDIT: Faking accents when playing with you guys is really funny.
T-shirts | Last.fm | Flickr | dA