So I know a bunch of you see me on the servers, and how I'm a spectacularly mediocre player. This gives the ability to test out weapons.. logic being, if I do much better than normal using a weapon, there's probably something wrong with it.
I preset my efforts using the Huntsman:
Seriously, if I can top the point charts on a PA server with the bow and arrow, the weapon needs some fixing.
I wish I would have taken a screenshot of my run with the huntsman the other night where I had like 2 points or something.
Definitely totally broken and needs fixing to make it more difficult to hit things.
Also, for every time that someone complains about leafblower knockback on ubers, I've had a time where I tried to knockback an uber and it either didn't work (sometimes the knockback behaves oddly) or the ubered person just turns around and kills me.
IMO, you're just plain good with the Huntsman, and you had a good night to boot.
I've seen a whole bunch of wannabe snipers (myself included) clean house with the Huntsman. It's all fire and forget, the only "skill" it requires is putting an arrow in the general vicinity of an enemy player. The original is 10 times harder to use, and the only sniper I respect are the ones that use the rifle.
IMO, you're just plain good with the Huntsman, and you had a good night to boot.
I've seen a whole bunch of wannabe snipers (myself included) clean house with the Huntsman. It's all fire and forget, the only "skill" it requires is putting an arrow in the general vicinity of an enemy player. The original is 10 times harder to use, and the only sniper I respect are the ones that use the rifle.
Thank god I don't play for respect then.
Because the Huntsman is about 100 times more fun to use.
IMO, you're just plain good with the Huntsman, and you had a good night to boot.
I've seen a whole bunch of wannabe snipers (myself included) clean house with the Huntsman. It's all fire and forget, the only "skill" it requires is putting an arrow in the general vicinity of an enemy player. The original is 10 times harder to use, and the only sniper I respect are dead already.
The huntsman really only feels a little unfair against heavies since there's not really anything they can do about it. But thats more the heavy's problem
Because the Huntsman is about 100 times more fun to use.
Yea I don't know, I agree with toxic.
It's more fun and takes more skill to use imho.
Sure you can kill people while spamming it and you can't do that with the rifle, but to be consistent and devastating with it, you need to lead shots similar to the rocket launcher or flaregun.
The Huntsman is frustrating for me because I will fire arrows in the general direction of people and will watch the arrows go where the person should be, but then they don't actually hit the person.
Solution:
Step1: turn weapon towards pyro
step2: press m1
step3: continue what you were doing
Alternate Solution:
Step1: have more than the medic and ubered person run in
Step 2: have the other people who are not ubered kill the pyro
Step 3: continue raping defenses.
-but oh no having 3 people do an offensive rush instead of 2 is too much hard work I can't do it wahh waahhh waaahhh
Honestly this sounds like a bunch of whining because you can't roll over some defenses without a modicum of teamwork.
Even with me pyro blasting ubers at every chance I get, our defenses almost always get rolled over by the end of the time limit. So I think its nice having a way to make the offense/defense more challenging.
that's one guy pretty easily canceling out two guys working together and a minute of charging the uber
Remember solution 1? Shoot the fucking pyro; its not that hard to do.
Thus far I haven't heard of any other solutions to this "problem" that wouldn't make rolling over defenses really fucking easy.
CommunistCow on
No, I am not really communist. Yes, it is weird that I use this name.
pyro blowback should put out friendlies and hostilies alike
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Baroque And RollEvery spark of friendship and loveWill die without a homeRegistered Userregular
edited July 2009
Hey boys and girls, who else was playing on Jon's server the other night when we were reflecting arrows and baseballs? Did that footage ever get edited or uploaded anywhere?
Solution:
Step1: turn weapon towards pyro
step2: press m1
step3: continue what you were doing
Alternate Solution:
Step1: have more than the medic and ubered person run in
Step 2: have the other people who are not ubered kill the pyro
Step 3: continue raping defenses.
-but oh no having 3 people do an offensive rush instead of 2 is too much hard work I can't do it wahh waahhh waaahhh
Honestly this sounds like a bunch of whining because you can't roll over some defenses without a modicum of teamwork.
Even with me pyro blasting ubers at every chance I get, our defenses almost always get rolled over by the end of the time limit. So I think its nice having a way to make the offense/defense more challenging.
that's one guy pretty easily canceling out two guys working together and a minute of charging the uber
Remember solution 1? Shoot the fucking pyro; its not that hard to do.
Thus far I haven't heard of any other solutions to this "problem" that wouldn't make rolling over defenses really fucking easy.
maybe, and I know this is out there, but maybe BOTH teams could use these ubers to counter each other.
Remember guys there are other ways of taking out sentries besides an uber.
-You can do the whole spy sap + offensive class.
-bonk scout to distract the sentry + offensive class
-sniper to kill the engi and then his sentry
A heavy with natascha can counter an uber by himself by just slowing down the ubered class so they can't get close to the sentries they are trying to take out. Is the heavy + 100 ammo over powered now?
CommunistCow on
No, I am not really communist. Yes, it is weird that I use this name.
CommunityFortress.com writer MMZ>eXtine emailed Valve's Team Fortress 2 Lead Designer, Robin Walker, and asked him some interesting questions. His exclusive answers are below:
Q: Much to the delight of fans and customers, Valve has always believed in ensuring the longevity of their titles. Counter-strike's continued popularity is in large part due to the competitive scene that has developed around it, what are Valve's thoughts on the competitive TF2 scene at large?
A: We're excited to see the steady growth of the TF2 competitive scene around the world, and we try to keep track of what we can do to help it. So far, most of that help has taken the form of feature additions to the game, but in the future I think we'd like to get more insight into what else we can do. In particular, I'd like to build some more bridges to organizers within the competitive community, which is something we've tried to do but still continue to have trouble with.
As an example of the kind of work we could do for them, several of the competitive organizations have built external tools, server mods, and scripts to help organize & run their tournaments. We'd like to see if we could move some of those systems directly into the game.
Q: The Team Fortress 2 community has produced many great videos of their own, such as EgadPit's "Soldja Boy", the Scout advertising the Slap Chop, and the countless highlight/training videos. While you recently discussed an upcoming change in demo formats to enable users to easily get videos of exceptional plays, are there also going to be changes in the ways that SourceTV works and how these demos are edited in game?
A: Initially, the new demo system won't affect the SourceTV system, but we'd like to unify them at some point. Demos in the new format can be converted into a robust, "fatter" demo file that won't break, and supports a much greater editing capability than anything we've done before. In the first release the in-game demo viewer will remain similar to the previous version, albeit with full featured time scrubbing capability. In later releases we'll be improving the editing functionality within that viewer.
Q: Obviously a large focus of TF2 and the best way for new players to get involved with the game are the Public servers. These servers usually swing towards easy to understand maps that accommodate large player counts, such as: Dustbowl, Gold Rush, Badwater Basin, 2Fort, and Pipeline. With the vast majority of competitive TF2 matches being played using a 6v6 setup on CP maps such as Badlands, Granary, Well and smaller custom maps, how has this dichotomy affected the map making philosophy of the TF2 design team?
A: The quick summary is that it makes us less efficient, because it almost forces us to divide our workload up into work for each group. It's also disappointing that a couple of our most popular public game modes (Dustbowl style Attack/Defense, and Payload) don't really work at all with small team sizes. Still, we're optimistic as always, and are trying to tackle some of the problems that cause this split. We've got a map where we're trying out areas that modify themselves based on the number of players in the game, in the hopes that both public & competitive players can use it. We've got another new Attack/Defense map that's aimed at shorter, fixed time limit so that competitive teams can play a full round of it within the same timeframe that they play a 5 point CP match currently (unlike Dustbowl/Payload where matches could take over an hour). And we're got new 5 point CP & CTF maps in the works that we know will work for everyone.
Q: This split between the well designed casual public server gameplay and the desires of more competitive gamers has always been a bit of a sore point for TF2. Do you feel like there needs to be an attempt to reconcile the two worlds of TF2 or does the competitive scene need to be accommodated separately from the public scene?
A: Clearly the two groups have different goals, and from that different desires, so our job is to try and find ways to please each of them without hurting the other. While doing that, we try and be as efficient as possible by making changes that serve both. That said, we occasionally do work specifically for one of the groups because the work is valuable enough even without the wide appeal. Examples of that would be things like the Payload game mode for public players, or Tournament mode & its associated server settings for competitive players.
Q: It has been announced that Left 4 Dead will be implementing a match making system where four players can search for a Versus game together, it has also been previously reported that some of the L4D match making system might make its way into Team Fortress 2, are there plans to implement a similar system for Team Fortress 2 featuring 6v6 matches or even the "Highlander" game mode to help promote the competitive pick up game scene?
A: We'd like to use the L4D matchmaking work, but they're still iterating on it right now, so we'll see where they end up. Highlander mode is always something we thought was really neat, but it wasn't clear how valuable it'd be, because public players seem to want more than 9 players per team, and competitive players want less. Since the class limit feature lets you essentially organize it yourself, we thought we'd done enough. If you want extra features or support around that though, feel free to send us your thoughts.
Q: When the random drop system was implemented with the Spy/Sniper update pack there was a backlash against it due to the random nature of unlocking the newly released weapons. There was also speculation that the system could be used to dole out randomized items in the fashion of Diablo and other RPGs. While the ability to unlock the new weapons through achievements satiated the hardcore players, did the backlash negate any such plans to expand the random drop system or is the current implementation and the help it gives new players all that was intended?
A: I think we've learned that the random drop system is only good for some types of things, like the rare cosmetic hats. It's good for delivering items to newer players over time, so they're not swamped with choices when they're starting out, and they're not required to grind achievements to get them once they reach the point where they want to start making strategic choices. For competitive players, it's obviously a bad way to deliver items. At the very least, future packs will allow you to use achievements to get the new items, but we might move to a mode where we just give them to you. As part of our goal of supporting tournaments more, I think we'll probably add better tools for them to control exactly what players can & can't use within matches.
Q: With only two more class movies left to produce and 3 classes waiting to receive unlockable weapons (Soldier, Demo, and Engineer) we are getting closer and closer to the end of announced future content for TF2. Can TF2 fans continue to expect major modifications to the game or will most of the updates be of a smaller nature?
A: We don't really know yet, to be honest. We've still got lots of ideas for what we could do with TF2, but in the short term we'll continue to do what we've done up until now: not plan too far ahead, so we can remain fluid and reactive to the feedback we get from players. We already have a couple of large updates in the works that aren't tied to a specific class, so we'll see what you think of those.
Q: While obviously a smaller portion of the TF2 audience, there is a significant audience of console players who love TF2 and are devoted to it despite the archaic version they are playing. Any comment concerning updates for the Xbox 360 version of TF2?
A: We have a title update in certification right now that will address the server cheating that's going on, and adds a few of the requested settings to run matches. Unfortunately, we still don't have an update on shipping the class packs.
Thanks again to MMZ>eXtine and Robin Walker for their time spent on this interview. Be sure to discuss it on our TF2 forums.
Remember solution 1? Shoot the fucking pyro; its not that hard to do.
Thus far I haven't heard of any other solutions to this "problem" that wouldn't make rolling over defenses really fucking easy.
lol.
you can kill the pyro, but it takes up most or all the uber, which is still disproportionate for one class. heavies can do it without wasting the whole uber, but demos and pyros dont have the option for a quick kill while theyre being bounced.
defenses werent completely rolled before they implemented the airblast. airblasts aren't required as a linchpin for a defense. but their effect is usually a disproportionate payoff/sacrifice.
Hey boys and girls, who else was playing on Jon's server the other night when we were reflecting arrows and baseballs? Did that footage ever get edited or uploaded anywhere?
If I remember properly, it was Lustre who was recording. You'd have to track him down.
you can kill the pyro, but it takes up most or all the uber, which is still disproportionate for one class.
disproportionate for one class.
Think about this. You're saying that having a reliable defense against 8 seconds of complete invulnerability is a bad thing. I mean, your argument is the exact same as the original arguments for the implementation of the airblast. No one class should have an ability that completely changes the course of the game, and that's why they've been steadily adding counters to the uber.
Besides, how often does an airblast defense work? 20% of the time, maybe? The only way a pyro's getting away with it for more than a second is if he's got his team backing him. Any other time and he should be dead immediately, yes, even if the uber is a demo.
you can kill the pyro, but it takes up most or all the uber, which is still disproportionate for one class.
disproportionate for one class.
Think about this. You're saying that having a reliable defense against 8 seconds of complete invulnerability is a bad thing. I mean, your argument is the exact same as the original arguments for the implementation of the airblast. No one class should have an ability that completely changes the course of the game, and that's why they've been steadily adding counters to the uber.
Besides, how often does an airblast defense work? 20% of the time, maybe? The only way a pyro's getting away with it for more than a second is if he's got his team backing him. Any other time and he should be dead immediately, yes, even if the uber is a demo.
I get away with it 60% + of the time but I don't always survive for the full uber. The other 40% of the time the person who is ubered actually pays attention to me and kills me or someone else on their team kills me.
If the person who was ubered tried to kill me as soon as they saw me instead of spamming somewhere else then I guess it would work maybe 20% of the time.
Edit: A sniper can kill the medic before he pops his uber, a spy can do the same. Does that make these classes overpowered because they can stop an from happening?
CommunistCow on
No, I am not really communist. Yes, it is weird that I use this name.
Don't forget that the Ubercharge takes a while to fill up. Scouts, Snipers, and Spies already act as Uber counters by reliably targeting Medics. Just filling the Ubercharge is the majority of the battle for the Medic; having a couple classes that can stop the Uber cold (Pyros, Scouts with the Spandvut) gets into the territory of too many counters.
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My favorite musical instrument is the air-raid siren.
I read it but there was so much about competition play which I don't care about at all. The only interesting tid bit was the vague answer to the 'item drop' topic.
I would have liked some more answers about the next 3 class updates and any plans for feature updates after that.
CommunistCow on
No, I am not really communist. Yes, it is weird that I use this name.
the interview is interesting but reveals very little actual useful information.
They want to take over for the mod community to enable pro game settings. They want better demo recording. They want better demo recording in SourceTV. They want better maps, they don't want a team matchmaking system in TF2.
Don't forget that the Ubercharge takes a while to fill up. Scouts, Snipers, and Spies already act as Uber counters by reliably targeting Medics. Just filling the Ubercharge is the majority of the battle for the Medic; having a couple classes that can stop the Uber cold (Pyros, Scouts with the Spandvut) gets into the territory of too many counters.
But a well executed uber (good timing, whole team pushes, all sentries die, etc) pretty much spells doom for any defense. Even a mediocre uber can completely change the pace of a battle. I'd say this happens far more often than a pyro can wreck the uber with airblasts.. and therefore, I think the existing balance of ubers and counters is just about perfect.
I read it but there was so much about competition play which I don't care about at all. The only interesting tid bit was the vague answer to the 'item drop' topic.
Competition play is lame. It completely ruins Halo, because Bungie spends all their time trying to make the MLG wankers happy.
"BR starts for everyone? Sure, why not!"
Seriously, the day MLG starts paying attention to TF2, the game will be changed forever (and probably not in a good way).
I read it but there was so much about competition play which I don't care about at all. The only interesting tid bit was the vague answer to the 'item drop' topic.
I would have liked some more answers about the next 3 class updates and any plans for feature updates after that.
Q: With only two more class movies left to produce and 3 classes waiting to receive unlockable weapons (Soldier, Demo, and Engineer) we are getting closer and closer to the end of announced future content for TF2. Can TF2 fans continue to expect major modifications to the game or will most of the updates be of a smaller nature?
A: We don't really know yet, to be honest. We've still got lots of ideas for what we could do with TF2, but in the short term we'll continue to do what we've done up until now: not plan too far ahead, so we can remain fluid and reactive to the feedback we get from players. We already have a couple of large updates in the works that aren't tied to a specific class, so we'll see what you think of those.
I read it but there was so much about competition play which I don't care about at all. The only interesting tid bit was the vague answer to the 'item drop' topic.
Competition play is lame. It completely ruins Halo, because Bungie spends all their time trying to make the MLG wankers happy.
"BR starts for everyone? Sure, why not!"
Seriously, the day MLG starts paying attention to TF2, the game will be changed forever (and probably not in a good way).
Except whereas competitive play on games like Halo is shitty, it is in fact very interesting, varied, and exciting to watch on a lot of PC games
Also, there isn't really anything like BR starts you can do with TF2, besides no crit, which is in place for everything competitive anyway
Put [strike]ctf_aurora[/strike] [strike]pl_frontier[/strike] [strike]pl_cliffhanger[/strike] pl_db_heights_v5 on Job's and delete cp_junction from all servers on the internet.
Job put dbheights_b5 up on his server.
Please, pm me screenshots of any errors you may find or suggestions. Thanks!
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CorporateLogoThe toilet knowshow I feelRegistered Userregular
I read it but there was so much about competition play which I don't care about at all. The only interesting tid bit was the vague answer to the 'item drop' topic.
I would have liked some more answers about the next 3 class updates and any plans for feature updates after that.
Q: With only two more class movies left to produce and 3 classes waiting to receive unlockable weapons (Soldier, Demo, and Engineer) we are getting closer and closer to the end of announced future content for TF2. Can TF2 fans continue to expect major modifications to the game or will most of the updates be of a smaller nature?
A: We don't really know yet, to be honest. We've still got lots of ideas for what we could do with TF2, but in the short term we'll continue to do what we've done up until now: not plan too far ahead, so we can remain fluid and reactive to the feedback we get from players. We already have a couple of large updates in the works that aren't tied to a specific class, so we'll see what you think of those.
Yea exactly. That is a political answer right there. They didn't say shit other than "we don't know what we are going to do"
CommunistCow on
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hey, my first appearance in screenshot form here!
I wish I would have taken a screenshot of my run with the huntsman the other night where I had like 2 points or something.
Definitely totally broken and needs fixing to make it more difficult to hit things.
I've seen a whole bunch of wannabe snipers (myself included) clean house with the Huntsman. It's all fire and forget, the only "skill" it requires is putting an arrow in the general vicinity of an enemy player. The original is 10 times harder to use, and the only sniper I respect are the ones that use the rifle.
Thank god I don't play for respect then.
Because the Huntsman is about 100 times more fun to use.
fixed.
It's more fun and takes more skill to use imho.
Sure you can kill people while spamming it and you can't do that with the rifle, but to be consistent and devastating with it, you need to lead shots similar to the rocket launcher or flaregun.
Remember solution 1? Shoot the fucking pyro; its not that hard to do.
Thus far I haven't heard of any other solutions to this "problem" that wouldn't make rolling over defenses really fucking easy.
SteamID: Baroque And Roll
maybe, and I know this is out there, but maybe BOTH teams could use these ubers to counter each other.
-You can do the whole spy sap + offensive class.
-bonk scout to distract the sentry + offensive class
-sniper to kill the engi and then his sentry
A heavy with natascha can counter an uber by himself by just slowing down the ubered class so they can't get close to the sentries they are trying to take out. Is the heavy + 100 ammo over powered now?
lol.
you can kill the pyro, but it takes up most or all the uber, which is still disproportionate for one class. heavies can do it without wasting the whole uber, but demos and pyros dont have the option for a quick kill while theyre being bounced.
defenses werent completely rolled before they implemented the airblast. airblasts aren't required as a linchpin for a defense. but their effect is usually a disproportionate payoff/sacrifice.
take it easy
If I remember properly, it was Lustre who was recording. You'd have to track him down.
Think about this. You're saying that having a reliable defense against 8 seconds of complete invulnerability is a bad thing. I mean, your argument is the exact same as the original arguments for the implementation of the airblast. No one class should have an ability that completely changes the course of the game, and that's why they've been steadily adding counters to the uber.
Besides, how often does an airblast defense work? 20% of the time, maybe? The only way a pyro's getting away with it for more than a second is if he's got his team backing him. Any other time and he should be dead immediately, yes, even if the uber is a demo.
Do it oh please oh please do it. right now.
I get away with it 60% + of the time but I don't always survive for the full uber. The other 40% of the time the person who is ubered actually pays attention to me and kills me or someone else on their team kills me.
If the person who was ubered tried to kill me as soon as they saw me instead of spamming somewhere else then I guess it would work maybe 20% of the time.
Edit: A sniper can kill the medic before he pops his uber, a spy can do the same. Does that make these classes overpowered because they can stop an from happening?
I read it but there was so much about competition play which I don't care about at all. The only interesting tid bit was the vague answer to the 'item drop' topic.
I would have liked some more answers about the next 3 class updates and any plans for feature updates after that.
They want to take over for the mod community to enable pro game settings. They want better demo recording. They want better demo recording in SourceTV. They want better maps, they don't want a team matchmaking system in TF2.
But a well executed uber (good timing, whole team pushes, all sentries die, etc) pretty much spells doom for any defense. Even a mediocre uber can completely change the pace of a battle. I'd say this happens far more often than a pyro can wreck the uber with airblasts.. and therefore, I think the existing balance of ubers and counters is just about perfect.
Competition play is lame. It completely ruins Halo, because Bungie spends all their time trying to make the MLG wankers happy.
"BR starts for everyone? Sure, why not!"
Seriously, the day MLG starts paying attention to TF2, the game will be changed forever (and probably not in a good way).
Except whereas competitive play on games like Halo is shitty, it is in fact very interesting, varied, and exciting to watch on a lot of PC games
Also, there isn't really anything like BR starts you can do with TF2, besides no crit, which is in place for everything competitive anyway
Job put dbheights_b5 up on his server.
Please, pm me screenshots of any errors you may find or suggestions. Thanks!
Yea exactly. That is a political answer right there. They didn't say shit other than "we don't know what we are going to do"
Jarate shouldn't be team specific. Puts out all fire, depresses everyone.
kpop appreciation station i also like to tweet some