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TF2 Feature Requests and Bug Fixes
1
#1
0 Frags +

I'm posing this question to you guys in order to funnel Valve feedback on how to better support the competitive scene.

To start, let's focus on concrete ideas/features/fixes that Valve can release in the short term, taking into consideration:

  • magnitude of the effect on the competitive TF2 community
  • ease of implemenetation

Be thorough in your responses. If it's a bug you're pointing out, please be specific and also detail how to reproduce it.

Stay on topic -- jokes/spam/flaming will be deleted.

I'm posing this question to you guys in order to funnel Valve feedback on how to better support the competitive scene.

To start, let's focus on concrete ideas/features/fixes that Valve can release in the short term, taking into consideration:
[list]
[*] magnitude of the effect on the competitive TF2 community
[*] ease of implemenetation
[/list]

Be thorough in your responses. If it's a bug you're pointing out, please be specific and also detail how to reproduce it.

[i]Stay on topic -- jokes/spam/flaming will be deleted.[/i]
2
#2
44 Frags +

Fix invisible players.

This happens when playing as well as when in SourceTV.

Typically starting and stopping a demo fixes this, but this isn't very convenient when you're already recording a demo...

This has a huge effect when playing and you can't see an enemy (or you can only see their hat, which somehow is still properly attached to their playermodel).

Fix invisible players.

This happens when playing as well as when in SourceTV.

Typically starting and stopping a demo fixes this, but this isn't very convenient when you're already recording a demo...

This has a [i]huge[/i] effect when playing and you can't see an enemy (or you can only see their hat, which somehow is still properly attached to their playermodel).
3
#3
-23 Frags +

Tbh its silly to ask for the support when each region has its own ruleset on how 6s are played (eg unlocks, timelimits and winlimits).
That would be amazing if the headadmins of all leagues had a chat and came up with one ruleset for all, to which therefore Valve could implement things.

Tbh its silly to ask for the support when each region has its own ruleset on how 6s are played (eg unlocks, timelimits and winlimits).
That would be amazing if the headadmins of all leagues had a chat and came up with one ruleset for all, to which therefore Valve could implement things.
4
#4
18 Frags +

Fix the muting of game audio when playing on bball maps.

When this happens you can hear the announcer at full volume, but all shots etc are very muted. The sound usually fixes itself after 5 minutes.

Fix the muting of game audio when playing on bball maps.

When this happens you can hear the announcer at full volume, but all shots etc are very muted. The sound usually fixes itself after 5 minutes.
5
#5
5 Frags +

Post links to competitive resources (e.g. teamfortress.tv) on their official website. Include message explaining the existence of the competitive TF2 scene
>Magnitude: Can draw new players into the scene??? as the information required is laid out before them without the need to research themselves
>Ease of implementation: Depends if valve endorses competitive tf2, AFAIK it's leaning towards the highlander scene, but players from highlander do transition to 6s sooooo

oh shit misread question disregard

Post links to competitive resources (e.g. teamfortress.tv) on their official website. Include message explaining the existence of the competitive TF2 scene
>Magnitude: Can draw new players into the scene??? as the information required is laid out before them without the need to research themselves
>Ease of implementation: Depends if valve endorses competitive tf2, AFAIK it's leaning towards the highlander scene, but players from highlander do transition to 6s sooooo

oh shit misread question disregard
6
#6
43 Frags +

Fix the default network convars used for tf2.

New players shouldn't have to worry about setting cl_interp.

The default values are something like
cl_updaterate 20
cl_cmdrate 20
cl_interp .1

These result in horrible additional and unnecessary game lag, smarter game defaults would go a long way to improving the experience of new players. Really bad networks may need these settings, but honestly these defaults are from 15+ years ago and they no longer make sense.

These should be set by default: (in -autoconfig!!!)
cl_updaterate 66
cl_cmdrate 66
cl_interp .033

Fix the default network convars used for tf2.

New players shouldn't have to worry about setting cl_interp.

The default values are something like
cl_updaterate 20
cl_cmdrate 20
cl_interp .1

These result in [i]horrible[/i] additional and unnecessary game lag, smarter game defaults would go a long way to improving the experience of new players. Really bad networks may need these settings, but honestly these defaults are from 15+ years ago and they no longer make sense.

[b]These should be set by default:[/b] (in -autoconfig!!!)
cl_updaterate 66
cl_cmdrate 66
cl_interp .033
7
#7
14 Frags +
Forsak3nTbh its silly to ask for the support when each region has its own ruleset on how 6s are played (eg unlocks, timelimits and winlimits).
That would be amazing if the headadmins of all leagues had a chat and came up with one ruleset for all, to which therefore Valve could implement things.

not really sure I see the relevance... suggestions can be format-agnostic

[quote=Forsak3n]Tbh its silly to ask for the support when each region has its own ruleset on how 6s are played (eg unlocks, timelimits and winlimits).
That would be amazing if the headadmins of all leagues had a chat and came up with one ruleset for all, to which therefore Valve could implement things.[/quote]
not really sure I see the relevance... suggestions can be format-agnostic
8
#8
3 Frags +

Great initiative.

I think they should interact with high-level competitive players , and participate to some competitive events ( Pretty much Insomnia) , and how #5 said , they should have links of important tf2 resources on their website.

And I guess just caring about the game more.

Great initiative.

I think they should interact with high-level competitive players , and participate to some competitive events ( Pretty much Insomnia) , and how #5 said , they should have links of important tf2 resources on their website.

And I guess just caring about the game more.
9
#9
21 Frags +

First off: if any Valve employees are reading this thread, I'd like to say thanks for everything you guys HAVE done, we really do appreciate it. That said, these are some things that I personally would love to see happen, in order of ease of implementation (in my opinion).

  • Add a console command, similar to the one for damage spread, that makes pipes have uniform rotation.
  • Add a new form of mouse accel that isn't dependent on fps.
  • Standardize commands to filter lightmaps, as well as further optimization for frames. A couple new console commands intended to help performance would be much appreciated, I have no technical skill to say if this is possible/a waste of time though.
  • Blog posts instead of news posts for international or big lans, one for each ESEA lan would be appreciated but it's understandable if that isn't doable.
  • Following up on the last bullet point: give comp.tf the publicity and recognition that the official tf2 wiki has recieved: in-game medals and a blog post asking for volunteers, as well as linking to the event page during LANs.
  • Create a position for a trusted competitive community member as an official correspondent to Valve. This person wouldn't be a valve employee by any means, nor would they receive a paycheck (although if you wanted to "hire" somebody you wouldn't see me complaining). Their purpose would be to serve as an official line of communication to the TF2 team. Ideally this community member would organize events in the community such as pick/ban pugs or different formats to give back weapon data, if that is still something you, Valve, are interested in.
  • Add 6v6 and 9v9 community servers (TF2center, EU pickups, etc.) as "beta" gamemodes in the Quickplay menu. Simply have it scan for servers running a competitive config (this is something we as a community should make: an official config with the same whitelist/class limits/time limit etc. for all public PUG services. Maybe we should consider pugging with a more open whitelist?). In the future this could potentially lead to matchmaking. If it does, one potential way for Valve to profit would be to make people need to have a little ticket, similar to MVM, to enter the lobby, and have people on the winning team recieve random item drops, again in the vein of MVM. I believe that the tried and trusted formula has the potential to work wonders with a community this driven and unified.
First off: if any Valve employees are reading this thread, I'd like to say thanks for everything you guys HAVE done, we really do appreciate it. That said, these are some things that I personally would love to see happen, in order of ease of implementation (in my opinion).

[list]
[*] Add a console command, similar to the one for damage spread, that makes pipes have uniform rotation.
[*] Add a new form of mouse accel that isn't dependent on fps.
[*] Standardize commands to filter lightmaps, as well as further optimization for frames. A couple new console commands intended to help performance would be much appreciated, I have no technical skill to say if this is possible/a waste of time though.
[*] Blog posts instead of news posts for international or big lans, one for each ESEA lan would be appreciated but it's understandable if that isn't doable.
[*] Following up on the last bullet point: give [url=http://comp.tf]comp.tf[/url] the publicity and recognition that the official tf2 wiki has recieved: in-game medals and a blog post asking for volunteers, as well as linking to the event page during LANs.
[*] Create a position for a trusted competitive community member as an official correspondent to Valve. This person wouldn't be a valve employee by any means, nor would they receive a paycheck (although if you wanted to "hire" somebody you wouldn't see me complaining). Their purpose would be to serve as an official line of communication to the TF2 team. Ideally this community member would organize events in the community such as pick/ban pugs or different formats to give back weapon data, if that is still something you, Valve, are interested in.
[*] Add 6v6 and 9v9 community servers (TF2center, EU pickups, etc.) as "beta" gamemodes in the Quickplay menu. Simply have it scan for servers running a competitive config (this is something we as a community should make: an [u]official[/u] config with the same whitelist/class limits/time limit etc. for all public PUG services. Maybe we should consider pugging with a more open whitelist?). In the future this could potentially lead to matchmaking. If it does, one potential way for Valve to profit would be to make people need to have a little ticket, similar to MVM, to enter the lobby, and have people on the winning team recieve random item drops, again in the vein of MVM. I believe that the tried and trusted formula has the potential to work wonders with a community this driven and unified.
[/list]
10
#10
18 Frags +

Fix invisible players.

Fix the occasional problem where players will just stop moving in demo playback. The only way to fix this is restarting the demo and I cannot reliably reproduce the problem but it happens about 25% of the time to me now (and was happening during a team demo review last night)

(I am unsure of this from technological feasibility) Allow server side playback of STV demos. As In, players join a server and watch a broadcast of an STV demo loaded by rcon. This would allow easier review of demo files, allow post-hoc broadcasting of events in a more interesting way etc.

Stop breaking random shit in every update please.

Make a center version of all the other rocket launchers for soldier: Blackbox, Direct Hit etc.

Honestly, this game is pretty amazing for how old it is becoming and how many updates it has gotten.

Fix invisible players.

Fix the occasional problem where players will just stop moving in demo playback. The only way to fix this is restarting the demo and I cannot reliably reproduce the problem but it happens about 25% of the time to me now (and was happening during a team demo review last night)

(I am unsure of this from technological feasibility) Allow server side playback of STV demos. As In, players join a server and watch a broadcast of an STV demo loaded by rcon. This would allow easier review of demo files, allow post-hoc broadcasting of events in a more interesting way etc.

Stop breaking random shit in every update please.

Make a center version of all the other rocket launchers for soldier: Blackbox, Direct Hit etc.

Honestly, this game is pretty amazing for how old it is becoming and how many updates it has gotten.
11
#11
10 Frags +

I'd really love for the bug where other player models hold every weapon at once to be fixed even though it looks pretty cool tbh.

I'd really love for the bug where other player models hold every weapon at once to be fixed even though it looks pretty cool tbh.
12
#12
12 Frags +

Fix server lag when a map has been loaded for a long time.

For example, many MGE servers have very long map run times (multiple hours), and after an hour the server performance gets much worse, as if the rate of the engine slows down from the default 66 tick. This could be caused by lots of things such as memory fragmentation, memory leaks, garbage collection, but it is a constant annoyance.

Dedicated server performance should not decrease if it has been on the same map for a long time.

(Most operators work around this by having map timelimits, but it's somewhat counter-intuitive that you would have to do it if you're running a 24/7 server)

Fix server lag when a map has been loaded for a long time.

For example, many MGE servers have very long map run times (multiple hours), and after an hour the server performance gets much worse, as if the rate of the engine slows down from the default 66 tick. This could be caused by lots of things such as memory fragmentation, memory leaks, garbage collection, but it is a constant annoyance.

Dedicated server performance should not decrease if it has been on the same map for a long time.

(Most operators work around this by having map timelimits, but it's somewhat counter-intuitive that you would have to do it if you're running a 24/7 server)
13
#13
13 Frags +

Fix all players and props becoming invisible when viewmodel_fov is set to -360/360 after a short period of time.

Fix tracers not being disabled/game crashing with viewmodel_fov set to 0.

This is probably not a big deal for many, but people who played without tracers and viewmodels for years are getting fucked over right now.

Fix all players and props becoming invisible when viewmodel_fov is set to -360/360 after a short period of time.

Fix tracers not being disabled/game crashing with viewmodel_fov set to 0.

This is probably not a big deal for many, but people who played without tracers and viewmodels for years are getting fucked over right now.
14
#14
26 Frags +

make crosshairs more visible
fixed spread as default

make crosshairs more visible
fixed spread as default
15
#15
11 Frags +

Make demoui similar to CS:GO's demoui, where you can easily go back and forth between rounds and lives, to make demo reviews and recording easier.

Make demoui similar to CS:GO's demoui, where you can easily go back and forth between rounds and lives, to make demo reviews and recording easier.
16
#16
19 Frags +

Make random crits and weapon spread off by default or by server vote on valve servers.

Make random crits and weapon spread off by default or by server vote on valve servers.
17
#17
10 Frags +

Spectator tools would need some buffs for easier switching between specific players / classes. Something as simple as 1-9 bound to switch between specific classes (in a set order independent on team or possibly ctrl + number to select red, only number to select blu) would make watching stvs both live & not much nicer.

Spectator tools would need some buffs for easier switching between specific players / classes. Something as simple as 1-9 bound to switch between specific classes (in a set order independent on team or possibly ctrl + number to select red, only number to select blu) would make watching stvs both live & not much nicer.
18
#18
38 Frags +

adding a very simple 'tournaments' tab in-game that shows streams of high level matches (think esea lans, i52, ugc finals, etc) would make a huge difference in exposure for the game. every comp player realizes there is a lack of a 'standard format' for the game, and we likely will never have one. give us a convenient way to nudge people into watching whatever format they find interesting, and let them act upon their interest from there.

all this would take is for someone to read an email once a week to check for any big tournament matches coming up (with all the details worked out long in advance) and a link to the stream gets placed in the tournament tab. people could watch it through the in-game browser possibly, no need for all the work to create the in game spec system that dota/csgo has.

these bug fixes would be great QOL improvements, but i think everyone agrees there are two things that can make an actual difference for the game. a tournament/broadcast system in game, and a matchmaking system (which would take 9999999x more effort to implement)

adding a very simple 'tournaments' tab in-game that shows streams of high level matches (think esea lans, i52, ugc finals, etc) would make a huge difference in exposure for the game. every comp player realizes there is a lack of a 'standard format' for the game, and we likely will never have one. give us a convenient way to nudge people into watching whatever format they find interesting, and let them act upon their interest from there.

all this would take is for someone to read an email once a week to check for any big tournament matches coming up (with all the details worked out long in advance) and a link to the stream gets placed in the tournament tab. people could watch it through the in-game browser possibly, no need for all the work to create the in game spec system that dota/csgo has.

these bug fixes would be great QOL improvements, but i think everyone agrees there are two things that can make an actual difference for the game. a tournament/broadcast system in game, and a matchmaking system (which would take 9999999x more effort to implement)
19
#19
-9 Frags +

Higher fov_desired

Higher fov_desired
20
#20
11 Frags +

http://i.imgur.com/0A6tSeQ.png

add this just for tf2

[img]http://i.imgur.com/0A6tSeQ.png[/img] add this just for tf2
21
#21
34 Frags +

also, spec UI suggestion:

make the player names

http://puu.sh/fGQBj/6f4205c38b.png

clickable to jump to that player's POV in sourceTV. unless you are a cameraman with binds for the players, this would be a very easy way to quickly watch someone's pov.

edit: all this would take is a bind to make the cursor show up on screen when you hold it, like shift/control

also, spec UI suggestion:

make the player names [img]http://puu.sh/fGQBj/6f4205c38b.png[/img] clickable to jump to that player's POV in sourceTV. unless you are a cameraman with binds for the players, this would be a very easy way to quickly watch someone's pov.

edit: all this would take is a bind to make the cursor show up on screen when you hold it, like shift/control
22
#22
3 Frags +

Fix the audio when you play a demo (it started with cp_gullywash_final1 but recently happens also with other maps such as process or badlands)

P.S. I suggest you to write the email directly to Eric: erics@valvesoftware.com. He always read all the emails and answer them.

Fix the audio when you play a demo (it started with cp_gullywash_final1 but recently happens also with other maps such as process or badlands)

P.S. I suggest you to write the email directly to Eric: erics@valvesoftware.com. He always read all the emails and answer them.
23
#23
2 Frags +
-protoFix all players and props becoming invisible when viewmodel_fov is set to -360/360 after a short period of time.

Fix tracers not being disabled/game crashing with viewmodel_fov set to 0.

This is probably not a big deal for many, but people who played without tracers and viewmodels for years are getting fucked over right now.

+1
i've disabled tracers through editing the .vmt file.
unfortunately, this kills all tracers (including enemies').
so, if viewmodel_fov was fixed, i'd go back to that method instantly.
viewmodel_fov could also disable impact sparks in the past (when set to 0, i believe), this also is not possible anymore.
luckily, these can also be disabled by editing a .vmt file.

i also agree with defaulting servers to no random crits and no random damage/weapon spread.
i remember playing tf2 for the first time, not understanding why these crits were sometimes happening.
quite disappointed when i found out they can just happen at random, with most weapon
i really doubt anyone will miss random crits if they were removed, and i would bet that more players want them disabled than there are players that want them to stay enabled by default.

[quote=-proto]Fix all players and props becoming invisible when viewmodel_fov is set to -360/360 after a short period of time.

Fix tracers not being disabled/game crashing with viewmodel_fov set to 0.

This is probably not a big deal for many, but people who played without tracers and viewmodels for years are getting fucked over right now.[/quote]

+1
i've disabled tracers through editing the .vmt file.
unfortunately, this kills [b]all[/b] tracers (including enemies').
so, if viewmodel_fov was fixed, i'd go back to that method instantly.
viewmodel_fov could also disable impact sparks in the past (when set to 0, i believe), this also is not possible anymore.
luckily, these can also be disabled by editing a .vmt file.

i also agree with defaulting servers to no random crits and no random damage/weapon spread.
i remember playing tf2 for the first time, not understanding [i]why[/i] these crits were sometimes happening.
quite disappointed when i found out they can just happen at random, with most weapon
i really doubt anyone will miss random crits if they were removed, and i would bet that more players want them disabled than there are players that want them to stay enabled by default.
24
#24
13 Frags +

Bring back tf2 betas to solve some demo playback issues.
Fix the sound mute issue on demo playback that happens in some situations (similar to the bball sound bug) and only solves itself on death.
Fix game crashing bug when skipping demo ticks.
Further develop demo ui to match CS GO one, (skip between deaths/kills, etc)
Add official support for custom hud's.
Add streams ingame.
Add support for "Pro" items, like badges, strange parts for pro games, etc... add esports keys kinda like cs go that can support competitive tourneys.

Plenty more stuff but this is mostly stuff that I think would be feasible in a short time/effort

Bring back tf2 betas to solve some demo playback issues.
Fix the sound mute issue on demo playback that happens in some situations (similar to the bball sound bug) and only solves itself on death.
Fix game crashing bug when skipping demo ticks.
Further develop demo ui to match CS GO one, (skip between deaths/kills, etc)
Add official support for custom hud's.
Add streams ingame.
Add support for "Pro" items, like badges, strange parts for pro games, etc... add esports keys kinda like cs go that can support competitive tourneys.

Plenty more stuff but this is mostly stuff that I think would be feasible in a short time/effort
25
#25
9 Frags +
TechDudeFix the default network convars used for tf2.

New players shouldn't have to worry about setting cl_interp.

The default values are something like
cl_updaterate 20
cl_cmdrate 20
cl_interp .1

These result in horrible additional and unnecessary game lag, smarter game defaults would go a long way to improving the experience of new players. Really bad networks may need these settings, but honestly these defaults are from 15+ years ago and they no longer make sense.

These should be set by default: (in -autoconfig!!!)
cl_updaterate 66
cl_cmdrate 66
cl_interp .033

keep in mind not everyone has the best internet. Their's still THOUSANDS of players playing outside of their region, sometimes on DSL or Satellite internet.

Default
cl_updaterate 40
cl_cmdrate 40
cl_interp .1 (Still pretty relevant for poor connections)

-I'd also add to the advanced option menu sliders to up these to 66 each. and something to change interp from .0152 to .1 as a slider as well

-Better Crosshair options like CSS and CSGO (including outlines)

-Small boost to footstep sounds. (not nearly the level of CS though)

-In game option for users with monitors over 60hz. i.e. 75Hz, 100Hz, 120Hz, 144Hz. Being able to be set ingame.

-Updates to the tutorials on classes. Maybe make some basic video tutorials (Planetside 2 did a great job with this)

-What lansky said.

-Make demos more stable, and fix the issue of painted items not showing as painted in STVs and demos. (idk that might just be me)

-edit-
@evokje
They used to keep track of that for TF2, but I don't think they've updated it since 2010.

Bolded what I thought was most important / easiest to do

[quote=TechDude]Fix the default network convars used for tf2.

New players shouldn't have to worry about setting cl_interp.

The default values are something like
cl_updaterate 20
cl_cmdrate 20
cl_interp .1

These result in [i]horrible[/i] additional and unnecessary game lag, smarter game defaults would go a long way to improving the experience of new players. Really bad networks may need these settings, but honestly these defaults are from 15+ years ago and they no longer make sense.

[b]These should be set by default:[/b] (in -autoconfig!!!)
cl_updaterate 66
cl_cmdrate 66
cl_interp .033[/quote]

keep in mind not everyone has the best internet. Their's still THOUSANDS of players playing outside of their region, sometimes on DSL or Satellite internet.

Default
cl_updaterate 40
cl_cmdrate 40
cl_interp .1 (Still pretty relevant for poor connections)


[b]-I'd also add to the advanced option menu sliders to up these to 66 each. and something to change interp from .0152 to .1 as a slider as well[/b]

[b]-Better Crosshair options like CSS and CSGO (including outlines)
[/b]
-Small boost to footstep sounds. (not nearly the level of CS though)

-In game option for users with monitors over 60hz. i.e. 75Hz, 100Hz, 120Hz, 144Hz. Being able to be set ingame.

[b]-Updates to the tutorials on classes. Maybe make some basic video tutorials (Planetside 2 did a great job with this)[/b]

[b]-What lansky said.[/b]

-Make demos more stable, and fix the issue of painted items not showing as painted in STVs and demos. (idk that might just be me)

-edit-
@evokje
They used to keep track of that for TF2, but I don't think they've updated it since 2010.

Bolded what I thought was most important / easiest to do
26
#26
19 Frags +

The splash on these kind of stairs -> https://www.youtube.com/watch?v=ysFMWu0dSq0&feature=youtu.be

The splash on these kind of stairs -> https://www.youtube.com/watch?v=ysFMWu0dSq0&feature=youtu.be
27
#27
26 Frags +

Make this command functional:
mp_enableroundwaittime - "Enable timers to wait between rounds"

At the moment it seems to do absolutely nothing despite its description. I feel like if this command functioned, we could extend bonus round time to enable multitude of things that would improve comp play. For example, more time for casters to discuss what just happened in that round, roll additional replays/more comfortably show replays on the cast, allow players to have a very quick discussion about how to approach the new round, etc. It doesn't makes sense to do this if it's going to reduce the length of the actual game, but could be very nice if the clock freezes.

Also the obvious one: make pauses not take a shit over STV.

Oh, make quickiebomb launcher only clear stickies when they are ready to detonate. Gameplay feels very clumsy when this weapon deletes stickies that are barely out of the chamber, having the short-circuit was bad enough.

Make this command functional:
mp_enableroundwaittime - "Enable timers to wait between rounds"

At the moment it seems to do absolutely nothing despite its description. I feel like if this command functioned, we could extend bonus round time to enable multitude of things that would improve comp play. For example, more time for casters to discuss what just happened in that round, roll additional replays/more comfortably show replays on the cast, allow players to have a very quick discussion about how to approach the new round, etc. It doesn't makes sense to do this if it's going to reduce the length of the actual game, but could be very nice if the clock freezes.

Also the obvious one: make pauses not take a shit over STV.

Oh, make quickiebomb launcher only clear stickies when they are ready to detonate. Gameplay feels very clumsy when this weapon deletes stickies that are barely out of the chamber, having the short-circuit was bad enough.
28
#28
4 Frags +

For something not work-intensive :

Add a Watch Streams button ingame, that'd pop out the steam browser to a list of twitch.tv online streams for example.

Similarly, add somewhere (bêta gamemode seems nice) a play competitive button, that'd open up tf2center. Make next to it an information button that redirects to playcomp.tf.

Add in the game keyboard options the ability to set binds to go to Red player 1 -> 9 and Blu 1-9 (and also add the console support for them obviously)

Improve default hud to show players health in target ID (like the improved default hud), change the font of damage numbers to something bigger/bolder to make them more readable, and add options to configure damage numbers color like you can do for crosshairs.

Then if more time can be granted :

improve demoui

change default net settings

add more content to the training section of the game, with stuff like jumping/airstrafe introduction, and maybe some videos showing the "meta" of the class, as how it should be played to succeed (which makes the link with comp)

For something not work-intensive :

Add a Watch Streams button ingame, that'd pop out the steam browser to a list of twitch.tv online streams for example.

Similarly, add somewhere (bêta gamemode seems nice) a play competitive button, that'd open up tf2center. Make next to it an information button that redirects to playcomp.tf.

Add in the game keyboard options the ability to set binds to go to Red player 1 -> 9 and Blu 1-9 (and also add the console support for them obviously)

Improve default hud to show players health in target ID (like the [url=http://teamfortress.tv/thread/16751/improved-default-hud]improved default hud[/url]), change the font of damage numbers to something bigger/bolder to make them more readable, and add options to configure damage numbers color like you can do for crosshairs.

Then if more time can be granted :

improve demoui

change default net settings

add more content to the training section of the game, with stuff like jumping/airstrafe introduction, and maybe some videos showing the "meta" of the class, as how it should be played to succeed (which makes the link with comp)
29
#29
-10 Frags +

Also rebalancing of certain weapons.

Pomson 6000 (remove the uber drain)

Short Circuit (Go back to what it originally was but with less cost to metal than it used to have)

Beggars Bazooka (You're just going to have to completely change this weapon honestly or give it a major dmg nerf)

Soda Popper (has better DPS than scattergun even without +reload exploit, also has better burst DPS, idk I think it just needs a completely new idea to it and fixing +reload)

Loch-N-Load (I'd either slightly nerf the projectile speed, or make the radius much smaller than it is now)

probably a lot more that need to be nerfed/completely reworked not to mention all the shitty weapons like big earner, brass beast, the classic, countless melees, etc.

Also rebalancing of certain weapons.

Pomson 6000 (remove the uber drain)

Short Circuit (Go back to what it originally was but with less cost to metal than it used to have)

Beggars Bazooka (You're just going to have to completely change this weapon honestly or give it a major dmg nerf)

Soda Popper (has better DPS than scattergun even without +reload exploit, also has better burst DPS, idk I think it just needs a completely new idea to it and fixing +reload)

Loch-N-Load (I'd either slightly nerf the projectile speed, or make the radius much smaller than it is now)

probably a lot more that need to be nerfed/completely reworked not to mention all the shitty weapons like big earner, brass beast, the classic, countless melees, etc.
30
#30
38 Frags +

http://i.imgur.com/VXWeUQA.jpg

http://i.imgur.com/VXWeUQA.jpg
Saw you guys mention streams and matches. Had made and posted this on reddit some time ago and thought this is a good thread to share it on again.

[img]http://i.imgur.com/VXWeUQA.jpg[/img]
http://i.imgur.com/VXWeUQA.jpg
Saw you guys mention streams and matches. Had made and posted this on [url=http://www.reddit.com/r/tf2/comments/2tihi8/wouldnt_it_be_cool_if_this_was_the_main_menu/]reddit[/url] some time ago and thought this is a good thread to share it on again.
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