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TF2 Feature Requests and Bug Fixes
31
#31
4 Frags +
cinderhttp://i.imgur.com/VXWeUQA.jpg
http://i.imgur.com/VXWeUQA.jpg
Saw you guys mention streams and matches. Made and posted this on reddit some time ago and thought this is a good thread to share it on again.

this is amazing!
at least make this with the live streams and upcoming matches true!

[quote=cinder][img]http://i.imgur.com/VXWeUQA.jpg[/img]
http://i.imgur.com/VXWeUQA.jpg
Saw you guys mention streams and matches. Made and posted this on reddit some time ago and thought this is a good thread to share it on again.[/quote]

this is amazing!
at least make this with the live streams and upcoming matches true!
32
#32
4 Frags +
KanecoFix the sound mute issue on demo playback that happens in some situations (similar to the bball sound bug) and only solves itself on death.

Maps without soundscapes (like gullywash) have that bug. If you use nosoundscapes.vpk, this bug extends to maps with removed soundscapes. I'm not saying this shouldn't be fixed but most people aren't aware of this.

[quote=Kaneco]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.[/quote]
Maps without soundscapes (like gullywash) have that bug. If you use nosoundscapes.vpk, this bug extends to maps with removed soundscapes. I'm not saying this shouldn't be fixed but most people aren't aware of this.
33
#33
37 Frags +

Allow there to be an "Outline Crosshair" option for the in-game crosshairs.

Allow there to be an "Outline Crosshair" option for the in-game crosshairs.
34
#34
3 Frags +
komorebiAdd a console command, similar to the one for damage spread, that makes pipes have uniform rotation.

I'm not sure how simple this is but the Loch n Load pills don't even have rotation, they just arc; perhaps all it would take on Valve's end would be an animation substitution?
(Regular GL)
(Loch n Load)

[quote=komorebi]Add a console command, similar to the one for damage spread, that makes pipes have uniform rotation.
[/quote]

I'm not sure how simple this is but the Loch n Load pills don't even have rotation, they just arc; perhaps all it would take on Valve's end would be an animation substitution?
([url=http://puu.sh/fHiu9/6e49930bac.webm]Regular GL[/url])
([url=http://puu.sh/fHisv/ec5abfdd8d.webm]Loch n Load[/url])
35
#35
4 Frags +

new netgraph options form csgo

new netgraph options form csgo
36
#36
7 Frags +

Regular main page news/announcements on major comp events.

Browser support for streams should be a no-brainer

Definitely improve demoui and build in better support for custom HUDs

Build PREC -like settings into the game for automatic demo recording with configurable settings.

Completely overhaul the QP rules:
Loosen restrictions that were popular in good pub communities: e.g. class limits and some forms of reserve slotting (there are probably more). Or allow people to QP to 'community' servers that meet different criteria than the current QP ruleset.
Add SOAP and MGE servers to the QP options or, better, take those mods into the game itself as betas/modes.

Re-activate the beta client and do testing/balancing of commonly whitelisted items again - focusing on the 6s and HL modes (or whatever they want us to play) - to validate Valve or the community's stances on those items . Hold competitions in these beta modes with prizes to encourage top level play and bring balance adjustments into the game accordingly (ie the Valve's game event but ongoing and official).

Develop new official maps in 5CP, KotH and PL that can work in 6s/HL.

Regular main page news/announcements on major comp events.

Browser support for streams should be a no-brainer

Definitely improve demoui and build in better support for custom HUDs

Build PREC -like settings into the game for automatic demo recording with configurable settings.

Completely overhaul the QP rules:
Loosen restrictions that were popular in good pub communities: e.g. class limits and some forms of reserve slotting (there are probably more). Or allow people to QP to 'community' servers that meet different criteria than the current QP ruleset.
Add SOAP and MGE servers to the QP options or, better, take those mods into the game itself as betas/modes.

Re-activate the beta client and do testing/balancing of commonly whitelisted items again - focusing on the 6s and HL modes (or whatever they want us to play) - to validate Valve or the community's stances on those items . Hold competitions in these beta modes with prizes to encourage top level play and bring balance adjustments into the game accordingly (ie the Valve's game event but ongoing and official).

Develop new official maps in 5CP, KotH and PL that can work in 6s/HL.
37
#37
53 Frags +

sv_EnableCosmetics 1/0

sv_EnableCosmetics 1/0
38
#38
3 Frags +
cookieAllow there to be an "Outline Crosshair" option for the in-game crosshairs.

this is a must. the option is already there for csgo; no reason it should be left out for tf2

[quote=cookie]Allow there to be an "Outline Crosshair" option for the in-game crosshairs.[/quote]
this is a must. the option is already there for csgo; no reason it should be left out for tf2
39
#39
6 Frags +
plinkoAdd SOAP and MGE servers to the QP options or, better, take those mods into the game itself as betas/modes.

While it surely would increase average player's skill, it would be a nightmare to play on against an average player of today. But I guess that's what private servers are for.

[quote=plinko]
Add SOAP and MGE servers to the QP options or, better, take those mods into the game itself as betas/modes.
[/quote]

While it surely would increase average player's skill, it would be a nightmare to play on against an average player of today. But I guess that's what private servers are for.
40
#40
29 Frags +

-Add a feature on scoreboard where you can click on Player's name and check out his Profile, Report and maybe Mute option, like in Cs Go

-Make more class tutorials

-Update PC requirements, current requirements are old, also Screenshots.

-Add a Badge/Medal slot, people use Canteens outside of MvM as a Cosmetic item, so why not make a Medal slot?

-Add competitive maps into Beta Map Pool (Logjam, Sunshine etc.) and let them be played to see how popular they are, if Popular = Add to main map pool and the opposite.

-Add a new tab in Server Browser: "Competitive Matches", tracks all Servers that have mp_tournament 1 enabled.

-Fov_desired is defaulted to 90 instead of 75.

-Add better Weapon descriptions (Like Flare Gun doesn't say that it Crits vs Burning enemies.

-Add a feature on scoreboard where you can click on Player's name and check out his Profile, Report and maybe Mute option, like in Cs Go

-Make more class tutorials

-Update PC requirements, current requirements are old, also Screenshots.

-Add a Badge/Medal slot, people use Canteens outside of MvM as a Cosmetic item, so why not make a Medal slot?

-Add competitive maps into Beta Map Pool (Logjam, Sunshine etc.) and let them be played to see how popular they are, if Popular = Add to main map pool and the opposite.

-Add a new tab in Server Browser: "Competitive Matches", tracks all Servers that have mp_tournament 1 enabled.

-Fov_desired is defaulted to 90 instead of 75.

-Add better Weapon descriptions (Like Flare Gun doesn't say that it Crits vs Burning enemies.
41
#41
2 Frags +

Jumping on an enemy's head (collision hull) causes weird behavior such as super speed or makes your screen jump in erratic ways.

Increase maximum tickrate (doubt this is easy or feasible, but throwing it out there anyway)

server-side or client-side vars to turn off hats/miscs/cosmetic items

Smoother, more gradual acceleration of players from standstill to full-speed (think along the lines of Scout a-d-a-d spam and what their model is doing)

Jumping on an enemy's head (collision hull) causes weird behavior such as super speed or makes your screen jump in erratic ways.

Increase maximum tickrate (doubt this is easy or feasible, but throwing it out there anyway)

server-side or client-side vars to turn off hats/miscs/cosmetic items

Smoother, more gradual acceleration of players from standstill to full-speed (think along the lines of Scout a-d-a-d spam and what their model is doing)
42
#42
4 Frags +
mebSmoother, more gradual acceleration of players from standstill to full-speed (think along the lines of Scout a-d-a-d spam and what their model is doing)

as much as this would be nice to make aadadddaddaadad less idiotic, i feel like this would mess up everyone's movement for months afterward

[quote=meb]Smoother, more gradual acceleration of players from standstill to full-speed (think along the lines of Scout a-d-a-d spam and what their model is doing)[/quote]
as much as this would be nice to make aadadddaddaadad less idiotic, i feel like this would mess up everyone's movement for months afterward
43
#43
2 Frags +

They need to seriously update their default HUD. I mean, yeah, we have custom HUDs, but the default HUD could really use some work.

My second wish from them regarding TF2 is not very important and almost completely unrelated to competitive TF2, but they need to fix the smoothing process and have somewhere that clearly explains everything within the demoui.

They need to seriously update their default HUD. I mean, yeah, we have custom HUDs, but the default HUD could really use some work.

My second wish from them regarding TF2 is not very important and almost completely unrelated to competitive TF2, but they need to fix the smoothing process and have somewhere that clearly explains everything within the demoui.
44
#44
0 Frags +
mebJumping on an enemy's head (collision hull) causes weird behavior such as super speed or makes your screen jump in erratic ways.

Increase maximum tickrate (doubt this is easy or feasible, but throwing it out there anyway)

server-side or client-side vars to turn off hats/miscs/cosmetic items

Smoother, more gradual acceleration of players from standstill to full-speed (think along the lines of Scout a-d-a-d spam and what their model is doing)

collision hull thing seems like an engine thing, as even more recent iterations of source still have the wonky physics associated with it, and its likely too hard to fix for it to be reasonable

tickrate: the official word is that it creates issues with the game timings, but I think things like NPCs (sentries) start working radically different at different tickrates. Regardless, this'd be a huge thing to introduce so very unlikely

ur never getting rid of hats w/o a client mod. If anything, you should be happy for them as the monetization and profiteering that high level players could offer through skins or whatever is a great way to get valve interested in comp

easily doable

Louder footsteps, different movement physics and other tiny little cvar/sound/decal things that could be done in 20 minutes are what people should probably be asking for, since they'd be the easiest to get introduced

also fix demos/ingame not having the correct particles for unusuals or levels for stranges. Not like a huge thing but that being disabled makes streams look a little less professional imo

[quote=meb]Jumping on an enemy's head (collision hull) causes weird behavior such as super speed or makes your screen jump in erratic ways.

Increase maximum tickrate (doubt this is easy or feasible, but throwing it out there anyway)

server-side or client-side vars to turn off hats/miscs/cosmetic items

Smoother, more gradual acceleration of players from standstill to full-speed (think along the lines of Scout a-d-a-d spam and what their model is doing)[/quote]
collision hull thing seems like an engine thing, as even more recent iterations of source still have the wonky physics associated with it, and its likely too hard to fix for it to be reasonable

tickrate: the official word is that it creates issues with the game timings, but I think things like NPCs (sentries) start working radically different at different tickrates. Regardless, this'd be a huge thing to introduce so very unlikely

ur never getting rid of hats w/o a client mod. If anything, you should be happy for them as the monetization and profiteering that high level players could offer through skins or whatever is a great way to get valve interested in comp

easily doable

Louder footsteps, different movement physics and other tiny little cvar/sound/decal things that could be done in 20 minutes are what people should probably be asking for, since they'd be the easiest to get introduced

also fix demos/ingame not having the correct particles for unusuals or levels for stranges. Not like a huge thing but that being disabled makes streams look a little less professional imo
45
#45
7 Frags +

reduce the performance impact, particles have on the game, like add an option to decrease their quality
fix the overheal lag while playing offline when using hurtme -999999, huge issue when doing jump maps offline that buff your hp
lower mat_picmic values
fix viewmodels when using higher viewmodels_fov, at least to an extent
disable random crits
better demoui
add an option to load a different config/autoexec when using a different account, this was lost with steampipe

reduce the performance impact, particles have on the game, like add an option to decrease their quality
fix the overheal lag while playing offline when using hurtme -999999, huge issue when doing jump maps offline that buff your hp
lower mat_picmic values
fix viewmodels when using higher viewmodels_fov, at least to an extent
disable random crits
better demoui
add an option to load a different config/autoexec when using a different account, this was lost with steampipe
46
#46
12 Frags +

hitreg/netcode optimizations would be lovely, although hopefully that will be better if the game gets ported to source 2.

fix random floating hats and unusual effects

You can still get stuck on many things in the tunnel on pl_upward.

Also I might be wrong on this but pyro airblast was never intended to kill all momentum (?), so how it functions now should be considered a bug. It's really frustrating fighting one and then you get airblasted and you can't strafe at all and it's just dumb. Having airblast not take away all your aerial momentum/strafing capabilities will make it less dumb to play against.

Edit: also default sniper crosshair is noticeably offcentered and so is the default scout crosshair (by like a few pixels). Will it ever matter? Probably not, but it's still silly that it exists in a game as big as tf2.

hitreg/netcode optimizations would be lovely, although hopefully that will be better if the game gets ported to source 2.

fix random floating hats and unusual effects

You can still get stuck on many things in the tunnel on pl_upward.

Also I might be wrong on this but pyro airblast was never intended to kill all momentum (?), so how it functions now should be considered a bug. It's really frustrating fighting one and then you get airblasted and you can't strafe at all and it's just dumb. Having airblast not take away all your aerial momentum/strafing capabilities will make it less dumb to play against.

Edit: also default sniper crosshair is noticeably offcentered and so is the default scout crosshair (by like a few pixels). Will it ever matter? Probably not, but it's still silly that it exists in a game as big as tf2.
47
#47
-1 Frags +
cinderhttp://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.

That's freaking beautiful. how'd you get that ._____.

[quote=cinder][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.[/quote]

That's freaking beautiful. how'd you get that ._____.
48
#48
10 Frags +

raise fov_desired cap to 110

raise fov_desired cap to 110
49
#49
4 Frags +
TechDudeFix 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.

the reason this happens is because when you get killed and the killcam is shown, all the audio is muted for the duration of the killcam, the reason why it sticks during bball sometimes is because the respawn is 2 seconds which is about the same time it takes for when the killcam should is activated and sometimes the muted audio sticks. i've made a custom soundmixer file that disables the killcam muting: dl I briefly tested it and it seems to be working, have yet to try it in bball though.

[quote=TechDude]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.[/quote]
the reason this happens is because when you get killed and the killcam is shown, all the audio is muted for the duration of the killcam, the reason why it sticks during bball sometimes is because the respawn is 2 seconds which is about the same time it takes for when the killcam should is activated and sometimes the muted audio sticks. i've made a custom soundmixer file that disables the killcam muting: [url=https://dl.dropboxusercontent.com/u/60781878/soundmixer.vpk]dl[/url] I briefly tested it and it seems to be working, have yet to try it in bball though.
50
#50
3 Frags +
aimanfirecinderhttp://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.

That's freaking beautiful. how'd you get that ._____.

I'd assume it was done in photoshop.

[quote=aimanfire][quote=cinder][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.[/quote]

That's freaking beautiful. how'd you get that ._____.[/quote]

I'd assume it was done in photoshop.
51
#51
2 Frags +
Jojoaimanfirecinderhttp://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.

That's freaking beautiful. how'd you get that ._____.

I'd assume it was done in photoshop.

Yup.

[quote=Jojo][quote=aimanfire][quote=cinder][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.[/quote]

That's freaking beautiful. how'd you get that ._____.[/quote]

I'd assume it was done in photoshop.[/quote]

Yup.
52
#52
3 Frags +

This is kinda obvious but Valve should consider incorporating StatusSpec into TF2's spectating code.

At the very least they could offer to sign the plugin.

They should also add P-REC functionality directly into TF2. As far as I know there's still no P-REC equivalent on Linux or Mac.

This is kinda obvious but Valve should consider incorporating StatusSpec into TF2's spectating code.

At the very least they could offer to sign the plugin.

They should also add P-REC functionality directly into TF2. As far as I know there's still no P-REC equivalent on Linux or Mac.
53
#53
-28 Frags +

Short term:
>Fix the crouch jump screen tear and revert the following:
-Grenades and Stickybombs now have the same base blast radius as rockets. Changed from 159Hu to 146Hu.
-Stickybombs that detonate in the air now have a radius ramp up, starting at 85% at base arm time (0.8s) going back to 100% over 2 seconds.

Long term:
>Do not implement highlander as a 'competitive' option. Similar to the 5v5 format of Dota and CS:GO, the eradication of highlander will be beneficial to competitive Team Fortress 2.

Short term:
>Fix the crouch jump screen tear and revert the following:
-Grenades and Stickybombs now have the same base blast radius as rockets. Changed from 159Hu to 146Hu.
-Stickybombs that detonate in the air now have a radius ramp up, starting at 85% at base arm time (0.8s) going back to 100% over 2 seconds.

Long term:
>Do not implement highlander as a 'competitive' option. Similar to the 5v5 format of Dota and CS:GO, the eradication of highlander will be beneficial to competitive Team Fortress 2.
54
#54
4 Frags +
noplsThis is kinda obvious but Valve should consider incorporating StatusSpec into TF2's spectating code.

At the very least they could offer to sign the plugin.

They should also add P-REC functionality directly into TF2. As far as I know there's still no P-REC equivalent on Linux or Mac.

StatusSpec is at best a hack, so I doubt it will be. It would be better to fix the underlying issues and keep the new functionality in a separate plugin, since it doesn't have much relevance in-game to 99% of players.

As for P-REC, I did email them about a cross-game/cross-platform version, but have yet to receive a response. We'll see.

[quote=nopls]This is kinda obvious but Valve should consider incorporating StatusSpec into TF2's spectating code.

At the very least they could offer to sign the plugin.

They should also add P-REC functionality directly into TF2. As far as I know there's still no P-REC equivalent on Linux or Mac.[/quote]
StatusSpec is at best a hack, so I doubt it will be. It would be better to fix the underlying issues and keep the new functionality in a separate plugin, since it doesn't have much relevance in-game to 99% of players.

As for P-REC, I did email them about a cross-game/cross-platform version, but have yet to receive a response. We'll see.
55
#55
-2 Frags +
cinderJojoaimanfirecinderhttp://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.

That's freaking beautiful. how'd you get that ._____.

I'd assume it was done in photoshop.

Yup.

:(

[quote=cinder][quote=Jojo][quote=aimanfire][quote=cinder][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.[/quote]

That's freaking beautiful. how'd you get that ._____.[/quote]

I'd assume it was done in photoshop.[/quote]

Yup.[/quote]

:(
56
#56
5 Frags +
PwnerLong term:
>Do not implement highlander as a 'competitive' option. Similar to the 5v5 format of Dota and CS:GO, the eradication of highlander will be beneficial to competitive Team Fortress 2.

Hopefully you're joking about that part, being the internet and all I can't tell if a person is being sarcastic or not. I don't enjoy highlander ever since my first season of it and after my first season I switched to 6s, but that doesn't mean I don't understand how amazing highlander is to pubbers so yes it should be the main format because some of them might end up playing 6s anyway(like me).

[quote=Pwner]Long term:
>Do not implement highlander as a 'competitive' option. Similar to the 5v5 format of Dota and CS:GO, the eradication of highlander will be beneficial to competitive Team Fortress 2.[/quote]

Hopefully you're joking about that part, being the internet and all I can't tell if a person is being sarcastic or not. I don't enjoy highlander ever since my first season of it and after my first season I switched to 6s, but that doesn't mean I don't understand how amazing highlander is to pubbers so yes it should be the main format because some of them might end up playing 6s anyway(like me).
57
#57
-5 Frags +
drshdwpuppetFix 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.

While you are at it, make freaking shotgun pellets come from the center, while 90% of the time this doesn't come into play, it does at close range and is part of the reason that scout v scout fights can be as long as a rock opera.

[quote=drshdwpuppet]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.[/quote]
While you are at it, make freaking shotgun pellets come from the center, while 90% of the time this doesn't come into play, it does at close range and is part of the reason that scout v scout fights can be as long as a rock opera.
58
#58
6 Frags +
RastsyWhile you are at it, make freaking shotgun pellets come from the center, while 90% of the time this doesn't come into play, it does at close range and is part of the reason that scout v scout fights can be as long as a rock opera.

Sorry, why does where the hitscan tracers come out from matter in terms of doing damage

[quote=Rastsy]
While you are at it, make freaking shotgun pellets come from the center, while 90% of the time this doesn't come into play, it does at close range and is part of the reason that scout v scout fights can be as long as a rock opera.[/quote]

Sorry, why does where the hitscan tracers come out from matter in terms of doing damage
59
#59
-10 Frags +
PwnerShort term:
>Fix the crouch jump screen tear and revert the following:
-Grenades and Stickybombs now have the same base blast radius as rockets. Changed from 159Hu to 146Hu.
-Stickybombs that detonate in the air now have a radius ramp up, starting at 85% at base arm time (0.8s) going back to 100% over 2 seconds.

Long term:
>Do not implement highlander as a 'competitive' option. Similar to the 5v5 format of Dota and CS:GO, the eradication of highlander will be beneficial to competitive Team Fortress 2.

Firstly, I would think that smaller projectile = smaller blast radius, so changing the blast radii of nades and sticks doesn't do much in my mind besides making it more confusing for instinct dodging or newer players.

Secondly, HL is the future of comp TF2. Valve will NOT, imo, support fully any competitive option that blocks so much of their game. I would think that they would rather have all of the classes in play at once, each showcasing their own important traits, especially if they're going to show comp to newer players. I mean, if you have valid reasons, pull em out and let's have another thread-long debate about it, but in another thread, and I think that argument has played out too many times for it to be useful.

[quote=Pwner]Short term:
>Fix the crouch jump screen tear and revert the following:
-Grenades and Stickybombs now have the same base blast radius as rockets. Changed from 159Hu to 146Hu.
-Stickybombs that detonate in the air now have a radius ramp up, starting at 85% at base arm time (0.8s) going back to 100% over 2 seconds.

Long term:
>Do not implement highlander as a 'competitive' option. Similar to the 5v5 format of Dota and CS:GO, the eradication of highlander will be beneficial to competitive Team Fortress 2.[/quote]

Firstly, I would think that smaller projectile = smaller blast radius, so changing the blast radii of nades and sticks doesn't do much in my mind besides making it more confusing for instinct dodging or newer players.

Secondly, HL is the future of comp TF2. Valve will NOT, imo, support fully any competitive option that blocks so much of their game. I would think that they would rather have all of the classes in play at once, each showcasing their own important traits, especially if they're going to show comp to newer players. I mean, if you have valid reasons, pull em out and let's have another thread-long debate about it, but in another thread, and I think that argument has played out too many times for it to be useful.
60
#60
8 Frags +

fix the bug that causes someone to be holding out two weapons at once making it look like they have a shotgun out and they're shooting rockets at me or vice versa.

fix the bug that causes someone to be holding out two weapons at once making it look like they have a shotgun out and they're shooting rockets at me or vice versa.
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