I am so impressed with the majority of the buffs and nerfs
Instead of buffing shit to the moon or making things worthless, they seem to have made an effort to bring everything closer to the baseline. I am very impressed.
I am so impressed with the majority of the buffs and nerfs
Instead of buffing shit to the moon or making things worthless, they seem to have made an effort to bring everything closer to the baseline. I am very impressed.
LaMqTaGet ready for dead servers.
Also record all ur demos now or prepare to have shitty viewmodel glitches ^_^^ updates sure are fun times
Balance changes seem like a good step. There's still quite a few that could be looked at though.
RainmanThe weapon changes only apply in that gamemode, right?
That would make no sense. It seems to me like they are trying to balance weapons for the matchmaking. Still a few of the weapons need to be nerfed/buffed a little more if this will work without being frustrating as fuck.
KanecoLaMqTaGet ready for dead servers.Also record all ur demos now or prepare to have shitty viemodel glitches ^_^^ updates sure are fun times
oh ffs :(
I can't even imagine how shitty everything will look for those playing with highframes/maxframes configs.
Spy: Changing to a new disguise while already under a disguise takes 0.5 seconds instead of the normal disguise time of 2 seconds.
YES that makes life much easier.
etohEVERYTHING HAS CHANGED.
Old SnakeWar has changed. It's no longer about nations, ideologies or ethnicity. It's an endless series of proxy battles, fought by mercenaries and machines. War, and its consumption of life, has become a well-oiled machine. War has changed. ID tagged soldiers carry ID tagged weapons, use ID tagged gear. Nanomachines inside their bodies enhance and regulate their abilities. Genetic control. Information control. Emotion control. Battlefield control. Everything is monitored, and kept under control. War has changed. The age of deterrence has become the age of control. All in the name of averting catastrophe from weapons of mass destruction. And he who controls the battlefield, controls history. War has changed. When the battlefield is under total control, war... becomes routine.
so does the thing with picking up weapons mean that a roamer could bomb a soldier, kill them, use all their rockets, and then pick up the other rocket launcher and keep using it?
Dead Ringer also got nerfed - no more picking up ammo while feigned - what a big change.
to everyone who hates these skins: you realize that some of the money used to buy the passes will be distributed to community mappers, right? it's a plus for all of us. the skins look rad.
"A portion of the sales from Campaign Passes will go towards our hardworking TF2 community mapmakers."
also the weapon balances are so much to take in, it's incredible
Picking up dead players weapons sounds really interesting. I wonder if mediguns keep their percentage when they drop and what happens to a weapons clip when you pick it up. it would be pretty nuts if all of the weapons you pick up have a full clip.
vtable>Random Damage Spread is off by default
nice
But why don't they turn off random crits by default? If they release the matchmaking and random crits are enabled I will be upset. Imagine the grand finals being decided by a random crit sticky onto 5 players.
baby steps, there are still pubbers on spuf that will argue for random crits
let's just totally change the dynamics of an ancient game!
STOPERRRlet's just totally change the dynamics of an ancient game!
for the better!
flatline"Weapons dropped by killed players can no longer be picked up for ammo. Killed players will now also drop a medium ammo box. Players that can normally equip the dropped weapon (proper class) can look at the weapon and press the 'action key' to exchange it with what they have equipped. The player's equipped weapon will be dropped on the exchange."
ILY
Wait so does the weapon pickup change only apply in that gamemode, because that seems kinda dumb for regular modes.
STOPERRRlet's just totally change the dynamics of an ancient game!
CSS and later CSGO changed lots of CS dynamics and the game has never been bigger.
Wait to see the results, it's great to see they are still keeping the game alive, and by those patchnotes they are doing it thinking about the matchmaking.
Something like this before matchmaking is definitely what the game needs to get/keep people interested. This means the game will actually have a 'good economy' like CS:GO's, meaning even more pubbers are like fuq ye skins boiz.
Really happy with a lot of balancing (apart from reduced damage while cloaked da fuq), and the default CVAR's are definitely good QOL changes for newer players.
nice work, Valve.
FireStarwbaby steps, there are still pubbers on spuf that will argue for random crits
Well they can leave them on in pubs so the 12 year olds who can only get kills by getting unfair crits won't start crying. Though if valve are still planning competitive matchmaking then they should really be turned off for fairness.
These skins are gonna be huge for saloon too, I expect a huge spike in just general economic activity and betting after this comes out.
play the game with fk-hud made by collycat and now you got csgo with tf2 taste
In CSGO, casual (pubs) and matchmaking have different cvars, like the money you get when the round ends, in casual you already start with a kevlar + helmet and defuse (if ct), you can't buy 2 flashbangs... They might do it for TF2 matchmaking, like disabling random criticals.
flatlineThese skins are gonna be huge for saloon too, I expect a huge spike in just general economic activity and betting after this comes out.
Oh shit, maybe competitive team skins in the future???