Players can no longer use blast damage to move during the pre-round freeze period
Added server convar tf_preround_push_from_damage_enable for servers to utilize the old behavior
Added server convar tf_preround_push_from_damage_enable for servers to utilize the old behavior
https://www.youtube.com/watch?v=G9m8O-7J5NM
Why do they do this every update smh. At least there's a convar this time.
deetrWhy do they do this every update smh. At least there's a convar this time.
Honestly what was the problem with it before? That's all I'm wondering
Honestly what was the problem with it before? That's all I'm wondering
meyyIf I were to speculate I would say this is because they want to extend the freeze time in competitive to have a little break in action. Just speculation though
It doesn't really make much sense to do so unless they fix the bonus round time and the freeze time counting down the map timer.
It doesn't really make much sense to do so unless they fix the bonus round time and the freeze time counting down the map timer.
meyyIf I were to speculate I would say this is because they want to extend the freeze time in competitive to have a little break in action. Just speculation though
techdude redefining the meta years in advance
techdude redefining the meta years in advance
isn't this going to destroy pocket and demo rollouts in MM?
Twitchisn't this going to destroy pocket and demo rollouts in MM?
Pocket rollouts don't change too much imo. Demo rollouts will be universally slower.
Pocket rollouts don't change too much imo. Demo rollouts will be universally slower.
JojoTwitchisn't this going to destroy pocket and demo rollouts in MM?
Pocket rollouts don't change too much imo
can the equalizer rollout still be done (make it to mid with reasonable time with a buff) easily? i've always by default reduced my health immediately in spawn (and with all four rockets wearing gunboats) but i know this isn't the only way
Pocket rollouts don't change too much imo[/quote]
can the equalizer rollout still be done (make it to mid with reasonable time with a buff) easily? i've always by default reduced my health immediately in spawn (and with all four rockets wearing gunboats) but i know this isn't the only way
LOL what the fuck???
Rip my koth/arena_nucleus funtimes with stickyjumper/rocketjumper :/
Rip my koth/arena_nucleus funtimes with stickyjumper/rocketjumper :/
Now you can get fucked over by spawning further from the door. Freezetime jumps at least allow the jumping classes to equalize their position.
tf_preround_push_from_damage_enable 1
That rcon command turns off the change. Requires a map restart to take effect.
Sorry, didnt see it in the OP
That rcon command turns off the change. Requires a map restart to take effect.[/s]
Sorry, didnt see it in the OP
MessyRecipeNow you can get fucked over by spawning further from the door. Freezetime jumps at least allow the jumping classes to equalize their position.
I've asked Valve in the past to put the spawn priority in TF2 but they have never replied.
Basically it's a variable in the info_player_teamspawn in CSGO that allows you to set spawn points that the game prioritizes over the others. So for example, in Dust 2 on CT side you will always spawn in the same 5 spawn points, but in Casual after those 5 players have spawned, the other spawn points are used.
Mappers for TF2 could fix this by just putting in 6 spawns for each team (pretty sure sunshine event does this(?)) but this would make spawning pretty terrible when more than 6 people are in each game.
Another solution is to put a switch outside the map that allows you to change the spawns from 16 / 6 / 9 but that's way to clunky to be in an official map.
They also need to fix players changing spawn points when they change classes, this is terrible when playing medic on granary :c
I've asked Valve in the past to put the spawn priority in TF2 but they have never replied.
Basically it's a variable in the info_player_teamspawn in CSGO that allows you to set spawn points that the game prioritizes over the others. So for example, in Dust 2 on CT side you will always spawn in the same 5 spawn points, but in Casual after those 5 players have spawned, the other spawn points are used.
Mappers for TF2 could fix this by just putting in 6 spawns for each team (pretty sure sunshine event does this(?)) but this would make spawning pretty terrible when more than 6 people are in each game.
Another solution is to put a switch outside the map that allows you to change the spawns from 16 / 6 / 9 but that's way to clunky to be in an official map.
They also need to fix players changing spawn points when they change classes, this is terrible when playing medic on granary :c
poopsharkJojocan the equalizer rollout still be done (make it to mid with reasonable time with a buff) easily? i've always by default reduced my health immediately in spawn (and with all four rockets wearing gunboats) but i know this isn't the only wayTwitchisn't this going to destroy pocket and demo rollouts in MM?
Pocket rollouts don't change too much imo
You can just jump outside of spawn and then equalize, you'll probably be even faster than before (but of course you have to wait for the med anyway).
Pocket rollouts don't change too much imo[/quote]
can the equalizer rollout still be done (make it to mid with reasonable time with a buff) easily? i've always by default reduced my health immediately in spawn (and with all four rockets wearing gunboats) but i know this isn't the only way[/quote]
You can just jump outside of spawn and then equalize, you'll probably be even faster than before (but of course you have to wait for the med anyway).
Honestly though, I just assumed the competitive configs were gonna turn it back on. Is it actually a matter worth debating? Doesn't seem to do much for the meta, really.
it makes the demo rollout speed more dependent on getting a lucky spawn
PendjiHonestly though, I just assumed the competitive configs were gonna turn it back on. Is it actually a matter worth debating? Doesn't seem to do much for the meta, really.
While you can turn it back on we want the leagues to be as close to matchmaking as reasonably possible. We'll never get it to be identical; CS:GO leagues don't exactly match matchmaking. That said, I'd say we should turn it on for now until the spawn issues are fixed. There's no point trying to make a league be the same as matchmaking when matchmaking doesn't exist yet and we're still conjecturing about how it might work.
While you can turn it back on we want the leagues to be as close to matchmaking as reasonably possible. We'll never get it to be identical; CS:GO leagues don't exactly match matchmaking. That said, I'd say we should turn it on for now until the spawn issues are fixed. There's no point trying to make a league be the same as matchmaking when matchmaking doesn't exist yet and we're still conjecturing about how it might work.
PendjiHonestly though, I just assumed the competitive configs were gonna turn it back on. Is it actually a matter worth debating? Doesn't seem to do much for the meta, really.
Aside from just the additional disconnect between comp and pubs+etc it'll cause, I remember when I was just starting to learn about the world of comp, advanced movement, etc seeing people do spawn jumps and learning to do accurate ones myself was a small but fun confidence boost and entry to jumping mechanics. Getting yourself ahead at the start of a round like that can kinda show newer players a little of what's possible... also it helps make the start of rounds just that much more fun especially on payload when there's not much to do.
Aside from just the additional disconnect between comp and pubs+etc it'll cause, I remember when I was just starting to learn about the world of comp, advanced movement, etc seeing people do spawn jumps and learning to do accurate ones myself was a small but fun confidence boost and entry to jumping mechanics. Getting yourself ahead at the start of a round like that can kinda show newer players a little of what's possible... also it helps make the start of rounds just that much more fun especially on payload when there's not much to do.
LainI've asked Valve in the past to put the spawn priority in TF2 but they have never replied.
Basically it's a variable in the info_player_teamspawn in CSGO that allows you to set spawn points that the game prioritizes over the others. So for example, in Dust 2 on CT side you will always spawn in the same 5 spawn points, but in Casual after those 5 players have spawned, the other spawn points are used.
Not really, TF2 uses spawn priority too, it just picks the spawn order by which spawns where placed first and it is exactly the same thing. In your example, you would just place these 5 CT Spawns first and the casual spawns after and it is exactly the same thing.
You can see this on cp_badlands, it is no coincidence that you never spawn on the left side of the spawn room during the start of the round. (Suiciding or changing class on freeze time pushes you to respawn on the next available spawn entity.)
Basically it's a variable in the info_player_teamspawn in CSGO that allows you to set spawn points that the game prioritizes over the others. So for example, in Dust 2 on CT side you will always spawn in the same 5 spawn points, but in Casual after those 5 players have spawned, the other spawn points are used.
[/quote]
Not really, TF2 uses spawn priority too, it just picks the spawn order by which spawns where placed first and it is exactly the same thing. In your example, you would just place these 5 CT Spawns first and the casual spawns after and it is exactly the same thing.
You can see this on cp_badlands, it is no coincidence that you never spawn on the left side of the spawn room during the start of the round. (Suiciding or changing class on freeze time pushes you to respawn on the next available spawn entity.)
This reminds me of a discussion we had months ago:
http://www.teamfortress.tv/29332/longer-break-inbetween-rounds#top
So now you can just make the freeze time longer like they have in CS:GO and give the players/casters more time to talk in-between rounds. Cool.
http://www.teamfortress.tv/29332/longer-break-inbetween-rounds#top
So now you can just make the freeze time longer like they have in CS:GO and give the players/casters more time to talk in-between rounds. Cool.
Hot damn yes, I didn't think about that. There'd still need to be a countdown to when the round is actually live though.
EDIT: It's still not worth having though, just extend humiliation time. The downside of no freezetime jumps is worse than the advantage of standing still in spawn rather than collecting beavern frags a bit longer.
EDIT: It's still not worth having though, just extend humiliation time. The downside of no freezetime jumps is worse than the advantage of standing still in spawn rather than collecting beavern frags a bit longer.
BisquitLainI've asked Valve in the past to put the spawn priority in TF2 but they have never replied.
Basically it's a variable in the info_player_teamspawn in CSGO that allows you to set spawn points that the game prioritizes over the others. So for example, in Dust 2 on CT side you will always spawn in the same 5 spawn points, but in Casual after those 5 players have spawned, the other spawn points are used.
Not really, TF2 uses spawn priority too, it just picks the spawn order by which spawns where placed first and it is exactly the same thing. In your example, you would just place these 5 CT Spawns first and the casual spawns after and it is exactly the same thing.
You can see this on cp_badlands, it is no coincidence that you never spawn on the left side of the spawn room during the start of the round. (Suiciding or changing class on freeze time pushes you to respawn on the next available spawn entity.)
Technically it does, but if a player changes class/weapons within the game, they will constantly respawn at the next spawn point, instead of keeping their spawn point. This is especially bad now because there is no 'equalizer' for spawn positions, meaning a pocket with a bad spawn could get to middle 1-2 seconds before the other pocket on some maps, or the medic could be trailing behind in a few seconds, or just completely unable to get to their demoman/roamer which is obviously a terrible disadvantage.
With an actual prioritization system other than the mock one we have now this freeze time stuff could work. Maybe we could get a variable to prioritize classes too, so maybe future maps could put scouts further behind, and have the medic, roamer and demo right next to each other so that litterally the best players win middle.
Basically it's a variable in the info_player_teamspawn in CSGO that allows you to set spawn points that the game prioritizes over the others. So for example, in Dust 2 on CT side you will always spawn in the same 5 spawn points, but in Casual after those 5 players have spawned, the other spawn points are used.
[/quote]
Not really, TF2 uses spawn priority too, it just picks the spawn order by which spawns where placed first and it is exactly the same thing. In your example, you would just place these 5 CT Spawns first and the casual spawns after and it is exactly the same thing.
You can see this on cp_badlands, it is no coincidence that you never spawn on the left side of the spawn room during the start of the round. (Suiciding or changing class on freeze time pushes you to respawn on the next available spawn entity.)[/quote]
Technically it does, but if a player changes class/weapons within the game, they will constantly respawn at the next spawn point, instead of keeping their spawn point. This is especially bad now because there is no 'equalizer' for spawn positions, meaning a pocket with a bad spawn could get to middle 1-2 seconds before the other pocket on some maps, or the medic could be trailing behind in a few seconds, or just completely unable to get to their demoman/roamer which is obviously a terrible disadvantage.
With an actual prioritization system other than the mock one we have now this freeze time stuff could work. Maybe we could get a variable to prioritize classes too, so maybe future maps could put scouts further behind, and have the medic, roamer and demo right next to each other so that litterally the best players win middle.
much easier fix:
have a "pre-game" that's about ~10 seconds long (also, preferably, not the kind of pregame wherein medic gets uber in like ten seconds), wherein spawn doors don't open until they're finished, players can fuck around as they please in the spawn until the round starts, and demos/sollies can prepare as needed right next to the door
lets you have a gap of time to work with, will also slightly buff other classes' rollout speeds, and it means that nobody has to give a shit about where they specifically spawned in the spawn room because honestly that's never a thing ppl should care about
have a "pre-game" that's about ~10 seconds long (also, preferably, not the kind of pregame wherein medic gets uber in like ten seconds), wherein spawn doors don't open until they're finished, players can fuck around as they please in the spawn until the round starts, and demos/sollies can prepare as needed right next to the door
lets you have a gap of time to work with, will also slightly buff other classes' rollout speeds, and it means that nobody has to give a shit about where they specifically spawned in the spawn room because honestly that's never a thing ppl should care about