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Next Major Update Wishlist
31
#31
11 Frags +

1.The complete removal of random crits

2. Fixing all of TF2's default settings
a. Stock HUD is a bit outdated - This is an extremely important point reason being I've had to go back to the default HUD due to the recent update and I now realized how weird the default HUD is. Some changes like increasing the size and changing the colour of damage numbers when you hit someone, the position health/ammo etc. (If some valve employee is reading this then the Improved Default HUD is a good place to start)

b. Why is fov_desired not 90 when you first start the game

c. Basically all the default network settings need to be updated

d. IMO tf_use_min_viewmodels should be enabled by default seeing that a constant complaint is the viewmodels taking up half of your screen when you first start the game.

e. Viewmodel_fov need to be a bit higher like 80 (which I hear is some sort of sweet spot)

3. Fixing that demo sticky nerf thing

4. Comanglia summed up the Dragon's Fury quite nicely

ComangliaDragon Fury rebalance
- longer range
- smaller cone of fire (i.e. smaller projectile)
- slower projectile
- no insanely bright flash
- actually do 100 dmg on the follow up shot on burning enemies
- heal 20hp when you extinguish someone like all the other flamethrowers
- extinguishing a teammate nullifies the slower repressurization (i.e. don't punish pyros for being helpful)

pyro really didn't need another close range only weapon

5. I've always wished for a Lightning Gun type of weapon (LG) for pyro

6. An elo system or just fixing Match Making on a whole

7. Rocket. Jumper. Nuff said.

8. The new fall damage sounds like I bit into a pringle or stepped on a dorito

9. Maybe making autoheal on by default

1.The complete removal of random crits

2. Fixing all of TF2's default settings
a. Stock HUD is a bit outdated - This is an extremely important point reason being I've had to go back to the default HUD due to the recent update and I now realized how weird the default HUD is. Some changes like increasing the size and changing the colour of damage numbers when you hit someone, the position health/ammo etc. (If some valve employee is reading this then the Improved Default HUD is a good place to start)

b. Why is fov_desired not 90 when you first start the game

c. Basically all the default network settings need to be updated

d. IMO tf_use_min_viewmodels should be enabled by default seeing that a constant complaint is the viewmodels taking up half of your screen when you first start the game.

e. Viewmodel_fov need to be a bit higher like 80 (which I hear is some sort of sweet spot)

3. Fixing that demo sticky nerf thing

4. Comanglia summed up the Dragon's Fury quite nicely[quote=Comanglia]Dragon Fury rebalance
- longer range
- smaller cone of fire (i.e. smaller projectile)
- slower projectile
- no insanely bright flash
- actually do 100 dmg on the follow up shot on burning enemies
- heal 20hp when you extinguish someone like all the other flamethrowers
- extinguishing a teammate nullifies the slower repressurization (i.e. don't punish pyros for being helpful)

pyro really didn't need another close range only weapon
[/quote]

5. I've always wished for a Lightning Gun type of weapon (LG) for pyro

6. An elo system or just fixing Match Making on a whole

7. Rocket. Jumper. Nuff said.

8. The new fall damage sounds like I bit into a pringle or stepped on a dorito

9. Maybe making autoheal on by default
32
#32
13 Frags +
Sentinel
  • Remove random crits from the game
  • Remove the no dmg falloff feature on minicrits (seriously, this is the thing that causes almost all of the issues with minicrits aka reflects, crit a cola, reserve shooter etc, the dmg bonus isn't inherently broken but no dmg falloff leads to some really unbalanced unlocks)
  • Let us use cfgs in mm
  • Fix the hitreg issues for the new pyro primary
  • Fix flamethrowers nuking everything if you spam m1
  • Fix flames being invisible if you dont have dxlevel 95 in your launch options at all times
  • Fix close range arrows phasing through teammates
  • Make the jetpack passive like demo shields, hitting m3 or whatever just launches you instead of having it as a 2 second process
  • Give pyro a weak-ish infinite range LG secondary (basically a flame pistol), itll go well with the new primary
  • Fix the pocket pistol
  • Make the hitbox for the new pyro primary smaller, right now it's too easy to use
  • Fix the darwins completely countering the new primary - you cant do more than 25 dmg vs a sniper using it (assuming it's a bug and not a feature)
  • fov_desired 90 should be default, default hit numbers should be bigger

PERFORMANCE OPTIMIZATIONS PLS TY

fuck "major" update, the majority of these things should just be straight up patched asap

[quote=Sentinel][list]
[*] Remove random crits from the game
[*] Remove the no dmg falloff feature on minicrits (seriously, this is the thing that causes almost all of the issues with minicrits aka reflects, crit a cola, reserve shooter etc, the dmg bonus isn't inherently broken but no dmg falloff leads to some really unbalanced unlocks)
[*] Let us use cfgs in mm
[*] Fix the hitreg issues for the new pyro primary
[*] Fix flamethrowers nuking everything if you spam m1
[*] Fix flames being invisible if you dont have dxlevel 95 in your launch options at all times
[*] Fix close range arrows phasing through teammates
[*] Make the jetpack passive like demo shields, hitting m3 or whatever just launches you instead of having it as a 2 second process
[*] Give pyro a weak-ish infinite range LG secondary (basically a flame pistol), itll go well with the new primary
[*] Fix the pocket pistol
[*] Make the hitbox for the new pyro primary smaller, right now it's too easy to use
[*] Fix the darwins completely countering the new primary - you cant do more than 25 dmg vs a sniper using it (assuming it's a bug and not a feature)
[*] fov_desired 90 should be default, default hit numbers should be bigger
[/list]


PERFORMANCE OPTIMIZATIONS PLS TY[/quote]

fuck "major" update, the majority of these things should just be straight up patched asap
33
#33
4 Frags +

sticky detonation bug
low LOD models for as many items/hats as possible (or just general performance optimizations)
allow people to freely change teams in casual (just like it was before the casual matchmaker happened)
add again A/D scrolling between inventory pages
-
sniper nerf (charging time or base damage)
syringe guns rework/buff
revert ambassador
some nerf to scattergun's reload speed

no more ideas atm

sticky detonation bug
low LOD models for as many items/hats as possible (or just general performance optimizations)
allow people to freely change teams in casual (just like it was before the casual matchmaker happened)
add again A/D scrolling between inventory pages
-
sniper nerf (charging time or base damage)
syringe guns rework/buff
revert ambassador
some nerf to scattergun's reload speed

no more ideas atm
34
#34
4 Frags +
springrollseddie_calderonremove stickybomb launcher random spread/deviation
This is a thing?

On that note remove grenade launcher spin/drag/whatever it is that makes it feel so much more..inconsistent? than the iron bomber.

grenade launchers have spread as well, on top of random pill rotation velocity (which affects roller direction)

[quote=springrolls][quote=eddie_calderon]remove stickybomb launcher random spread/deviation[/quote]

This is a thing?

On that note remove grenade launcher spin/drag/whatever it is that makes it feel so much more..inconsistent? than the iron bomber.[/quote]
grenade launchers have spread as well, on top of random pill rotation velocity (which affects roller direction)
35
#35
7 Frags +
yttriumgrenade launchers have spread as well, on top of random pill rotation velocity (which affects roller direction)

preach brother

it'S NoT JusT PlAcEBo i SweAr

[quote=yttrium]grenade launchers have spread as well, on top of random pill rotation velocity (which affects roller direction)[/quote]

[url=http://steamcommunity.com/groups/stockpipesblow]preach brother[/url]

it'S NoT JusT PlAcEBo i SweAr
36
#36
2 Frags +

• Esport Case, or just a period of time where Mann Co. Store profits go to a prize pool
• Along with this, a major nicely backed by Valve :)
• I really do want them to balance Pyro around 6s, I think the new weapons for him are good ideas but not executed quite right
• This isn't that simple, but pls make 90% of the unlocks that are unviable viable. I hate having to run a mostly universal loadout for every class in competitive without being at an obvious disadvantage
• ELO in MM please, as a Steel scoundrel, relying on scrims as a way of playing competitive is a really really dumb idea and involves so much downtime. If match making has a proper ELO system, sorts out their wait times and makes most unlocks viable, it would immediately lose most of the aids-factor it has now (which leaves the issue of class limits, which I have no idea how they could fix). Another nice thing is if Valve could explain some basic 6s ideas before people can play matchmaking. I'm not sure if anyone here plays FIFA, but people who do would know that they implement community made videos in the actual menus, so even placing things like B4nny's DMU videos could be really useful for beginners imo.
• Even if it is an accurate representation of the hitbox, I think the new Pyro flame particle is really obnoxious. It probably doesn't help that nearly everyone is Pyro, but the effect is so large I genuinely can't see anything. If they could make it a bit cleaner I would appreciate it
• Here is the casual thing that I want them to work on and that is stickers. I think if they add stickers like in CS that would be cool :) and it could even be implemented into the E-sport case that I mentioned earlier
• Finally, make the game more accessible. The new UI is definitely a good step forward, but the tutorial and initial learning curve is ridiculous imo. I have friends who have never played TF2 before, and when I convince them to come on they laugh at the way it introduces new players, it is so out of date and the default settings are a joke. Some of the more TF2-exclusive gameplay mechanics like surfing and jumping should be backed by Valve. If there were these community maps put onto the casual map pool by Valve, it reaching all the F2Ps could be a good start because I know people say practicing in-game is good, but you are delusional if you think a person who just got the game could learn how to rocket jump in a retarded 12v12 casual environment. Similarly, I think really popular HUDS should be shown to the player after the tutorial and the player should be able to pick a HUD. It should also go through things like hitsounds and damage numbers.

• Esport Case, or just a period of time where Mann Co. Store profits go to a prize pool
• Along with this, a major nicely backed by Valve :)
• I really do want them to balance Pyro around 6s, I think the new weapons for him are good ideas but not executed quite right
• This isn't that simple, but pls make 90% of the unlocks that are unviable viable. I hate having to run a mostly universal loadout for every class in competitive without being at an obvious disadvantage
• ELO in MM please, as a Steel scoundrel, relying on scrims as a way of playing competitive is a really really dumb idea and involves so much downtime. If match making has a proper ELO system, sorts out their wait times and makes most unlocks viable, it would immediately lose most of the aids-factor it has now (which leaves the issue of class limits, which I have no idea how they could fix). Another nice thing is if Valve could explain some basic 6s ideas before people can play matchmaking. I'm not sure if anyone here plays FIFA, but people who do would know that they implement community made videos in the actual menus, so even placing things like B4nny's DMU videos could be really useful for beginners imo.
• Even if it is an accurate representation of the hitbox, I think the new Pyro flame particle is really obnoxious. It probably doesn't help that nearly everyone is Pyro, but the effect is so large I genuinely can't see anything. If they could make it a bit cleaner I would appreciate it
• Here is the casual thing that I want them to work on and that is stickers. I think if they add stickers like in CS that would be cool :) and it could even be implemented into the E-sport case that I mentioned earlier
• Finally, make the game more accessible. The new UI is definitely a good step forward, but the tutorial and initial learning curve is ridiculous imo. I have friends who have never played TF2 before, and when I convince them to come on they laugh at the way it introduces new players, it is so out of date and the default settings are a joke. Some of the more TF2-exclusive gameplay mechanics like surfing and jumping should be backed by Valve. If there were these community maps put onto the casual map pool by Valve, it reaching all the F2Ps could be a good start because I know people say practicing in-game is good, but you are delusional if you think a person who just got the game could learn how to rocket jump in a retarded 12v12 casual environment. Similarly, I think really popular HUDS should be shown to the player after the tutorial and the player should be able to pick a HUD. It should also go through things like hitsounds and damage numbers.
37
#37
8 Frags +

I know most people are talking about major gameplay changes, but I just want more things to do with my friends. Having contracts that you can complete with your buds has gotten me back into playing the game a lot more, and I'm sure a lot of others feel the same way.

I know most people are talking about major gameplay changes, but I just want more things to do with my friends. Having contracts that you can complete with your buds has gotten me back into playing the game a lot more, and I'm sure a lot of others feel the same way.
38
#38
14 Frags +

All of the above and update the default settings and hud to be playable. I mean FFS do we rly need 100ms of interp on by default?

All of the above and update the default settings and hud to be playable. I mean FFS do we rly need 100ms of interp on by default?
39
#39
-6 Frags +

https://i.imgur.com/1B5CCBM.jpg

[img]https://i.imgur.com/1B5CCBM.jpg[/img]
40
#40
-3 Frags +

I want there to be another major update

I want there to [i]be[/i] another major update
41
#41
2 Frags +

For Valve to communicate more about the update before it releases so we can make sure we don't get "no competitive matchmaking fixes and a no skill jetpack" v2

For Valve to communicate more about the update before it releases so we can make sure we don't get "no competitive matchmaking fixes and a no skill jetpack" v2
42
#42
17 Frags +

fix stickies bouncing off teammates

fix stickies bouncing off teammates
43
#43
10 Frags +

So when I said that flamethrowers felt even easier to aim than before I was not wrong. See here:
https://youtu.be/aIIgr_qt8mw?t=1m56s

Basically before the update the flamethrower was easy but still required a modicum of tracking to use correctly. Right now the way the hit detection works you can wiggle your mouse around like an idiot and as long as one of the particles is touching the enemy player, you do full damage. It's pretty messed up.

So yeah my wish is to get that fixed. As I commented in the video it can probably be fixed by simply making the "flame cubes" smaller.[*]

[*] edit: not actually true. Seems they'd have to change the hit detection to take into account each individual particle instead of a 12/second check across all particles. Still think a smaller box size would do good in terms of aim requirement to use the flamethrowers. tf_flamethrower_boxsize in a local server allows you to test by yourself. (credit to jediflamaster for all the findings)

So when I said that flamethrowers felt even easier to aim than before I was not wrong. See here:
https://youtu.be/aIIgr_qt8mw?t=1m56s

Basically before the update the flamethrower was easy but still required a modicum of tracking to use correctly. Right now the way the hit detection works you can wiggle your mouse around like an idiot and as long as one of the particles is touching the enemy player, you do full damage. It's pretty messed up.

So yeah my wish is to get that fixed. As I commented in the video it can probably be fixed by simply making the "flame cubes" smaller.[*]

[*] edit: not actually true. Seems they'd have to change the hit detection to take into account each individual particle instead of a 12/second check across all particles. Still think a smaller box size would do good in terms of aim requirement to use the flamethrowers. tf_flamethrower_boxsize in a local server allows you to test by yourself. (credit to jediflamaster for all the findings)
44
#44
4 Frags +

please for the love of god when you release a functioning mm system don't use personal performance at all as part of the mmr calculation, blizzard have provided the perfect example of why in that other game we don't talk about here (sirlin explains the issues well).

please for the love of god when you release a functioning mm system don't use personal performance at all as part of the mmr calculation, blizzard have provided the perfect example of why in that other game we don't talk about here ([url=http://www.sirlin.net/posts/overwatchs-ranking-point-system]sirlin[/url] explains the issues well).
45
#45
2 Frags +

Ideally the new update should be focused entirely around competitive play with not only bringing in the much-needed redo of the comp MM ranking system, but also focus on esport themed war paints and whatnot. I doubt valve will fund a major for TF2, so I won't ask for something so unlikely to occur.

I'd love to see smaller hitboxes on all pyro weapons in exchange for range. Make it a more rewarding weapon to use. I like the pyro changes but it needs tweaking to make him more viable across more encounters, but take more skill to use. Tweaking heavy would also be nice. The movement melee nerfs were well warranted but I would like to see more dexterity with his minigun (entirely removing rampup as well as buffing movement speed when revved) in exchange for a smaller health pool. I would at least assume that would lead to the 2 most unfun classes to fight and fight against in this game to be fun for once.

As said above if there is anyway to optimize this game with the apparently shitty build of source that it was created on, please do so. A modern PC shouldn't be getting frame-raped by a 10 year old game at any graphics settings. Maybe some more UI tweaks and some HUD changes will go a long way as well.

All of these together doesn't fix the main issue with comp participation though. Unlike in many esport titles TF2 does not have a good bridge between casual play and competitive play, and if you want a healthy long-lasting community (rather than just leaving said community to its own crafty devices) than creating said bridge is paramount.

Ideally the new update should be focused entirely around competitive play with not only bringing in the much-needed redo of the comp MM ranking system, but also focus on esport themed war paints and whatnot. I doubt valve will fund a major for TF2, so I won't ask for something so unlikely to occur.

I'd love to see smaller hitboxes on all pyro weapons in exchange for range. Make it a more rewarding weapon to use. I like the pyro changes but it needs tweaking to make him more viable across more encounters, but take more skill to use. Tweaking heavy would also be nice. The movement melee nerfs were well warranted but I would like to see more dexterity with his minigun (entirely removing rampup as well as buffing movement speed when revved) in exchange for a smaller health pool. I would at least assume that would lead to the 2 most unfun classes to fight and fight against in this game to be fun for once.

As said above if there is anyway to optimize this game with the apparently shitty build of source that it was created on, please do so. A modern PC shouldn't be getting frame-raped by a 10 year old game at any graphics settings. Maybe some more UI tweaks and some HUD changes will go a long way as well.

All of these together doesn't fix the main issue with comp participation though. Unlike in many esport titles TF2 does not have a good bridge between casual play and competitive play, and if you want a healthy long-lasting community (rather than just leaving said community to its own crafty devices) than creating said bridge is paramount.
46
#46
2 Frags +

Add a new setting for the sv_allow_point_servercommand command that only allows map files downloads.
Right now it's either allow/ disallow everything or just allow valve maps.

E: I'm dumb, here is what I've been looking for for ages

cl_downloadfilter mapsonly
Add a new setting for the sv_allow_point_servercommand command that only allows map files downloads.
Right now it's either allow/ disallow everything or just allow valve maps.

E: I'm dumb, here is what I've been looking for for ages[code]cl_downloadfilter mapsonly[/code]
47
#47
4 Frags +

Removing random crits would make them have to rebalance every weapon with the lazy "- No Random Crits" stipulation tagged onto it. I think that would be a GREAT start with fixing a lot of unlocks since they can actually be balanced around mechanics that aren't fucking random.

Removing random crits would make them have to rebalance every weapon with the lazy "- No Random Crits" stipulation tagged onto it. I think that would be a GREAT start with fixing a lot of unlocks since they can actually be balanced around mechanics that aren't fucking random.
48
#48
8 Frags +
fahrenheitRemoving random crits would make them have to rebalance every weapon with the lazy "- No Random Crits" stipulation tagged onto it. I think that would be a GREAT start with fixing a lot of unlocks since they can actually be balanced around mechanics that aren't fucking random.

i dont think they would have to rebalance any weapons if they removed random crits, most of them are unbanned in comp anyway and there arent crits enabled

[quote=fahrenheit]Removing random crits would make them have to rebalance every weapon with the lazy "- No Random Crits" stipulation tagged onto it. I think that would be a GREAT start with fixing a lot of unlocks since they can actually be balanced around mechanics that aren't fucking random.[/quote]
i dont think they would have to rebalance any weapons if they removed random crits, most of them are unbanned in comp anyway and there arent crits enabled
49
#49
3 Frags +

oh yeah buff scottish resistance please

oh yeah buff scottish resistance please
50
#50
0 Frags +

rollback the game to how it was in 2010 or 2011

rollback the game to how it was in 2010 or 2011
51
#51
8 Frags +

I almost forgot.
Remove the Scout buff that gave Medics the ability to move at Scout speed. Scout and Medic didn't need this buff. It dumbed down both classes.
Make needles viable.

I almost forgot.
Remove the Scout buff that gave Medics the ability to move at Scout speed. Scout and Medic didn't need this buff. It dumbed down both classes.
Make needles viable.
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