CollaideI feel like having people (still) interested & invested in the game as developers would be better for the health of the game
i feel that water is wet
Account Details | |
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SteamID64 | 76561198042111402 |
SteamID3 | [U:1:81845674] |
SteamID32 | STEAM_0:0:40922837 |
Country | United States |
Signed Up | November 13, 2012 |
Last Posted | January 14, 2018 at 4:29 PM |
Posts | 363 (0.1 per day) |
Game Settings | |
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In-game Sensitivity | 2.1 |
Windows Sensitivity | 5 |
Raw Input | |
DPI |
800 |
Resolution |
1920x1200 |
Refresh Rate |
60 |
Hardware Peripherals | |
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Mouse | Zowie FK1 |
Keyboard | CM Storm Quickfire Rapid |
Mousepad | Steel Series QCK+ |
Headphones | Audio-Technica ATH-M50s |
Monitor | Dell? |
CollaideI feel like having people (still) interested & invested in the game as developers would be better for the health of the game
i feel that water is wet
the fact that steam images don't auto-embed tilts me
KonceptTime to place your bets folks on the likelihood that this update actually won't drop tonight
valverino
Pigbyhttp://i.imgur.com/d3gXJtK.png
ignore broken round timer thanks, also have yet to fiddle with targetid
http://i.imgur.com/ikv0UTQ.png
tweaks
definitely prefer the illuminated character backgrounds to the tftv hud
I MEAN IT'S A CONFIG FOR SURE, MY DUDE
when i still played this game, i was a medic main that often did not have team. most scrim schedules did not work with mine. it was quite difficult to improve as playing lobbies and pugs and such were an awful way to practice because you are not playing with your team. sure, you can possibly work on mechanics like movement, positioning, and MAYBE gamesense, but there was no way of grinding practice like you can with dps classes, in training maps, mge, jump maps, and so forth. a lack of a way for me to feel sense of accomplishment and improvement, among other things, made me stop playing this game.
flatlineIf you want my personal pet peeves though:
-tf2 font (STOP THIS MADNESS PLEASE)
-information in corners
-boxes on health/ammo
-TanLight
-default TF2 assets (especially things like main menu icons since they're in this terrible off-white color and are really bit-crunched and pixellated. use an icon font like Sosa)
-default borders on elements (those stupid off-white corners on the scoreboard and shit, god why do they exist? they look so bad)
we can all agree the pixellated teamcolored backgrounds with the rounded borders are awful, but i'm just curious, what's wrong with the tf2 build font and tanlight?
SetletI was also thinking about having a slow for fire, so if you get caught by pyro's flames you'd be fucked.
This is similar to OW's Mei, who is very unfun to play against. Pyro with slowing in TF2 would be worse, especially because he can crit to kill with his secondaries and melees. Slows/stuns are not fun in FPSs, as we have seen with the Sandman and Natascha.
LKincheloeThought: What about re-working the Airblast mechanic so instead it "absorbs" the damage being delivered and return it in the form of either ammo, health or (maybe) a pickup that deals minicrits for 2s when a teammate grabs it?
That's a lot of things.
MarxistI guess I didn't mention heavy- Heavy is already the best and most glorious class in the game so there isn't much that needs to be changed in that realm at least in regards to sixes. If anything I'd be an advocate of people running heavy *more*.
As the old motto goes "If we start to lose, dumbbrain go heavy" it worked wonders.
Making his gun a projectile weapon *could* be pretty interesting - so long as it's better than the 50 cal defensive armaments in battlefield 1942 lol. (If you never played that game it was basically impossible to hit anything that was moving - which was everything - with said gun unless you were a god who had honed their craft for hundreds of hours lol).
As long as the Heavy throws golf balls and not boulders, it could be interesting as an unlock.
MarxistMarxist's post
There was a game called loadout that had energy weapons that functioned similarly to LG's from Quake, but had sweetspots within the beam. Could the flamethrower work like this, with the sweetspot close to the player using the flamethrower?
In the Meet Your Match update, the developers revealed the Heavy v. Pyro War and confirmed there will be "new balancing" for these characters. These two classes play their roles as specialists in the current 6v6 metagame, having their weaknesses (lack of movement abilities) being covered by the situations they are viable (defending last with a spawn close by to swap to a generalist when need be). Of course these characters are in the 9v9 meta, it's in the ruleset, but that does not stop them from needing changes. This goes for non-competitive gamemodes in Team Fortress as well.
It is well known that Pyro is fundamentally broken, and one of the big reasons his flamethrower hitbox is horribly inconsistent. More information can be found in the playlist titled "Flamethrower Mojo" by sigsegv. (This is the user that submitted several bugfixes to the developers that got reported as being fixed in recent patches' notes. All of their videos are worth watching.) Heavy has been changed several times in the past, be it function of his primary weapons and the many tweaks to his unlocks in the most recent update.
Knowing that developers (vJill at least) now drop into this forum every now and then, what changes would you suggest or like to see made to these classes to better balance them?
yttriumuberchainOnly if he exclusively talks in the Scout voice.can we hire Kurt to only talk in the Scout voice as a caster?
(Which we won't ever have the money for unless he ends up liking competitive crap.)