We got a match with 11 europeans and 1 american on a Virginia server earlier
how do you get that thing shown on the pic
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We got a match with 11 europeans and 1 american on a Virginia server earlier
how do you get that thing shown on the pic
CapuV The problem is that either they think they know better than him or they straight up don't want to hear it.
For us, it's pretty obvious they're wrong in lots of aspects, but not for them, which is why things like these happen.
Does anyone at Valve even like 6v6? I've seen some employees in HL showmatches, but never in actual 6s.
Eitherway, back on topic, this thread is more about the overly detailed weapon stats than actual weapon balance
Look at Natascha when it was introduced:
http://i.imgur.com/x1A8fD6.png
simple, straight forward stats. it was the gun that slows people down, thats it, and thats totally fine.
compare it to the current version on the right
now its the weapon that: slows people down, but is also slower to spinup, and gives you 20% damage resistance if its spun up BUT only if you are below 50% health
god, that was hard to read.
they are making future balance changes harder, and the weapons in general more complicated to understand and remember for everyone
I really hope in the future Valve does simpler changes instead of adding dozens of new variables to a dozen other weapons.
EoNhow is forcing jigglebones making a 'level playing field'
the only thing i can think of for "level playing field" is ragdolls and gibs will be a distraction and block visoin for everyone now.
also the grass in process second and some other places, that you dont see if you have a FPS config, but thats such a small thing
Maybe what they meant is making the game run like crap for everyone
They just dont have a clear direction! They are changing the game a lot with odd out-of-nowhere balance changes.
But for what purpose? I don't think Valve even knows.
It's like what we call in Spanish a headless chicken. It can run in circles for a while but won't actually get anywhere.
I think this update is good in general because it will introduce a lot of people to competitive, but it's just extremelly hard to guess what their reasoning was for some of the balance changes.
classicpeople are into hearthstone and that game has some pretty wonky card mechanics and there's quite a large number of cards. Granted its a card game not a fps, but its a similar concept. FPS games probably benefit more from being simple, but a majority of tf2 weapons are silly and gimmicky anyways just like a majority of hearthstone cards are gimmicky and not used in professional play.
well in hearthstone you have a turn to read and see whats going on...
in a tf2 match you could see literally a dozen of different weapons at once
I've seen this trend since the Gun Mettle where valve adds "features" to weapons that seem to overcomplicate things unneceseraly.
For me one of the earliest examples is when they gave Backburner an airblast that costed a trillion ammo
The people that play backburner used it because they didnt care about the airblast anyway, and it takes one unique thing it had away.
Same goes for Natascha and Brass Beast on the latest update
"20% damage resistance now only applies when spun up and below 50% max health"
All Flamethrowers
"Added: Direct damage reduces Medi Gun healing and resist shield effects by 25%"
With the huge amount of weapons in this game, I feel like it's just getting harder and harder for beginners to know whats going on around them and deal with the frustration and confusion of dying to a weapon they don't know, or have.
What are your thoughts in this small detailed tweaks that have been going on since Gun Mettle?
"Any option that isn't in TF2 menus has been disabled for matchmaking"
Undocumented change: Removed viewmodel_fov slider and "hide viewmodel" from Adv. Options
Now everyone is locked at viewmodel_fov 54
Shaking My Head TBQHWY
nobelharvardsThe built in P-REC (Demo Support) new "tournament matches only" mode (ds_enable 3) starts recording from the moment you join a tournament server, not when both teams ready up.
at least now TF2 detects if you have PREC and blocks you from joining MM so you dont get unexpected, unexplained crashes
Anyone else think the quick-fix nerf was dissapointingly small? the movement it grants + 40% faster heals went untouched
cirloalso: i feel like they should add an animation to the alt attack of the shortstop
it works for me, or do you mean external animation out of viewmodels?
they probably forgot testing a few animations for this update, from what you mention and how the new rocket jumper clips with your hand when you reload
Tangyywow, they actually restricted brightness and net_graph. i figured they would unrestrict upon release but i guess not. they better allow it soon
even zoom_sensitivity_ratio
also i played a community server after someone left in my MM match and my viewmodel_fov was blocked.... at 54
they also did an undocumented change where they removed the viewmodel_fov slider from Adv. Options
still missing pelvis in the MvM model
https://www.youtube.com/watch?v=3VRUTeN3Kmo
i seriously hope they revert at least SOME of the sound changes
they did something similar with very distinctive noises in csgo and i dont know a single person that liked it
- Thanks to Justin G., aka sigsegv, for these reports
- Fixed airblasts sometimes sending reflected projectiles toward friendly players, buildings, and projectile shields
why would he be surprised if when he ask for ID they reach for their pocket,
cant the police just grab it themselves if they gonna react like that to the slightest movement
I can't believe this keeps happening.