wickedplayer494
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SteamID32 STEAM_0:0:39891323
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Signed Up November 18, 2012
Last Posted December 11, 2024 at 5:36 PM
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#8 TF2 Blog: "Balance Changes" in TF2 General Discussion

Go figure, Engineer's at the very bottom.

posted about 7 years ago
#2 TF2 Blog: "Balance Changes" in TF2 General Discussion

Part 2:

TF TeamSoldier
B.A.S.E Jumper
- Players often complain that the B.A.S.E. Jumper is frustrating to fight against because the target is simply too hard to hit. This is mostly due to the combination of being able to deploy/retract at will, and the amount of steering control they have - which makes them too unpredictable.
- Changes:
- Reduced amount of air control while deployed by 50%
- Removed the ability to re-deploy the parachute once retracted (until the player lands on the ground again)

Mantreads
- The second least-used item in the game. The aerial stomp mini-game is difficult, and The Gunboats are superior in most scenarios.
- Changes:
- +75% push-force reduction now includes airblast
- Added: +200% air control when blast jumping

Sniper
Darwin’s Danger Shield
- Snipers using this item had an advantage against Snipers who weren't. As a result, players felt like they were required to equip this item in order to be competitive.
- Goal: Remove the increased survivability against enemy Snipers (which invalidates the existing design).
- New design:
- Counter ranged burn attacks (e.g. flares), and strengthen melee fights vs Pyros
- Afterburn immunity
- +50% fire resist

Razorback
- Goal: Reduce the effectiveness of "pocket'd" Snipers in stalemates/standoffs (this primarily happens in organized/competitive play)
- Changes:
- Added: -100% overheal penalty
- Added: Shield regenerates after 30 seconds

Medic
Vita-Saw
- Ubercharge on death is too valuable of an effect to be passive
- Goal: Change the weapon in a way that requires skill and risk in order to gain this effect
- Changes:
- Added "Organs" collecting concept (... you know, hit someone with a saw, and out pops a vital organ which you then take, and hold). Each hit with the Vita-Saw harvests the victim's organs (shown on the HUD).
- Added: On-death, preserve 15% ubercharge per Organ harvested. This effect caps at 60%.

Crusader's Crossbow
- Bolt healing is very high and significantly out-heals the Medigun when the target is in combat. This might be okay given the trade-offs (risk-vs-reward of ranged shots hitting and the opportunity cost, no overheal). However, it's also the fastest way to build Ubercharge - under the right conditions (e.g. corner damage farming with the Medic behind cover).
- Changes:
- Ubercharge gain rate reduced in the same way that the Medigun's healing (and therefore, Ubercharge build rate) is - based on the last time the target was in combat
- Reduced by a third when 1 - 10 seconds outside of combat, and scales up to normal over 10 - 15 seconds

Heavy
All Miniguns
- Changes:
- The 1-second damage and accuracy penalty now applies to the first second of spun-up time, whether or not the Heavy is firing. Previously, the 1-second damage penalty would only be removed after 1 second of firing.
- Accuracy and damage penalties now reset when the Heavy spins down, rather than when the Heavy stops firing. This means if you stay spun-up beyond one second, and fire in bursts, damage and accuracy will remain at 100%.

Gloves of Running Urgently
- Speed (lack-of) is used to balance the Heavy's high health, over-heal and damage output. While we still believe it's OK to have a class of items that increases Heavy's movement speed, players have been able to easily mitigate the existing negatives.
- Changes:
- Added: Max-health is drained while item is active (-10/sec), and regenerated while holstered
- Health will regenerate only the amount drained while active - minus any damage taken during that time
- Each time the gloves are deployed, the drain rate is accelerated for a brief period of time
- Removed: Marked-For-Death effect while active
- Removed: 25% damage penalty

Eviction Notice
- Changes:
- Added: Max-health is drained while item is active (-5/sec), and regenerated while holstered. Health will regenerate only the amount drained while active - minus any damage taken during that time.
- Removed: 20% damage vulnerability

Fist of Steel
- The downside of "increased melee damage" doesn't ever really come into play when it counts (e.g. holding a choke point or objective), and when a Medic is attached, the resulting pool of effective-health is unreasonably large
- Changes:
- Added: 40% overheal reduction while active
- Added: 40% healing rate penalty while active

Engineer
Rescue Ranger
- The ability to repair buildings safely from range without using metal is powerful. Combine this with the ability to instantly teleport buildings from far away - which by itself is interesting and useful enough in many circumstances - and you end up with a package that is very strong.
- Changes:
- Ranged repairs now consume metal (at a 4-to-1 health-to-metal ratio, e.g. repairing 60 damage costs 15 metal)
posted about 7 years ago
#1 TF2 Blog: "Balance Changes" in TF2 General Discussion

http://www.teamfortress.com/post.php?id=30147

ValveIn the past, we've made blog posts about changes we've already shipped or stuff we've tossed onto the smoldering scrap-heap of failed ideas; this time - based on your feedback - we're going talk about changes while we’re still working on them.

Below is a sneak-peak at some of the changes coming in the next major update, along with some commentary. These changes are based on online community discussions, emails, playtime data, conversations with players of all skill ranges, and play testing.

Things to keep in mind:
- This is not the complete list of changes. Some items (and classes) are still being worked on, and are not ready for review.
- We're going a little deeper on some classes this time (e.g. Scout) and not as deep on others (e.g. Demoman)
- This is a work-in-progress; items may change prior to release.

Please continue to send us your feedback through the Contact Form on the right taskbar (under "Contact Us"). Hearing from you helps us prioritize our work and influences the direction the game moves in.

Multi-class
Panic Attack
- This is one of our least-used weapons. The main culprit seems to be the queued/delayed-fire aspect, which fights against the basic concept of the secondary slot on classes that can use this weapon (Soldier, Heavy, Engineer, Pyro); players generally expect a secondary that is immediately ready to fire - for the rare case where their main weapon isn't available (e.g. out of ammo), or isn't the optimal choice (e.g. airborne, too close, etc.). Removing the queued/delayed-fire concept basically invalidates the original design, so we’ve started over.
- Goal: Make the weapon immediately usable, remove the large burst potential (generally hard to balance), and give the weapon a unique design space to occupy
- New design:
- 50% faster switch speed
- 50% more pellets
- 30% less damage
- Fires a wide, fixed shot pattern (regardless of server settings)
- Shot pattern grows with successive shots (e.g. while holding down the attack button), but resets after you stop firing or reload

Spy
Ambassador
- Players that are head-shot from across the map are expecting to see a Sniper in their death-cam, but they sometimes see (more often that we'd like) a Spy with a revolver
- Goal: Reduce the effective combat range to something more reasonable and expected with the Spy
- Changes:
- First-shots are no longer perfectly accurate. Bullet-spread is instead reduced by 50%. This makes head shots less reliable at long range, while still very viable at close and medium-range.

Dead Ringer
- Feign death is an interesting effect, but a good Spy can use it extremely frequently making it frustrating to play against and reducing the risk of using it nearly constantly
- Goal: Rather than make it less interesting, let's make it more predictable to fight against by removing methods by which Spies can reduce its cool-down. This should create more of a rhythm to fighting against a Spy using this and introduce a little more risk to player using it.
- Changes:
- Ammo kits and dispensers no longer refill the Spy's cloak meter

Your Eternal Reward
- This is the least-used Spy knife (technically, the reskin is, but anyway...). While silent-kill and rapid-disguise-on-kill are good, the downside on this knife is extreme.
- Changes:
- Removed: "Cannot disguise" penalty
- Added: Non-kill disguises require (and consume) a full cloak meter
- Backstab-based disguises are still free
- Increased cloak drain rate by 50%

Scout
Sandman
- The feedback on this weapon has been fairly consistent for a while: Players really hate losing the ability to fight back. Compounding this, the ball has to travel really far in order to disarm players. Being hit by a long-range ball (more often than not) ends up feeling random, rather than skilled.
- Changes:
- Long-range ball impacts no longer remove the victim's ability to fire their weapon (but the victim is still slowed)
- We've updated achievements that were looking for disarmed players
- Max range balls now do 50% increased damage (from a base of 15)
- The flight time required to trigger the "max" effect has been reduced by 20%
- Ball regeneration time reduced to 10 seconds (from 15)

Bonk! Atomic Punch
- This weapon was designed to allow Scouts to pierce hotly-contested areas. While it does this quite well, it doesn't require enough skill, or carry much of a down-side.
- Changes:
- Apply a slow effect to the player after phasing wears off, based on the amount of damage they absorbed
- From -25% at low damage, to -65% at 200+ damage
- Lasts 5 seconds

Pretty Boy’s Pocket Pistol
- This weapon is one of the lower owner-equipped items in the game. Looking at the current design, it seems that not taking falling damage ranks pretty low on the value scale for a Scout, and a flat +20% damage taken penalty is basically the kiss-of-death for a low-health class.
- Goal: Make the weapon less of a liability and focus it as a "get health quick" tool with decent burst, at the expense of total damage
- New design:
- +15% firing speed
- Up to +7 hp per hit (from +5)
- -25% clip size (9 shots)

Crit-A-Cola
- The last change to this item added Marked-For-Death when the effect ended. This was okay because it forced Scouts to get out after a little while, but it didn't add any risk in-the-moment.
- Goal: Add more decision/thought on when/where to activate and how to manage the risk/reward of the effect
- Changes:
- Added: Each attack while active adds Marked-For-Death debuff for 5 seconds (does not stack)
- Removed: Marked-For-Death when effect expires
- Removed: +25% move speed bonus
- Removed: +10% damage taken penalty

The Atomizer
- Triple-jump as a passive effect is just too strong. It makes combat against the Scout unpredictable because opponents don't see the bat, and therefore have a hard time anticipating the Scout's capabilities until late in an encounter. It also makes the Scout very strong against explosive classes - due to a combination of extreme mobility and high close-range damage.
- Goal: Require the Scout to deploy the bat to take advantage of the extra jump - which is also is a signal to other players that they can perform an extra jump - and reduce the bat's negatives to compensate
- Changes:
- Triple-jump is now only possible while the bat is deployed
- Removed: Self-inflicted damage when triple-jumping
- Removed: Attack speed penalty
- Added: Melee attacks done while airborne mini-crit
- Added: 50% deploy time penalty (to prevent quick-switch by-pass)
- Reduced damage penalty vs players to -15% (from -20%)

Flying Guillotine
- This weapon is capable of high burst-damage under what sometimes seems like random conditions - such as mini-crits at long-range, and full-crits when the target is slowed or stunned by anything (e.g. Ghost "Boo!" effect, Natascha, etc.)
- Goal: Remove the feeling of randomness, and reward accuracy
- Changes:
- Removed: Crit vs stunned players
- Removed: Mini-crits at long range
- Added: Long range hits reduce recharge (by 1.5 seconds)
- Distance considered "long range" reduced by half of the previous value when determining mini-crits

(continued in another post below)

posted about 7 years ago
#1 TF2 Blog: in The Dumpster

http://www.teamfortress.com/post.php?id=30147

(go here: http://www.teamfortress.tv/41999/tf2-blog-balance-changes, this one can get sent to the dumpster as I fucked up the title)

posted about 7 years ago
#1 CS:GO update for 6/16/17 (6/17/17 UTC, 1.35.8.9) in CS2 General Discussion

Via the CS:GO blog:

Valve[ OPERATION HYDRA ]
– For the upcoming Operation Hydra event, Wingman matchmaking now allows solo queue
– When matchmaking solo in Wingman game mode, matchmaking algorithm will prefer to make a match where both teams have players entering the game via solo matchmaking
– When matchmaking as a party in Wingman game mode, matchmaking algorithm will prefer to make a match where both teams entered the game as a party
– Upcoming Wingman events will feature Inferno and Cobblestone as possible maps
[ MISC ]
– cl_draw_only_deathnotices no longer requires sv_cheats 1.
– Fixed a potential exploit in CS:GO engine reported by One Up Security.

Rumor has it:

- As long as an EF5 tornado doesn't strike it, there's a new Steam Datagram routing cluster in Oklahoma City, currently configured as ping-only. This config was locally synced as part of this update

- GameTracking appears to be having issues at the moment. Expect a fix overnight

- Size is ~60 MB (except ~75 MB on Linux - thanks, /u/roge-!)

posted about 7 years ago
#7 TF2 update for 6/16/17 in TF2 General Discussion

These are the ETF2L Fresh Meat Challenge Medals, from Bronze to Gold and Participant:

http://media.steampowered.com/apps/440/icons/etf2l_fresh_meat_bronze_large.0fafac878e329a92bce1f0517142f2deeb5c4c5e.png

http://media.steampowered.com/apps/440/icons/etf2l_fresh_meat_silver_large.c5caf9329d9f5257bf3fbe5c3a810513c37ff7c7.png

http://media.steampowered.com/apps/440/icons/etf2l_fresh_meat_gold_large.30c05b6e71c70f9d55b0cfab7c400257183100bf.png

http://media.steampowered.com/apps/440/icons/etf2l_fresh_meat_participant_large.4fb2b8dd9a1475ddc6d615a193ed69639ed09262.png

posted about 7 years ago
#4 TF2 update for 6/16/17 in TF2 General Discussion
Cerdurim switching to roblox

>%CURRENTYEAR%
>rococks

posted about 7 years ago
#1 TF2 update for 6/16/17 in TF2 General Discussion

Via HLDS:

Valve- Added ozfortress Season 19, ETF2L 6v6 Mid Season 27, and ETF2L Fresh Meat Challenge tournament medals
- Fixed multiple security issues reported by Justin Taft from One Up Security, LLC
- Updated the localization files

Rumor has it:

- As long as an EF5 tornado doesn't strike it, there's a new Steam Datagram routing cluster in Oklahoma City, currently configured as ping-only

- Item schema update: https://github.com/SteamDatabase/SteamTracking/commit/4d5d0dd0cf151940f7f6923eedfbdb8ff37baffd

- These are the ETF2L Fresh Meat Challenge medals: Gold, Silver, Bronze, and Participant
- As is common with medals these days, ozfortress and ETF2L 6v6 medals are reused

- Here's a couple of strings for ETF2L Fresh Meat Challenge medals, and a peek into what was localized by Translators Like You: https://github.com/SteamDatabase/GameTracking-TF2/commit/79f1516c72602263138f2edcfbb63a0060750c14

- Size is ~40 MB

posted about 7 years ago
#1 CS:GO update for 6/13/17 (6/14/17 UTC, 1.35.8.8) in CS2 General Discussion

Via the CS:GO blog:

Valve[ MISC ]
– Added a public WebAPI ICSGOServers_730/GetGameMapsPlaytime/v1 to allow community map creators to track play statistics of Operation Hydra maps in Casual and Competitive game modes. [details]
– Windows dedicated server executable can now handle large >2GB addresses.
– Replaced cl_teamid_overhead with sv_teamid_overhead, which is now a server convar.
– Added concommand itemtimedata_print_and_reset, which prints all current item time data and resets it.
– Changed item time data server log format to more closely match other server log entries.
[ OPERATION HYDRA ]
– Added ability to select Wargames to match into, accessible from the Custom menu in the Mission panel.
– Added ability to vote into maps while playing Wargames.
– Added “next map” or “random other Wargame” vote to end of match in Wargames.
– Updated Wargames maps.

Rumor has it:

- /u/thingsget of reddit points out a string added as part of this update that suggests that there'll be a cap on the amount of containers you can open in a day. I think this is likely meant for Perfect World, but PW-related stuff would have "PW" in the string name somewhere

- All the other script updates, continued localization file updates, and a recent sync of Steam Datagram system configuration changes: https://github.com/SteamDatabase/GameTracking-CSGO/commit/463020468522022842a235d7ceda6a8783c8f3ab

- Size is ~40 MB

posted about 7 years ago
#1 TF2 update for 6/2/17 in TF2 General Discussion

Via HLDS:

Valve- Players who leave a Casual or MvM match for any reason cannot be re-matched into them the match in question for a few minutes
- Players who are vote-kicked from a Casual or MvM match cannot be re-matched into them the match in question for several hours
- Added Arms Race 3 community medals
- Added FBTF Cup 6v6 Season 4 tournament medals
- Fixed Competitive match history sometimes appearing as empty when connection to matchmaking servers is lost
- Fixed a crash when exiting the client
- Fixed teleporters teleporting players that respawn or change team during the teleport animation
- This fixes an exploit possible when playing on some "instant respawn" community servers
- Fixed the Neutron Star unusual effect being occasionally displaced after the player respawns
- Fixed Rescue Ranger bolts healing disposable sentries in MvM
- Fixed some text in the UI only displaying the first character on OS X and Linux
- Updated localization files

Rumor has it:

- The top two notes were left out originally, vJill stopped by to let people know of it

- Protobuf changes and low-level stuff: https://github.com/SteamDatabase/GameTracking-TF2/commit/309a5a8fe5ce4a184670b11ac70655f49219221f
- /u/sigsegv__ (correctly) suggested that protobufs related to kicking after leaving will solve problems of players dipping from the server and then immediately reconnecting to dodge the kick

- Size is ~10 MB

posted about 7 years ago
#1 CS:GO update for 5/30/17 (5/31/17 UTC, 1.35.8.4) in CS2 General Discussion

Via the CS:GO blog:

Valve[ WINGMAN ]
– Wingman mode now has 5 minute warmup, which shortens to 1 minute after all players connect.
[ MAPS ]
– Insertion: timeout bug fixed.
– Black Gold: various bug fixes.
– Shortdust: fixes for Wingman games.
– St. Marc: fixes for Wingman games.
[ MISC ]
– Added support to filter nearby public lobbies for Guardian and Wingman game modes.
– Added a modal lobbies lister that can be accessed from the mission panel and the Guardian campaign map.
– Fixed a bug that caused the server to not animate Heavy Assault Suit players properly when using knives.

Rumor has it:

- Users are reporting that Shortdust's buy zone is fixed. Be sure to buy OneDeag at your local buy zone today

- A bunch of translations and typo fixes: https://github.com/SteamDatabase/GameTracking-CSGO/commit/9bd369476e85713f46948bde981bc30ac5b95338

- Size is ~70 MB

posted about 7 years ago
#1 CS:GO update for 5/26/17 (5/27/17 UTC, 1.35.8.3) in CS2 General Discussion

Via the CS:GO blog and Valve's Ryan:

Valve- Guardian lobbies will now show full mission name in the nearby public lobbies list and game invites.
- Updated Guardian warning sound rules for players too far from the bomb site and lowered volume of warning sound.
- Fixed a bug where sometimes 9 players could join same team in War Games.
- Fixed offline with bots games not starting correctly after playing War Games online.
- When the daily War Games map rotation happens, servers will no longer shut down, but will instead seamlessly rotate to the new map group.
- Fixed a potential exploit in CS:GO engine reported by One Up Security.

Rumor has it:

- Other than that, mostly translations from Translators Like You: https://github.com/SteamDatabase/GameTracking-CSGO/commit/5d334d61b0b826b8f9dd2a21671b3239ae58eb8e

- Size is ~15 MB, except ~25 MB on Linux (per /u/csgodf and /u/boommicfucker)

posted about 7 years ago
#1 CS:GO update for 5/24/17 (5/25/17 UTC, 1.35.8.2) in CS2 General Discussion

Via the CS:GO blog:

Valve[ PERFECT WORLD ]
– Enabled friends competitive leaderboards, scorecards, Hydra Campaign Guardian Missions, and War Games Event XP support on Perfect World official servers.
[ OPERATION HYDRA ]
– Prevent procedural placement of spawn points in locations where players would be stuck.
– War Games maps now change every day.
– Fix a bug where suicides could sometimes count towards the objective in Guardian missions.
– Fix a bug in “Any Pistol” Guardian missions that prevented CZ75-Auto kills from counting towards the objective.
– Fixed a bug where Guardian journal would show wrong target kill amounts on certain missions
– Fixed a bug that caused players to not be able to buy between waves in extremely long Guardian rounds.
[ UI ]
– Fixed numbering of players in competitive spectator HUD to have increasing numbers from top to bottom for both teams.
[ MISC ]
– Fixed max round loss bonus regression.
[ MAPS ]
-Rialto
–Added npc clips to prevent bots falling in the water.

Rumor has it:

- Users under Perfect World influence that have been online for longer than 3 hours will not have their missions count as completed as part of China's anti-addiction system, and they won't get full mission XP either

- In said extremely long Guardian rounds, mp_buytime is now 1800: https://github.com/SteamDatabase/GameTracking-CSGO/commit/905fef162c9ca4cb409fa653f909e6a66549e9ed

- Size is ~20 MB

posted about 7 years ago
#1 CS:GO update for 5/18/17 (5/19/17 UTC, 1.35.8.0) in CS2 General Discussion

Via the CS:GO blog:

Valve[MISC]
– Expanded the official datacenter in South Africa.
– Fixed a regression where the game couldn’t start on Windows XP.
– Added game state integration output for timeouts and match pause.
– Added game state integration output for the bomb defuse countdown.
– Server ban list filter is now enforced in early stages of client connection packet handling.

Rumor has it:

- Enhancements to Windows 10 Xbox Game DVR detection have been added, and it can be disabled directly instead of taking you to the Steam Support article telling you how to do so: https://github.com/SteamDatabase/GameTracking-CSGO/commit/42288471be8289efd090cae322b1debd41f4a06a

- Size is ~15 MB

posted about 7 years ago
#1 TF2 update for 5/15/17 in TF2 General Discussion

Via HLDS:

Valve- Added the Rainy Day Cosmetic Case and Rainy Day Cosmetic Key
- New community cosmetics case with 19 items
- Added the Snack's Summery Ultiduo Siesta tournament medals
- Fixed the vote menu erroneously hiding itself when the main menu is opened
- Updated the localization files

Rumor has it:

- Here's the item schema update with a full list of the 19 items added: http://git.optf2.com/schema-tracking/commit/?id=f7b1e63d6a28b3e7307da77215ed0aa4ccb4fece&context=10

- And everything else: https://github.com/SteamDatabase/GameTracking-TF2/commit/2952fdba10e69babae1298f48b85e6b4714454f5

- Size is ~20 MB

posted about 7 years ago
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