#Team Fortress 2 Megathread - winter is the most chill time of year
1 messages · Page 3 of 1
scooty scoot
it wont be anything more than what valve said theyll add
but if its more than that
then ill take it
devious bastards worded that blog post perfectly
just enough plausibility to drive engagement
to me they worded it so that it's a 50/50 shot whether its more than smissmas
however, valve probably doesn't have an exact update scope in mind either
depends on organic growth internally
more like a 95/5 shot
like at most what we might get are qol fixes
and not real balance changes
valve better be aware of the backlash then
they already know and anyone who made the huge major updates possible is already gone
unless it's a reverse psychology manuever where they use the underwhelming update as an excuse to drop support down to the true maintenance level
its just small updates from here on out
if it is just smissmas sized, they shouldn't have done the blog post
its not going to be smissmas 2021, its going to be smissmas 2011
a smissmas-sized update when they actually had content in them
i think i pissed off a sh*thead main
Yeah, i do main scout
“But this year, we're planning on shipping a full-on update-sized update — with items, maps, taunts, unusual effects, war paints and who knows what else?!”
I don’t think there’s necessarily anything misleading about this. “Items, maps, taunts, unusual effects, war paints, etc” doesn’t really promise all that much. It really only promises marginally more than something like smissmas, by presumably suggesting that we’ll get main map pool maps. “Who knows what else?!” Could really just imply potentially new gamemodes or something along those lines, seeing as vscript opens up a lot of possibilities.
I think the YouTube community has been really blowing things out of proportion, judging by the thumbnails at least. Assuming they deliver the proven-to-be-achievable amount of content they listed, the community has no right to be disappointed with Valve. If they are disappointed it should only be with the YouTubers thirsting for click bait.
IKR??
its literally just introducing a 3rd update of the same kind
wouldn't it be cool and cute if it was like
a blue moon style update
that would be so
poggers.......
just without the theme requirements
it's good
but people are getting waaaay overexcited
People are setting themselves up to be disappointed. Just for the sake of hating on Valve.
Hating?
People love to criticize Valve for not delivering on promises. That’s why they basically never do it.
Unfortunately that means when they do make a promise people get hype for no reason.
How long will the fanbase keep the hype capacity
Just look at the recent-ish CSGO operations. People said they didn’t deliver and got angry even though they were objectively the biggest updates in years, if not ever. And Valve didn’t even promise anything.
Idk what that question means
I've said it multiple times. We could get an update with 30 new maps, 400 new weapons, an entire SFM series, and bug fixes galore and people would still find reason to hate on it.
the thing is that valve has to respond to community anger
they cant treat tf2 like they treat csgo and dota
What i mean is basically when will the fanbase either quit the game or give up all hope and hype for anything relating to tf2
although lately they havent been doing much responding lol
Tbh I get hype anytime any game releases an update with “optimized” anywhere in the patch notes. Partially cuz I’m a nerd but also because almost no on (especially valve) like cleaning up and optimizing old code.
Look at how poorly End of the Line was received.
map #23 was pretty mid so
If people wanted updates they wouldn’t be playing tf2. They play tf2 because it’s fun. If they wanted frequent updates they would have left 10 years ago.
Oh
my map
Like, the response seems more energetic then i expected
Valve saying anything relating to the game still causes enormous hype, and I wonder when that will stop
Fact of the matter Valve knows that tf2 fanbase are inpatient children and plays along
Maybe it wont as long as youngsters still get on
People enjoy updates, but it’s not why the play tf2. It’s like getting a gift from your SO. You don’t expect it but you enjoy it when it happens
if you like tf2 so much why don't you marry it
me getting brown medals in comp tf2
My absolute ideal tf2 update: optimize the game at all, nerf wrangler by 5-10%, nerf fists of steel by 5-10%, maybe hardcode a few less things in the HUD.
I’d never expect any of that. But that’d be my dream update.
Aside from a few maps I think should be stock, I'd really rather not get new content and would prefer performance improvements and bug fixes.
wrangler needs a redesign imo
same tbh
Agreed essentially
content wise tf2 already has a ton
Ik a guy
yep, we desperately need bugfixes and perf
who can give people medals
I'd also like the item server to be less shit
but tf2 is like dota and csgo
all of those games have insane amount of content
i’m biased on the mapping department because i map and would of course like to get maps in the game
okay ill be honest
you know what i want
you want to know what i want for tf2
i want a metal sink
but like there’s so many already
i wanna go back to the days of 1.33 hats
Wrangler needs a removal from the face of the planet. But just bumping it down a touch would be healthier for the game, since if we only get changes every 5 years they need to be done carefully.
he explained the process in a vc but I don't remember it correctly 100%
i wanna go back to the days of 20 ref per key
but basically valves gives him codes for medals
and then he puts the codes in a software and then players are awarded with the medals
let's make tickets craftable and drop the cost of australiums from the stratosphere
make tickets cost 10 ref to craft
too bad he is anti-semitic
I wanna go back to the days of 3 ref per key. I remember thinking that was a lot.
Oh my god i wantttt the codes
3 ref per key
is so small
insanely small
i think 20 ref was perfect
15-20 ref per key was perfection
it genuinely blew me away
that like
i leave the game for 4 years
and check back on it
3 ref per key is like when tf2 playerbase was the size of a fuckin middle school
my ideal tf2 update: make the game better and fix the bugs and make it better and fix optimize bugs exploit and better
5k
anyways i want two things
i want a metal sink
and i want more love to underutilized gamemodes
Honestly any metal sink would help the game a lot. I liked the idea of being able to craft silver Australium-equivalents using like 200 ref. But honestly that’d probably be an awful idea.
too much work
nah metal needs to be perma consumable
Give me actual player destruction maps. Hightower player destruction whenđź‘€
to balance out
one minute
simply disable phong on regular australiums 
the cost of other things that are unfairly priced
oh man i hope atom smash gets added this update
it's fuckin pixels on the screen
non halloween monster bash
who cares about nobodies with golden pans
it looks sooo damn good
make australiums cheap
nvm
Honestly I love the look of silver australiums. But the visual bugs of the settings just aren’t worth it :(
they'd be worth 5 ref in a matter of days
people who bank on cosmetics are literally like
haha infinite money glitch
just like how botkillers are now basically worthless
now introduce infinite money sink bitches
i think that like
tf2 having an economy
is so fascinating
like i was never mega into trading
but
its so fascinating to think about
no other game has something like this
I know but imagine the initial ref sink.
like trading, yea
but a whole fucking economy
with currency that the players decided upon
thats so crazy
With inflationđź‘€
pyrocynical
partially thanks to gambling.
the economy exists thanks to RMTs.
Tf2 ref was the original crypto currency, prove me wrong
anyways they should let you craft tools using metal
craftable paints and tags? based
in dota you can get name tags, strange part extracters, description tags, etc for free
you just need to play for it
and earn it
so
i think you should be able to craft things like decal tools and name tags
and strange part transfers
Bring back Halloween spells but make it so you need metal to be able to apply them and or be able to craft a “container” for them to last past Halloween.
they are randomly dropped
it should be easy
you also get random hat drops
but those are craftable already
tags should be done first to see feedback and to see what would happen to metal's worth when it happens
literally make anything that can randomly drop craftable
for fuck's sake dragon's fury isn't craftable
gas passer isn't craftable
hot hand isn't craftable
she doesnt know
(This is a bad joke)
Make an anime body pillow item that is unusable, unequippable, untradable, but literally just sits in your inventory. Make each on cost 100 ref.
All ref will be gone in a day.
The ji weps got craftable recently, but didn't get recipes
additionally, they forgot to add the first 100 craft number attribute
unfortunate
yup
i think paint should be craftable but like
it gives you a random paint for like 10 refined metal
because paint is kinda expensive for no good reason
so its still gambling in a way
you're literally paying for a fuckin rgb color swap
and so the high tier paints dont fall in price
I never used paints that much
me neither
you can literally do what tf2 paint does in sfm for FREE
lifehack
they do random drops afaik in tf2 for these
Strange parts are crate drops right?
still
hats drop too and you can craft random hats
contracts are cool
i really wish they would go further with them
i would like contracts more if you didnt have to wait until a game ends
would be more fair if it was like
I want infinite contracts so I can grind for strange bovine blazemaker
"you can turn this contract in 5 minutes or when the game ends"
we are not the same
gentlemanne collection mk2 please
Give us not-awful contracts that reset weekly.
“Get 10,000 damage”
“Get 100 kills”
“Cap 10 objectives”
Not that “slap 4 people with the hot hand in a single life” bs.
Those numbers are probably low for weekly’s. But just generally achievable things. Not obscure things that encourage throwing.
There should be a weekly weapon contract which helps players get used to new weapons which gives out either that gun or blood money if you already have a copy
And a monthy large contract which gives out a keyless warpaint case so you can get maybe 3 war paints from the shop
contracts with ultra generic goals are probably the best way to go about them
extine
the picture is of tf2 personality eXtine
i have a hot take: balanced mods in tf2 are like custom weapons servers, they're just a gimmick, that can wear out so quickly
Balance mods in tf2 aren’t balance mods. They’re weapon remakes. A balance mod would tweak the few items that need tweaking by a few % until the weapon was balanced.
To my knowledge a mod like this does not exist. They all add funky new stats or new mechanics to change how weapons function to be more “balanced”, typically by just making everything situational and highly gimmicky.
Majority of weapons can be better balanced by reworks
i disagree: the problem with balance mods is that they think "i will tweak a few percentage points" is a good way of balancing
like they will still add new stats and stuff but then be like "hmm i theorycraft that this might be slightly too strong, i'll add -2% reload speed"
I thought Peaches meant stuff like leaving a weapon alone but changing X% to Y% on a stat or two.
imo there is no weapon in the entire game whose problem is that its values just need a little tweaking
i think balance mods do this weird thing like
"well theres no reason to use stock so we will give stats to stock weapons"
*"well theres no reason
to use stock so we will give
stats to stock weapons"*
"this weapon is a reskin so we will give it different stats"
i think stock should just be stock and weapon skins should just be weapon skins
*i think stock should just
be stock and weapon skins should
just be weapon skins*
also i forgot to add that most balance server's demographic target most of the time lends towards the competitive side of things
but also not too competitive, because they all do really weird things that would be extremely silly in comp
Let's start one with the intention of making the useless weapons viable.
like for example gass passer outside of MVM is just garbo lol
like the only purpose i see for it is jsut to ignite pyros
I was thinking Sharpened Volcano Fragment and Third Degree.
neon annihilator buff: minicrits on burning too
attacking a burning player makes the neon tubes explode into a big wrap assassin like explosion
gotta respawn like the caber
i want to like neon annihilator because i feel like it has potential to be a very versatile weapon, but instead its just implemented as a mishmash of super situational things that rarely matter
Idk. I think “balance” mods that are entire reworks have their place. But reworking items just seems like not a viable way to achieve the things balance mods want. I guess most of them aim to provide a pub experience better. But if it’s something like the smash melee balance mod then I’d assume something aimed for competitive or for valve to implement, then the current way it’s done isn’t realistic.
Honestly the two main items I could see being tweaked in this way would be wrangler and fists of steel. Maybe things like the short circuit could receive “no metal from dispensers or carts while equipped” as part of this.
nerfing every unlock to make stock better is dumb
becasue it also nerfs the class overhaul
Honestly most melee slots are fine. Stock is usually the best weapon and other unlocks just accept that melee is dookie and that you’d rather have a worse weapon with better utility.
Why is it not a viable way?
the problem with balance mods is they add stats to stock weapons and threads reskins has a total different weapons but that's just me
I don’t think there’s a way or need to balance that. If you make every stock melee such a better weapon that it outclasses the bonus utility, you have Chivalry.
Scout, Soldier, Pyro, Heavy, Engineer (?), and Medic
don't get me started on balanced mvm servers lol
So, just add utility to it?
If you receive a balance tweak from valve every 5-10 years you don’t want to totally change a weapon in a broken way for 5 years. Just look at the ambassador, everyone agrees the change was overly harsh, but valve hasn’t done anything yet
if there's not a way of how you can balance a class then it is straigh up banned lol
Just don’t mess with melee with the exception of outliers. Stock melee is in a fine place.
balance mvm servers are more wild than just standard balance servers
i want unbalanced mvm servers
Honestly yeh
infinity money servers are underrated tbh
That’s the whole fun of mvm
Rolling out a revert change if a weapon rework turns out to be broken isn't hard, valve tends to (sometimes) revert changes if the community is largely against it
almost half of them are pure trash
i love mvm servers that randomize the mission that happens in the map causing funny moments like tanks instantly appearing in one of the two control points or just final lol
there's no unbalanceable class in mvm
tell that to mission makers lol
they either cripple other classes
I don’t think valve has ever reverted a balance change. They’ve reverted a few changes to things like server settings in the past. But I think they’re pretty stubborn with balance changes. So saying “it’s not that hard” isn’t really valid when difficulty isn’t the issue.
or just ban them lol
WHAT
I could skim of the wiki and cite like 10 reverts
Name a stock weapon that is a worse damage dealing weapon that isn’t the fire axe + third degree.
stock medigun
literally negative damage
Like the replacing no random crits with 25% damage penalty and the stickbomb nerf revert, which both got changed in like less than a week
You don't use stock melees to deal damage
the problem starts there
Add the ability for medigun to steal life from enemies
i'm still saying that they could made Competitive be just Highlander mode with weapon whitelis mode made by them and class limits, like not need to re-invent the wheel again
That’s the whole point of everything I’ve said homie.
valve comp shouldve been 2v2 soldier only bball
Stock weapons are the best weapons for the melee slot. But melee is dog water. So everyone would rather trade melee damage ability for utility.
What point, how are they being useless aside from damage dealing (which you never do with your melee) in a good spot
So, why can't you have a stock melee that gives utility?
balancing weapons gets more weirder in mvm like i say again because, most of the balance mods in mvm is "buff meta weapons and cripple pyro to the point it isn't even fun to play"
balancing mvm sounds painfully easy
mvm is mostly fine aside from the main stinkers
Cuz melee is point less. It always will be. Unless you make every stock melee do 180 damage per swing utility is always going to out weigh damage. And stock weapons having utility with no downside would just not make sense.
in theory
don't cripple meta weapons or you would get the wrath of your local mvm tryhard
Why do weapons need to be arbitrarily bad? And why can't it just have utility with no downside?
let them cope?
balance to make stock melee better: -90% ammo on all weapons
ScotRes, Canteens, Beggars, Explosive Headshot, Wrangler and Gas Passer to an extent are dumbshit weapons/upgrades in mvm
like this is a hard to take pill but: banning gass passer explosion upgrade its dumb lol
is there randomizer mvm
They aren’t arbitrarily bad. They are the best weapon. They are just not the best utility. If literally every melee has utility. It would just be Csgo where dudes run with their melees out half the time.
iirc yes
scout with rocket launcher and medigun
If they don't give you an utility they are not the best weapon
*If they don't give you
an utility they are
not the best weapon*
I don't even think stock melees should necessarily be the best choice ever
I just think they should be in pair with the other unlocks
Weapon does damage. Utility does utilityđź‘€
the problem with balancing melee is well TF2 Hit Reg problems lol
easiest way to test melee is a 24/7 degroo keep server
You know how much damage the fire axe would have to do to be as valuable as the move speed from the power jack or the sapper removal of the home wrecker?
Even if it was an insta kill I don’t think people would run it.
That's just semantics, the unlocks itself have upsides that give the utility
And they have downsides to balance the utility
TF2 is balanced in such a way that Stock melees don't necessarily need to have downsides if they had utility
What
Example, the downside of a fire axe with utility is that you wouldn't be able to benefit from the Powerjack's speed
Tf2 is balanced in such a way that stock melees have no upsides or downsides
if they had
You’re saying it should be a different way
Then they would have been made that way
If you’re going to add utility to stock melee, just have it so every class has a passive ability that activates if they don’t take damage for 10 seconds. Then remove melee slot entirely.
It’d have the same effect
valve comp should be 4v4 pass time 3 soldier 1 demo
Stock melee isn’t even bad. There are comp players with golden pans that run golden pan on every class and are never held back.
except you wouldn't be able to switch out the "utility", which you can do with unlockable melees
are they even humans? lol
i don't suck at melee but i feel like
that sometimes i clearly hit someone
but the game decides
"nop you didn't"
the whole point of buffing stock is to add more variability
You just don’t melee in comp. I’ve clipped every melee kill I’ve gotten in comp and it’s like maybe 100 over the past 20 seasons. Including wrap assassin kills.
ik that melee is like the last resort tool you have when you ran out of ammo
You have variability. If you want to kill someone with melee you run stock.
No one wants to kill people with melee. That’s why you don’t see stock.
You are just proving my point that stock fucking sucks and that making them utility melees would be the better move
I’m saying you’re asking for a different game at that point
I thought it was already obvious that I want to have variability in my unlock choice without significantly butchering my potential to perform in game
That’s what stock is for. If you want to kill people
And that's a dogshit purpose
that makes them bad
I don't want them to be bad
They don't need to be bad
i think the only way to balance a weapon in tf2 is if in the hypotetic case valve wants to, they could ran a 5 months experimental server with the balance changes made for that weapon
They aren’t bad, you’re just looking at their role wrong
Their role fucking sucks lmfao
in mannpower, there's no random crits and melees are globally buffed to i wanna say 85 damage
might be interesting to consider
yourself said it
They have their place if you want the absolute most damage output. That just isn’t the case in comp and everyone wants to be b4nny.
i mean mannpower by itself is very overpowered lol
they cripple good players
true but it's an interesting idea
When will you ever realistically want that over a utility?
There's a mountain of difference between something like the basher and the stock bat
i think this is not related to balance but passtime should force melee only tbh
I don't consider a weapon to be good if they are only useful in one niche scenario every 5 hours of gameplay
how to kill the gamemode in 1 change
you can make it so hitscan doesn't make the ball go neutral
and the gamemode is 50% better already
Scout: Stock bat. If I never needed to build and I was on badwater where the map doesn’t allow wrap assassin.
Soldier: if I was playing a tight map and wanted a banner secondary so my only other option to not self damage was melee.
Pyro: third degree exists.
Demo: all the time.
Engi: if I’m repairing my sentry more than building a new one.
Heavy: if I want to roll out with a bufff.
Medic: if my teammates suck.
Spy: all the time.
Sniper: if I’m running smg.
Stock melee is fine🤷‍♂️
Third degree needs a nerf actually.
i think the first one was before
they fixed the issue
(and its funny because its one line fix lol)
noooooooo it's funny
Scout: Atomizer
Soldier: Disciplinary Action or even the Escape Plan can perform significantly better
Pyro: No idea what you are talking about, third degree is just as bad as stock and it existing makes stock even worse
Heavy: FOS
Medic: 80 millisecond difference is never actually going to be worth over 25% more uber
Those were the 5 classes that I cited previously when talking about stock melees, ofc demo and sniper and the other classes are fine
Third Degree doesn't need a nerf. It's only overpowered in the most technical definition of the term. In practice, it's only slightly better than stock.
it needs a buff lmfao
the weapon that everyone can agreed that really needs a rework is gas passer lol
like unironically i spend a week only using gas passer and it was like: pain.
Scout: Why would you run atomizer on any map other than swiftwater? winger gives you more jump height and you give up less.
Soldier: Give up 25% damage for extra melee range in that scenario? No way. If you are too low health to splash yourself you need the bonus dmg. Escape Plan, is good but if you dont have a team to run into you die with it out in the situation described.
Heavy: If you can run fists of steel probably, but if youre in a pub and youre the only competent player with no one to draw fire from you or your medic, youre fucked with that heal penalty.
Medic: Shade ran stock melee and is generally considered the best medic of all time. He frequently used the melee timing to catch experienced players off guard.
Winger is not nearly as good in finishing than the pistol
Way faster rollouts for both you and your teammates, bigger distance rocket jumps and safer means of escaping more than make up for the damage penalty, besides longer
range generally proves to be more useful in combat
FOS has been bugged for like 6 years, in practice it has no downside
Even if your enemies are feeding for a medic using melee for some reason, and that SOMEHOW you are benefiting more from the 160 millisecond difference than actually getting 1/4 of your uber meter completed, the Solemn Vow exists and it gives you an extremely useful upside for an even more pitiful downside of only 80 milliseconds of difference in swing speed time
Summer 2013 had a pretty nice update. https://wiki.teamfortress.com/wiki/July_10,_2013_Patch
hopefully we will get a blue moon 2
Full moon update
stock melee utility is being absolutely last resort damage
imo if you're not in any situations where it's necessary to pull it out it says more about your skill as a player than anything the weapon itself has
they're sort of, relics?
melee weapons were made with a version of tf2 in mind where the only reliable source of ammo was map pick ups and dispensers, unless im wrong and they had ammo pick ups on dead players immediately after release
Something i've thought about was making dead people drop small ammo packs instead
But probably a bad idea
for what purpose
to make ammo packs and engineers slightly more important
to give melee more screentime idk
youre wrong
before gun mettle, walking up to a weapon dropped by an enemy gave you ammo/metal
after gun mettle they added war paints and also the ability to swap your weapon with a weapon on the ground
and made players drop medium ammo on death
yor;ue*
What the fuck does this mean lmfao
Should I purposefully feed to get in close range with a melee weapon so it can prove useful
apparently before picking up weapons you couldn't pick up anything at all until 2008
i don't think every weapon needs to have 24/7 use
So what you are saying, is that stock melee weapons haven't aged well due to multiple game changes and multiple unlocks that were added with time?
So you are just agreeing with me
There's a difference between a 24/7 use and only being useful every 8 hours
yea meleed haven't aged well but i find it a little pointless to buff them personally
i can't see how you would
i feel like that would be really finnicky, idk
your loss
I only use stock-ish melee when I play around as funny pan knight
they should base all tf2 weapons off of dota items
go back to the dota megathread >:(
inb4 valve ports the Rick and Morty announcer pack from dota 2
*inb4 valve ports the
Rick and Morty announcer
pack from dota 2*
iron branch scout melee
If every melee could backstab they’d see more use🤷‍♂️
I think we should add facestabs to the knife
Honestly just make picking spy win the game. First team to pick spy wins
*Honestly just make
picking spy win the game. First
team to pick spy wins*
That truly was poetry
alternative: spy instantly loses
But what if no one picks spy? It’ll stalemate harder than 6s
Spy should insta kill with every gun but have a 1/1000 chance every tick of his head exploding and instantly dying
like the sword of damocles in isaac
and from mythology
"The Sword Of Damocles" From The Rocky Horror Picture Show
that's not actually a thing...right?
?
does dota 2 have a rick and morty announcer pack?
Uh oh
I wonder if they'll update that with the new VAs once that happens so that they don't have roiland in their game
i mean, they aren't doing that with the show itself (i think?)
i thought they were
did Rick and Morty have a Simpsons scenario where adult swim had soundalikes on standby incase a VA leaves
no but roiland has almost zero contributions beyond easily replicable and imitable voices, and the concept of the show
they probably new that if new va's for rick and morty were needed they could just get anyone who could replicate the voice, no need to have someone on standby
god damn it
yeah he has had jack shit to do with the show for years iirc
*yeah he has had jack
shit to do with the show for
years iirc*
aside from voices
It’s more common for shows to just sub in a writer or someone on site who can do a pretty good impression of the voice and then fix it in post. Work with voice actors enough and you end up developing pretty good imitation skills apparently.
Actually more common than you’d expect in cases where a voice actor is absent because of sickness or whatever.
why is this in the tf2 game files, everybody is talking about the leaks and not even caring about what we already have
because that's literally not part of the game?
thats steam ui files for the old minigames
that's why they're in platform
what
you didnt see all the references for steam in the platform addons folder?
no need to apologize
there isn't that many to where I'd think it'd be something in steam,
in common
wdym
yes
please
sussy
give me back my ipod dead ringer valve!!
NICE
reacting to the post may increase the consideration of this
may or may not + you don't loose anything
let's hope all servers get sv_pure -1!
thats not whats its about
its about adjusting sv_pure 1 to be less strict
rather than enforcing sv_pure -1
or 0
i would be fine with sv pure if it didnt crash my game when i joined servers with it on lol
I still hope all servers get sv_pure -1!
sv_pure has no reason to exist when you can find completely undetected wallhacks on github
gihtub
ya
hey lucy wanna game
tf2
fortyngih
what
#1071852623738708049
or garry's mod
Multiple game bans on record
yup.
@left sand ban this individual
you dont need to
why
steam://run/4000//connect%20p2p:76561198101291574/ might work good enough
sorry i dont have gmod
look how big this gmod map is (fridge for scale)
thats pretty cool . now go in space
you can sand on the planets
i hate tf2tubers
Literally want to remove the site rn
I refused to watch anything other than zesty and monkey
"manage your expectations"
idk
shooting the messenger aren't we
they've been preaching non event-themed content since forever so I feel like they are the ones being acknowledged
all i know about monke is that he is catastrophically bad at the game and as big of a transphobe as zesty
yes, of course, shooting the messenger
okay
notice the difference.
also this is the biggest dick riding I've ever seen
like come on now
if your entire argument that you shouldn't watch their videos because of their twitter bulllshit then you really don't know what I'm I'm referring to by saying "manage your expectations"
everyone else is hyping it to hell, this channel constantly complains about it, they aren't, so.
shork is one of the most wholesome persons I know
all I'm saying, don't shoot the messenger.
that's not what I said
It's just that their takes usually suck ass
their twitter takes - 100%
their videos? you never know.
you would shit yourself if you realized that people have lives outside of tf2, honestly
JonTron is likeable on video but he's a dumbass on twitter
what does this mean I am talking about his videos
this man should
work on his overwatch channel instead, thats what im thinking
you haven't even watched the ones I shown
if you dig into their substance there's literally nothing to argue about
Like, from what I've seen, this channel complains that everyone is either overhyping the update or it goes to shit
they are sitting right inbetween, firmly, saying that you shouldn't expect a major update but not say that their family will die if they make it worse somehow
it's made by wamo
is he?
I've seen him talk here before
if you bother to look up messages with his name you could imagine why he left
on the topic of youtubers that fell off in my eyes that made me reconsider watching them -
His videos are just content farm but his twitter is just shit to me, so I no longer care.
I feel like noone is going to hold it to their neck that they majorly overhyped a promised tf2 update from a blog post but the ones who have to be careful with what they say have something to regain.
I am pretty certain they are doing exactly that by telling everyone to manage their expectations.
you're not going to assassinate fuckin, MediExcalibur2012 for saying that the update is second coming of christ
but you would if those two did it
While it is also a completely perfect stance to not make any video at all.
who the fuck is rubbermango
i dont know any of these ppl
wheres king raja
wheres all the REAL tf2 youtubers what are these garbage knockoffs
sorry, KrunchyNaut deleted all of his videos
Rydercycle hasn't posted in ages
LazyPurple is busy with another SFM
Tbh, considering this is the tf2 playerbase, the last thing those two want is another pile of gore in their email box.
You could perfectly argue with them, one on one, not like an attempt hasn't been made before.
But when majority just tell them to kill themselves it can jade anyone.
this aged like milk
yes
honestly, the only thing we can't figure out is why valve insist on keeping them
the bigger question is why do youtubers keep arguing for them
*the bigger question
is why do youtubers keep
arguing for them*
stockholm syndrome?
🔫
I love it when someone random crits me for the #132355'th time in casual where I otherwise would have lived
as medic where I barely do any random crits myself because 99% of the time I'm not attacking
very nice...
very fair...
there are three scenarios:
- i get random critted when i wouldn't have died and feel shitty
- i get a random crit and kill someone when I wouldn't have and i feel robbed of a fair fight
- the random crit would've killed either way and it doesnt matter
the only situation where it's not actively bad is the situation where it does nothing
This was my banner in my old gimmick account
With YouTube removing the dislike button, releasing content for people to hate watch is arguably more effective than releasing good content, like this blatant “major update” overhyping or arguing for keeping random crits.
Though people were arguing for keeping random crits before that. I think they just have bad taste. Not even trying to undermine their opinion, arguments in favor of them are pretty much “it makes tryhards angry and that’s good for casuals”. As if tryhard soldier mains aren’t keeping their crit bucket full and landing crit rockets on the entire spawn room.
like literally fr, it benefits tryhards the most
Even when there was a dislike button, it still counted as interaction in the algorithm.
just replace random crits with random minicrits problem solved 
people also argue that valve aren't doing it because it will require them to rebalance like 100 weapons and change descriptions for each
True. But now there’s just no downside to making hateable content
imo ppl would hate less on random crits if it was minicrits
and if it wasn't so predictable as it is today
Yeh those people have never played a no crit server, or used the “find and replace” function in a text editor.
Those changes could be made in 30 minutes TOPS.
people that say it would nerf ubersaw are coping hard
lmao
People would hate on random mini crits less just because it’s a step in the right direction. It’d still be bad and pointless.
but you see
with that move, you would satisfy more ppl
rather than having a 50% hate and 50% love thingie
it would be a 60+%ish love and 40%ish hate
you can't satisfy everyone
keep that in mind
Do you? I think you just irritate everyone. Which is how compromise works sometimes, but I think in this case it would be less desirable.
Then how would you takle the issue
Because people in favor of random crits would have them taken from them. And people asking for them removed would be shown that there never was a technical limitation behind removing them, and that valve instead disregarded them.
tbh even if it was just "no damage falloff" it'd still be pretty ridiculous
I feel like as a game developer you just need to make decisive actions and go “this is our game, this is how it’s gonna be” sometimes.
If they want to remove random crits, do it. If they want to keep random crits make an announcement saying they’re here to stay in casual.
but ppl would hate less imo
People made polls about it multiple times
ah mean if you gotta balance a mechanic based on "how do i get people to hate this less" it sounds like you should just remove it
Though adding an extra option to the random crit cvar, for random minicrits, that would be neat. I don’t think valve should use it, but giving community servers it would be cool.
Another option would be to make it a Server wide vote, to turn off random crits, or to keep it on
Or just shut off random crits entirely and see if anyone notices.
that would be cool
and funny
You see i dont mind random crits getting removed
but look at it from the other side
what side
i actually would prefer them to be gone
lmao
if they want to play with their dogshit mechanics community servers could fill their needs
i never really trust polls about it tbh. It feels like the two most loud sides are not equal in experience: one side is largely comp players who know exactly what it's like to play with or without random crits, because they do both regularly and know what its like in pubs. And then the other side has largely never played without random crits and just speculates what it may or may not be like without them
yea
Yeh tbh there’s not really a valid argument for keeping random crits. Only semi-valid one is “random crits are goofy and tf2 is a goofy game”, which isn’t a great argument.
democracy is very flawed when people don't have enough time to discuss their ideas
i think we should make tf2 goofier by making stickyspam much more powerful because it would be silly
stickyspam instakills because goofiness in a goofy game
this is a valid approach to deciding balance
Polls in general are just pretty bad ways to get people’s opinion. People with strong opinions are more likely to respond, and therefor the people in the middle go unrepresented.
Also whoever is making the poll basically guarantees the outcome of it. Someone who uploads goofy pub content for pubbers: pubbers are going to respond. Competitive content creator: comp players are going to respond.
Exactly. It’s an awful argument for keeping random crits but it isn’t the only one that is objectively proven false. It’s definitely subjectively disprovable, and I feel like most people would agree with your take.
it wouldn't solve anything
if you're pro crit you basically lost what makes them fun and silly
*if you're pro crit you
basically lost what makes
them fun and silly*
if you're anti crit you still have to deal with unreadable bonus damage
there used to be a vote to turn off or on
random crits as far as melee goes, are very much predictable
*random crits as far
as melee goes, are very
much predictable*
wonder why they removed it
i wonder how ppl would feel about random crits if it was made clearer how it's connected to your current performance
i would hate them more i think
like a meter or something
There are pro-random crit motherfuckers who think that the Kritzkrieg and other forced crits don't work on nocrit servers.
Make every weapons the diamond back basically
i think shounic did an experiment like that
Didn’t shounic do a video similar to that?
Oh yeh I suppose lol
you are crazy
stop allucinating
please
wake up
he just showed that the crit bucket existed
i dont really like that its connected to performance tbh. It feels like all the design goals are contradicting themselves because of it:
- on the one hand, it's great that it lets you keep some momentum going. But it also ends momentum early by being completely random
- on the other hand, it's great that it offers new players a chance to kill stronger players. But stronger players are more likely to get random crits, especially after already being in fights (and probably having taken some damage) so I'd wager you end up saving skilled players from fights they would've lost more often than not
he showed if you are due to have one, you get a crit boost
but he never did an experiemnt like that
it's just the same thing as people who think turning off random spread would make the pistol a laser
yeah he did that
they don't really know how settings work
maybe you are going crazy peaches maybe you should raise rent on single mothers
just saying
i think random crits should be reworked but should stay
and as an (imo) moderately skilled player both feel kinda cheap and not great
So you’re suggesting that keep the opponent in the dark about random crits, but show like a charge meter for the user for their next random crit?
It’d be an interesting change, but I feel like getting random crit would feel more like a personal “f you” then.
That's how it works right now anyway. Just without the visual part.
*That's how it works right
now anyway. Just without
the visual part.*
i dont know exactly what, but something that allows the player to better understand how crit chance is affected by damage and be able to telegraph their current crit chance
unfortunately killstreak eyes are already a thing
Imagine how pissed people would get when they don't get a random crit at peak charge.
So something like smash? Where the damage number isn’t that you’re guaranteed to be ko’ed but it’s the likelihood you’ll get ko’ed kinda
i think being able to see a number that goes up and down as you do more or less damage would help players better understand how the crit system works
im not convinced by arguments that randomness shouldnt exist in competitive games. I mean, it does in a lot and thats okay. But:
- tf2 already has agential randomness in the form of random variance in aiming (though based on skill)
- random crits are purely output randomness in effect. Nobody really plans around having random crits because the chances are just too unreliable for fights that usually last a couple seconds at most
- and as output randomness its impact is absolutely huge. For some classes it means instakilling everyone it hits. By being so high impact it takes emphasis away from other (imo better) aspects of the game when it comes into play
i think though, the current crit system doesn't work in the current state of the game
There is (disabled) code for a dps meter on the hud somewhere isn’t there? So this would be pretty straightforward to implement
i don't think randomness introduced by players is sufficient in any game
besides like chess
counts like 400 dps after a pistol shot
When you're attempting to measure skill, why would you want random elements involved?
but i don't want tf2 to be like chess
I think it also has an averaging period you can adjust. Idk if the meter was ever finished though.
it probably was never finished, it looks really basic
i dont really agree with this. Lots of great competitive games have randomness but a lot dont, or at least not to any significant extent. Agential randomness is more than fine in my book, especially for things like aiming that are so unreliable even at the highest level of performance
randomness in this case is providing the ability to introduce much more fun, impactful mechanics. without some sort of limiting factor, a lot of impactful mechanics can feel unfun
It’d be awesome if they added it as a material proxy though. Being able to have the scoreboard display dpm would be so cool.
idk, i feel like this stance is extremely destructive to any game's health because it's a catch-all argument
well i will be frank, ive never played tf2 and thought "the issue is that we need to de-emphasize aiming and emphasize other mechanics"
not to mention that most other mechanics that dont involve aim as much, like say engie buildings or pyro flamethrowers, are much less impacted by random crits than say soldier aiming
idk, it just feels very deconstructive. those sorts of arguments are like saying every game should be ratz instagib or something
obviously not, but id rather ratz instagib than candyland
i feel that tf2 has enough variety in its gameplay that it wouldn't really need random crits
and you're right jarateking, that random crits don't suite a lot of use cases
they're there to prevent stalemates by keeping the ball rolling and making better players win even harder, i think
If you're gonna keep random crits, there's no reason the Sentry should be exempt.
personally, it's a hard problem. overwatch introduced ults, and tf2 also kind of introduced the concept of ults over its lifespan, in addition to the initial one being uber.
i think randomness in competitive games are fine
because randomness is a ton of things
theres good and bad randomness
but the problem with ults is that theres too much player agency in that they can be tactically reserved to stall out the game
good randomness is variety of different encounters and outcomes that can happen
its how you respond to randomness
basically what im trying to say is
randomness is cool if its fun
randomness in the form of critical hits dont feel fun to me because they add nothing other than make 4 people mad and make 1 person feel really good
they're also super wack for class balance
so do i know a perfect solution to this problem? no not really, it seems like these pacing mechanics always have imperfections
yeah like I get yeah in general: csgo and dota are both much more seriously competitive than tf2 and both have a fair share of randomness, random mechanics are useful for game design and are not necessarily bad like a lot of the discussion around random crits seems to imply.
But i think random crits are about the exact opposite example of how to do random mechanics right
you dont respond to random crits you die to random crits
i always feel super good when the enemy juggernaut gets double damage rune and kills our entire team with omnislash 
randomness is unavoidable because its everywhere especially in a game that lets you move in a 3d space where aim is a variable that also can decide whether youre successful or not
skill issue
good randomness isn't defined by zero sum games like that imo
your supports didnt place enough wards
i feel like people are articulating the wrong thing
basically i dont feel like random crits are fun because its not like
*basically i dont
feel like random crits are fun
because its not like*
"oh shit that guy random critted how do i respond to this"
i do think theres a good argument in that input randomness feels a whole lot better in a pvp fps than output randomness. But i dont think random crits would be fixed by just making them into input randomness somehow
its always "oh shit that guy random critted. im dead"
-heavy is either torn down or lasers you across the map
-soldier and demo have team wide nukes
-close range classes get fucked
-classes weak at close range get away with things they shouldn't have without more effort or planning
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there can be good randomness in games but tf2 i don't think should be like dota
and obviously theres more to it than that and output randomness is big in, say, csgo. But they are extremely careful to play and design around that randomness in a way that I'd argue is fundamentally impossible for random crits
how about
random rune spot random rune 
we make tf2 more like dota instead
instead of "no random critical hits" as a stat
we make "allows random critical hits" as a stat
idk, i feel like the abject failure of pure shooter games shows that this concept and feeling is completely flawed
tf2 is already not a pure shooter whatever that means
people keep asking for an arena shooter, a pure skill arena shooter. and every time, it may spike in popularity sometimes but it always dies out pretty fast
i dont really have anything to say about random crits other than its just not fun to be on the other side of a crit rocket
@crisp cedar has leveled up! (32 âžś 33)
precisely because of this egotistical notion about player skill being a driving factor to fun
tbh i think whether or not there are random mechanics are the least of arena fps' problems
yes it is a factor, and one of the main factors
the audience for it is always old dudes who want quake 3: 2
im not talking about random mechanics
and when it isn't it dies
im talking about this philosophy in general that you're using to argue against random crits
in that, player skill is random enough or something, that we should give players complete agency
and no, i dont think that is true, i think the game providing adversity beyond direct player input is very good and healthy for the game
yes, there's some winners and losers (like this liquid v newbee game where liquid literally made millions of dollars because the rune spawned right next to their carry and it was a double damage rune)
and sometimes that will feel unfair
yeah i cant really argue with that, i think ive said as much myself. But i'll bring it back to random crits when I say that I dont think they're the answer and I don't think any amount of tweaking will get them there
but i dont think on the whole, that the variety is unhealthy
im trash at tf2 and really my opinion is just based on how i feel about things
i think this should be topic of discussion, i feel like random crits or not is such a bad discussion topic
when the discussion should really about pacing mechanics in games
*when the discussion
should really about pacing
mechanics in games*
im fine with crits when they cant be manipulated
i think tf2 provides enough variables for it to be interesting
I stay on my point, with lowering the impact on random crits may make it less painfull to other players (as in turning it into minicrits)
health pickups being used by someone else and them needing to respawn for example
thats a variable that you need to adapt to
someone else picking it up means youre out of a fight for longer
i like pacing mechanics like singular sentry guns unconsciously forcing coordination and the ubercharge
i do not like things that i have little input on and that make the game too slow
it being impossible to tell what class/weapon is being used or switched to by the enemy until they show it
the core constraints IMO in any FPS balance, which makes designing for FPS's hard, is:
- Sightlines
- Telegraphing mechanics
general player positioning, knowing whether med has uber or not
i think this make FPS's special vs. any other game. and why it is so hard to design an appropriate pacing mechanic in an FPS
tf2 is already not a pure shooter it seems considering the weapon variety and class selection
of course, other genres have their own challenges, I'm not saying FPS design is harder, but these are the specific constraints which make FPS's hard in specificity
we need to delete hitscan weapons . and make projecitles random .
what is hitscan...
like rockets and stuff
in a top down game like Dota, adding mechanics is relatively easy. There is unit control. There is much better display of the battlefield. So adding status effects, buffs, new mechanics, are very easy
idk it like .. scans somethging
(i use the gunboats i dont know what hitscan is)
In tf2 specifically, ubercharges already exist
Ubercharge being the only ult in the game has been bad for the game's health, which is why Valve introduced so many ult weapons
a big issue of ubers is that you can defend with them easier than you can push with them
in FPS games
people articulate this problem all the time
with overwatch
that it is unreadable
and I'd agree
I don't want TF2 to become a mess of particle effects trying to show each characters status
really?
in my experience uber trades are usually very 50/50 in coordinated games
Yes especially since Uber can defend but not cap
and in non coordinated games the attacking team generally has the advantage
this thread should blow up
but people can park the bus, and it's easier with an uber
it's not like you won't ever get uber if you're in a defensive position
it is just generally easier to receive an attacker than be an attacker, since you can make sure you have positional advantage and don't have to make risky moves that are biased to hurt more often than help
anyways, going back to an earlier point, I feel like ults are a cool pacing mechanic, but due to the player agency provided, players will typically tend to be more defensive than offensive with them
and thus you get stalemates
which is what you can see in overwatch, where you dont really see ults as a "press to win" mechanic but really a "press to prevent the other team from making a comebaack"
make ubers "use it or lose it" so you cant just sit on it
but attackers just generally have more uber advantage
yes exactly
thats what i was getting at
because they are being spammed more often and you know the drill
boston basher
that sounds really interesting
id love to see that
and yes, i do think random crits is an attempt at a pacing/ult mechanic. but one that does not give the player agency
forces you to do a push
i think use it or lose it ults would be a step in the right direction
because then there is a mix of player agency but also urgency
ubercharge is now unstable and automatically activates after 10 seconds
or something like that
to bring it back to random crits, my experience is that because of racking up damage and the fact that its safer to fight by staying in a good position, it too generally benefits the defender more than the attacker. Not exactly because its random and can push it in either way, but more often than not pushes things towards intentionally stalemating
tf2 in general favors defenders
i do get where the "show players their crit chance" comes in now though
what if you had a crit meter. which would increase slowly over time. like 1.25% or 0.75% every second. and then dealing damage would increase it by some unit amount. when you get to 100%, you become crit boosted for 2 seconds. firing a shot will consume the crit boost (or last the duration for rapid fire weapons)
it would be a lightning bolt next to your class model
i dont feel like thatd be great but maybe thats just me
eh, the stats and general collection mechanics are up in the air
i would probably still use it to mostly just defend tbh. Maybe peek my head out a little bit for the crit boost but not actually push and instead just go back immediately after
but just crit meter, temp crit
medigun that boosts your crit meter gain 
i think its tough to deal with getting charge by dealing damage, and dealing damage being much more reliable if you're defending
this is just my experience playing
but is it just your feeling
my issue with uber that's active as soon as a meter is filled is like, i think that players will just hold off healing players lest they ult too early
or is it rooted in measuring damage stats over time
and then they miss out on important healing and it leaves people worse for wear
i cant say it as fact, but like, this is my experience and it makes sense in terms of "you win more fights with better positioning"
idk anyone said as soon as theres charge
but that suggests that Blu always has to win with poor positioning, which imo is only true for like the first 1 or 2 minutes and then blu turns the tide because red team is out of the game for longer when they die
so i think it evens out
well even with 10 seconds before activation
like if all we're doing here is theorycrafting then I'll offer my theorycrafting, im not gonna pretend its statistically verified fact but nobody's offering it
as far as the data ive seen, it's been even
not always true of course, just biased in that direction
but i did not sample lots of real games
do you mean data on fights won or on games won? Because im talking about fights won and wager thats the more relevant figure
on damage dealt on both sides
vac should be removed too /s
but heres some theorycrafting to make it seem like it makes sense
blu has faster respawn times, which yes, means more bodies for red to shoot from advantageous positions
but it also means that red team will have less people shooting as they die
damn it i was going to respond with that to an older message for optimal funny
and then blu can get into advantageous, aggressive positions to keep their momentum
kanye would be good but boar is too good
so i would say that it can even out feasibly
and in the matches ive anecdotally looked at, this has remained true
how do you like this
i dont think I've analyzed enough matches to be statistically significant
now, if youre saying stuff about how likely it is to fire an effective crit, i cant answer that
i mean like i get ya, but isnt the whole idea of trying to introduce mechanics to push pacing away from stalemates like in the current meta, kinda proof that things are biased in favor of stalemating?
all i know is that from the data ive seen, teams should have equal chance
*all i know is that
from the data ive seen, teams
should have equal chance*
no i dont think stalemating is a huge problem in normal TF2
im just being aggressive about it for the health of the game
and analyzing the ways stalemates can occur
powerhouse is. Very good
smile :)
i dint think its a huge problem in normal tf2 (your average pub) because 90% of players dont care and will do pushes because they want to or dont have the gamesense to know that they probably shouldnt be pushing right now if they want to do more to win the game. I dont think a mechanic to fix stalemates should be based around the one place that stalemates dont really occur in the same way (except for certain maps that push hard for it)
honestly ive never encountered stalemates anywhere other than like
ctf
but i guess that might be a bias of mine
or powerhouse
but powerhouse is one that i really like
i expect to get 2hour matches that don't end in 5 minutes
for no particular reason
pd_powerhouse
*i expect to get
2hour matches that don't
end in 5 minutes*
its just powerhous magik
and i was serious about this
I like this tbh
this reminds me of my rhythm arena fps that rewards players with quad damage for being on beat 4 times in a row.
that was one hell of a life
lenin a hand
lol
The Lag Exploit causing low fps (Valve, fix it please).
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delfy moment
as expected
le epic troll
so cool, so epic
another phlog L
no, another delfy L
I love how you can complete the direct hit contract bonus without the direct hit
figured out how to spawn revive markers with vscript
I can revive myself 
also did i fuck something up or is reviving actually supposed to give 5 points wtf
what happens when you do
it respawns me where the marker is, but doesn't delete it
it also doesn't reset the health on the revive marker, so i just have to heal for like a fraction of a second to insta-respawn again lol
ooh nice, I realized that i tested specifically in an MVM map just incase the MVM logic would affect it, and was worried that it would break outside of that
but i tested in itemtest and it works perfectly
hm there is one issue, it doesn't show the right class, it always shows scout
ahh i see why, valve has a SetOwner function which also sets what class to show, whereas I go straight to the netprop for the owner and set that
weird thing tho, it sets the team and the angles of the revive marker in that function, even though they already set the team afterwards and set the angles when they spawned the entity in the first place
it works in casual
that's because sound/vo is whitelisted
it's the reason why the sv_pure soundscript works really well
After careful consideration, I realized that my map fever dream should be 2 separate maps.
one about castle, one about being above water.
And I'm thinking about changing the latter to attack/defense.
HOLY SHIT BETTER THUMBNAILS
lmao
the only thing is that bodyshots are way better than you'd think
also, I think I now understand why I suck at sniper
100 ping allows people with less latency to get the jump on me and shoot my head off before I even have my crosshair on them
and sure, it allows me to get some absurd shots, but that weakness alone just doesn't help, like, a lot
I feel like if you have stable 100 ping with no drops, it doesn't matter.
tf2's compensation is good, all the ping means is that all hits register with a .1 second delay, that's it.
and it doesn't change what you see on screen.
what makes it funny is when other people get killed by you because it looks like you're shooting through walls.
I guess I suppose people get a jump on you, but the game can accurately predict where players are going to be before they even know where they are going.
yeah
I do remember getting funny bodyshots from behind walls
and then, of course, I forgot to mention my main bottleneck, which is that I miss too many shots
idk, it's just that it's a bit awkward
maybe I just need practice
having 100 ping allows you to do the same
double edged sword
true
lord knows how many funny machina bodyshots I've gotten from behind walls on 2fort
but my greatest shot ever was when I shot a rocket jumping soldier with the L' Etranger on a 100% crit server and killed him
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all i know about tf2c is that it has an identity crisis and that it's the host for the most perverse things imaginable by the tf2 community
none of these people know how to balance weapons nor how to make good weapons
this is just a shittier kunai
this entire channel
is just so perverse
never trust tf2 fans to balance shit
let alone add new weapons
let dota fans balance shit!
precisely
I feel this in my core
modders aren't necessarily the wisest, just the boldest
So true
the TF2C new-old weapons pack has a few of these terrible weapons
They nerfed the black box so it gave you 20 less hp for no reason (the reduced clip is enough imo)
and they made the black rose into an even shittier kunai
It literally punishes you with health drain for having it out
and all it gives you is 25 hp on kill
like wtf
I know the kunai is jank as is, but I don't think a weapon that punishes you for having it out should be used
what why would u give the black rose stats
to screw over the few people who earned it
my attack/defense map layout is drawn, but considering that one of its objectives involves attacking a fortress, I can't decide if the theme should be Louisiana, Aztec or Japan.