#Team Fortress 2 Megathread - winter is the most chill time of year
1 messages · Page 12 of 1
my ideal direction for pyro would be to go hard in support, though I'm not sure what that'd look like exactly
did they think 175 hp / 100% movespeed would be enough
he already is pretty much hard support
airblast is all he's ever used for in non pub scenarios
eh, flame thrower is good at dealing a ton of small bits of damage, because its like a shit minigun with bullet pen. So no dispenser armor
doesn't the flamethrower have a lot of damage falloff
dragon's fury is basically full damage at every range
*dragon's fury is
basically full damage
at every range*
its cut in half at the very tip of the flames yea
but it's always been really weird because their utility is always secondary things. Like they have this powerful damaging weapon, but one of its main uses is just to spycheck. They have airblast as a tacked-on thing, but you'd think its meta use would be to hard counter projectile classes and instead its mostly to deny ubers. Pyro's meta is a utility class but you can't tell that to a new player
i just think you need to make flames do damage and the slightly nerf airblast
~85 dps if it's the on paper maximum
and it's like, pyro doesn't really seem to fit well within that role either? Like yeah, pyro offers some utility to counter some things, but its like it's just because pyro doesn't have anything else to do instead of those things actually being necessary roles to fill
realistically if you're melee marth-ing people with flames it's gonna do sub 50 dps
because it's extremely easy to reset flame damage
i would agree that none of pyro's support role abilities are things that needed to be fulfilled
they make the game more boring at least for me because of how much they can contribute to slow down
pyro should deal min DPS at all times
blue moon:
but rampup lifesteal
Wdym
Min damage but returns all damage dealt as health.
Perfectly reasonable.
Blue moon brought the weird âlook up to do more damage to the tankâ quirk
I dont like it, very unintuitive for new players
what about the "look down to airblast players straight up" quirk
that's the most sensible one
that was ji
that's not the point?
bro what lmfao
as a person that plays pyro with DF from time to time, yes the cooldown actually hampers your ability to reflect spam effectively
us!
I think they specifically meant with my concept of the DF being all about cooldown management and having the primary attack lowering the cooldown of the airblast
hmm
ham
I think it could be balanced like this, if you hit a projectile with the DF airblast it should take the airblast cooldown of the stock flamethrower, if you miss your airblast it should apply a cool down penalty as a punishment for missing/misstiming
that way players wouldn't try run into enemies for solely airblasting them for free, but would encourage to prefer reflection of enemy projectiles
Bring back V1 and we're golden.
wdym v1?
Release DF.
the damage bonus hitbox was the entire hitbox
It had no sweetspot.
wait really?
yea that too
not really
well it made dodging it significantly harder
and you can dodge normal flames
soo...
kinda pointless to make a weapon based on accuracy and then make hitboxes as large as a heavy
Making Pyro aim for an arbitrary sweetspot on a range-limited weapon that isn't anywhere near as versatile as the sort used by other projectile weapons like GLs and rockets is kinda dumb.
big hitboxes are also pretty dumb especially when it's tied for fastest in game projectile
It can't be overtuned if it still sucks compared to rockets and pipes.
It's on Pyro.
And being range limited is a bummer.
the problem with current df is that none of its hitbox mechanics are intuitive
I guess
also it's a legit flashbang
Pyro doesn't have the mobility that other classes have to compensate for being range limited so the weapon is still less useful overall.
doesn't justify the huge hitbox
and aside from DF, the DPS of the flamethrower is in multiple situations lower then it should be
for example near walls sometimes
pyro's problem as like in his core design is that he's entirely based around being unavoidable once he is in range which isn't fun
I'm still having a hard time understanding why its hitbox is a problem. It's slightly easier to use?
Not a big deal.
i do not want that at least for the fury
Because it's constrained in ways other weapons in its class aren't from the get go I think that allowance is justified.
i don't think that's enough
Trust me, you weren't going to see DF Pyro suddenly dominate the game's meta.
pyro getting in range isn't impossible
It's still Pyro.
it's an inevitability bc the game is cqc and based around objectives, i don't really care if pyro has no mobility if getting near him means you have as little chance to escape flames as possible
Okay so like Heavy?
Heavy has hitscan and also destroys at the range where DF is most effective.
heavy is almost purely defensive and would be trash if he stayed as he is with less damage
Pyro isn't much of an offense class either. He's kinda middling at everything.
i think being bad but really easy to use isn't good design
*i think being bad
but really easy to use
isn't good design*
We're not really discussing Pyro's design though, just the DF in the context of the game's design.
DF was hardly OP.
People just needed to adapt.
weapons can have issues without being overpowered
Yeah, if their mechanics don't work properly.
or if they don't fit the game / need to be tested more
The DF didn't really need more testing.
i think it did considering the hitbox was big enough to hit people behind you lol
Like yeah, it had a decent sized hitbox and the projectile is 3000 hu/s but it still required some prediction.
It took more skill than flames.
I think people are too hung up on the skill-to-effectiveness ratio.
well, more like a sour spot
And like I said before, given Pyro's inherent limitations and the weapon's lack of range, that ratio was fine.
they nerfed the fireball size while also adding a sour spot to the hurtbox
does anybody remember ARMaster
i think people care about whether aspects of tf2 are interesting to fight or not and oversized hitboxes aren't fun to face against
requires pyro players to aim
A lot of things aren't "interesting to fight" by heavily subjective standards.
What you find interesting to fight, I may not.
most people who play pyro pick pyro because they don't wanna do that
If Valve balanced around that then half the game would have been excised and you'd be left with Quake.
players and communities can come to common conclusions based on discussion and experience whether or not subjectivity is included in there
there are classes more effective than pyro dragon's fury or not and he still gets a huge chunk of complaints
lok
People just don't like Pyro being powerful.
Is that so?
nobody likes pyro being buffed in a vacuum because he was always designed to be extremely easy to use
I've been around for a while and every time Pyro got anything good it's been tweaked or nerfed due to complaints.
because valve has no clue what they're doing with pyro
years of player experience and criticism and they never realized that the whole issue with pyro is that he has no way to get close to people so to make up for it the flamethrower is just a spray weapon
Or maybe the people that are very loud on forums have a very narrow and inflexible perspective on what qualifies as "fun."
no
pyro was extremely strong during jungle inferno because you could basically do 170 dps guaranteed to everybody regardless of how many hitboxes you connected
Yeah that was refreshing.
i wouldn't have cared if they kept the damage
but they nerfed it without genuinely addressing why it was a problem
it was like if you did 112 damage on rocket splash no matter how close or far people were from the explosion
honestly, i would love a pyro that can melt people
but valve refuses to address the spray issue so that's never happening
Just give pyro lightning gun from quake like Gabe intended and call it a day.
Then remove heavyâs mini gun and give him the ability to twerk.
I practically never infodump about things that i like, i always have this feeling that the person listening to what i am saying will get bored/annoyed and start to hate me
People tend to like when you talk about what you like if they like you. Granted if they like you, you usually have common interests and youâd be best served info dumping about that or something they inquire about your interests. Videogames still arenât usually one of those, but itâs getting to be a less effective birth control.
The things ik a lot of random info about like TF2 and historical facts about socialist countries (idk why) are not on other's people radar
"Let me talk about you about this random ass 15 year old game that you have never heard about"
Even if they are interested on what i am saying my paranoia makes me think their expression looks like they want to see me get run over by a bus
I usually have like an elevator pitch for 6s and my role in it for if someone asks. And if they want to know more I just let them prompt for it. Something along the lines of âitâs a 6v6 gamemode and thereâs a few different roles in it, the one I happen to play is all about being in the right place at the right time to help teammates fightâ. As like the most broad, no knowledge required, explanation of flank scout.
But some people just like hearing about stuff youâre good at. Also thereâs people into historical facts about socialist countries, especially if you have reasonable opinions or justifiable opinions about it.
so fast,,,
flyyy
wtf
this will be tf2 when they remove TF_COND_KNOCKED_INTO_AIR
There's more https://viora.isgay.lol/airblast.mp4
Millions must airstrafe
Billions even
I still donât get this meme
angry video game nerd
hahahahahhah wtf is this
Compress yo damn videos I canât load this
Itâs under 8mb presumably
Team Fortress 2.
what's that?
Uploaded to nitro boosted server then used link đ„č

After 26 years in development, hopefully it will have been worth the wait
i think this was fixed
recently
o
someone please test
this doesnât load
It does tho
it didn't load for me on mobile but it works nowthat i'm on desktop
Just booted into TF2 yet again
I don't know why I still played it, I kept dying and dying
The only people I can frag are noobs on community 2fort
I literally got wiped by people in casual
Show this video to your friends and spread the word.
#tf2 #shorts #teamfortress2
My highlander team years ago would call any place near that rock model âdick rockâ. Was actually a really useful callout.
Also the clipping of it is weird so you can place sticky bombs inside any curve on it and theyâll go fully or partially inside it and be invisible.
"medic low on cock rock"
@left sand @lean cove what is the best anti cheat plugin for sourcemod
PunkBuster Anti-Cheat
and call of duty 4: modern warfare
and crysis
and most importantly: need for speed: prostreet (according to wikipedia)
I remember the dark days in need for speed prostreet before punkbuster anti-cheat
i don't (i was -0 years old)
need for speed prostate
ryan cooper moment
wanna play
waitnvm
i dont wanna plaly quake on high ping
depends on which one
quake champions at 120 ping is still way more playable than tf2 at 60 ping
quake 1 is unplayable above 50 ping for me
I don't have quake
but
𫥠I now have a tf2 server
it's like uncletopia with the class limits and all
but all tf2 maps
and sprays

sprays 
turn the sprays off
ip?
never
yes give us the ip
I don't wnana just freely give it out, it's being hosted at my house
isn't that dangerous
true, i could blow ur house up...
i mean unless the server software you're using has a vulnerability or you have more than the port you're using forwarded, it's mostly fine
then why do you care about an anticheat
if its a private server
just enable vac, best anti cheat
Tf2 players taking about how much they love the artstyle as they load their flat texture no skybox minimal textures mod
tf2 players talking about how much they love the art style and then equipping the eye see you and potassium bonnet with a burning flames effect (both are painted green)
not scorching?
(btw, the over the top silly stuff has always been a part of tf2s art style, i never understood that complaint)
it's about the aesthetics of the setting
like yea the game was always over the top but in a contained way
*like yea the game was
always over the top but
in a contained way*
there's nothing contained about demomans design wym
people just like to bitch
youre pretty
YOU'RE PRETTY
idk i think there's a pretty observable difference between cold war spytech parody and this
yeah, one of them is a little sillier
and people on reddit shall cry, "oh no, death of the artstyle, something i care oh so much about and i'm definitely not just hopping on a bandwagon for internet points"
im pretty sure those existed back then
i couldn't name a single one of those cosmetics if i was paid to ngl
"You see the artstyle was perfect, but because of the ravages of socialism, over production of woke cosmetics flooded the mannco store"
jordan peterson is so fucking funny
i love this depiction of him
like i know hes an insanely hateful person but i cant help but giggle when hes portrayed like this
he sounds so much like saul goodman
i legit think that all the tallbart videos made me see him as someone else
like the real jordan peterson doesnt exist
i can only see this guy
also this
ben is too out of character he is generally the realistic one
why is he so jolly
https://www.youtube.com/watch?v=we1I6nK6OBg i like this interpretation of him a bit more
i will never use this youtube account again. follow me on twitter.
https://twitter.com/zachsilberberg
im mainly thinking about the jordan peterson
he sounds like kermit the frog
he kinda does
Those hats are fabulous.
And art style and theming are different concepts.
why are you cheating
idt its cheating
this pyros been airblasting the robot into spawn for 20 minutes now
and theres nothing we can do

can't you kick in mvm?
please tell me its not mann up
mann up
i fucking hate people like this
like i get the idea of not kicking people during waves
but it just
ugh
at the very least a restart wave vote option would be good
we're back at wave 1 now
||This also wouldnât be an issue if jungle inferno didnt break knockback on giants||
Do people write bots to do stuff like that? Or is it just someone who genuinely fines right clicking for 20 minutes funny?
The latter I assume
The moment you play Mann up is the moment you forfeit any dignity you have
I mean ig thereâs a lot of cloak and dagger mains who just spend hours a day watching pubbers.
I think he was actually just doing that himself yeah
2 players left and (i assume) he invited his friends to give him a dispenser
I think he had a vendetta against our sniper
Because in the prior waves he would constantly airblast sentry busters into the sniper, and stand on the rock to make robots kill sniper in the cross fire
anyone know any good MGE servers in the Southeast Asia region?
all of the ones around here are empty
R/truetf2 too
reverse mvm is very interesting to watch
but also extremely jank
cons of trying to retrofit mvm logic to work with players on the attacking side i guess
i hope there's a fix for the eye light glows
i think theres some keyvalue in rafmod to fix the eye glows
or use neodement's fixed robot models
will admit that this gave me the push to look into my raid mode vscript again
i remembered why i stopped
damn my insatiable desire to have an enemy that is long
bboxes that rotate are """"supported"""" by source
and by supported i mean that they function
they also make you jitter like crazy and get you stuck in them
even the payload cart sucks ass
the thing is like
HL2 uses a lot of these things
so i can only assume that they broke them at some point
Source is a wonderful beast
like i'm not sure if i'm actually not doing things correctly
or if they just don't function
fun fact
SOLID_OBB does workâąïž
SOLID_OBB_YAW has no code associated with it
yeah

for reference, this is just how the payload cart is
its actually surprisingly normal here, I assume because the turns aren't full like 90 degree ones
but still, all those prediction errors and stuttering
at one point you can see i get a "client stuck in object" error
*at one point you can
see i get a "client stuck
in object" error*
AHAHAHAHA
I SET THE COLLISION GROUP OF MY ENTITIY TO "PUSHAWAY" AND ALL OF THE "STUCK" ERRORS WENT AWAY
now i just get... well, pushed
its still jittery, but its 10000x better
thats so fucked
jiggly
turn it into a killbox
I could but the whole point of this is that i want to player to be able to, well, collide with it
this comment is amazing holy shit
interesting, solid_bsp and solid_vphysics seem to apply pushaway anyway?
that doesn't sound right
because in this case it means I can sort of fall right through the entity
although it takes a bit for my speed to be enough to get through
but a lot of dynamic entities use these and you don't fall through?
no way
đłïžââ§ïž
Doesnât the payload do this
Or something similar where it just applies a force to the player
florida onfire
late but this is so funny
bro just described using the market gardener as intended
the hypercasual gimmick mains circle back to playing the meta
*the hypercasual
gimmick mains circle back to
playing the meta*
so true
tell people to play a super secret subclass called sticky pipe combo demo and watch knight population drop to 0
guys guys guys have you heard of "support medic"? it's my favorite subclass, you use crossbow + stock + ubersaw
guys have you heard of flank scout
ubersaw bad, use amputator
true
guys have you heard of the "bad medic" subclass
its where you use the vita-saw and stock syringes
i wish the payload was a prop_ like BM:S has a prop version of the func_train
like how many entities do you need to make the payload on hammer?
for a baseline functional payload? 5
but for the whole thing
its nearly 10?
you need:
- payload prop
- func_tracktrain
- physconstraint to parent the 2
- capture area trigger
- team_trainwatcher (this controls the payload, yes, seriously)
and then the stuff to make the whole thing: - trigger for the dispenser area
- dispenser entity
- trigger hurt set to ignore players so that it breaks buildings it rolls over (fun fact most valve maps only have this on the front, so rollback doesn't break them until it rolls back enough for the front to touch it)
- particle system which handles the flashing light on the top
10/11. 2 particle systems for the sparks when rolling back
that happens with normal payload
i really wanna fix these prediction errors
they really hurt on spy
yeah, thats what i'm showing
yeah but it doesnt have to do with rotating bboxes but idk what youre saying i guess
it seems to happen way more when the payload is turned
or at least its more noticeable
sidenote i've been messing around with a func_tracktrain for collision of this object i'm making because in theory it might be better, but i can't even get it to collide at all đŠ
wtf
discord reset my setting that let me use smiley faces without emojis
agh i'm going to go insane
I just wish i could figure this out
I don't want to use pushaway because its basically not solid
so for the prop version i would need to use the dispenser code + prop + the trigger hurt could be replicated by a point_ version of the trigger hurt and the particle system can be parented to the attachment point
it happens even player to player
the payload itself moving is like
badly coded
well
its kinda robust but very edge case based idk
i wish they just had better collision...
i'm kinda not surprised
someone in another discord recommended that for my rotating entity I just fake it and give the player velocity, but i get the feeling that would just suck ass because vscript is server sided
so i think the player would like, collide with it, and then a tick later would get collision applied to them
I just don't understand why players just get stuck in rotating entities like this
but i also feel like i'm doing something wrong because i swear that valve uses things like these
that... makes sense
but also
fuck that
I think this is just impossible
within the current confines of tf2
which is a shame
i'll have to just make my entity not long :(
although i wonder how bad having like 20 bboxs would be
creating like a stepped bbox
thank you mr skyrym for supporting me despite the continued opposition to my brave opinions
we â€ïž pyro
greatest country in the world
this man has the opposite of appealing thumbnails lmao
almost as bad as the youtubers who edit close up shots of people by oversaturating it to shit and making their eyes red and bloodshot
I love this video
Welcome back to another episode of Spy Reacts! Don't forget to stab that like and subscribe button!
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Big thanks to Unrellius for helping out with some audio
Another big thanks to all of my Patreon supporters, you guys rock!
Booji
Yanshuo Qiao
Agent__Maxwell
Grim
...
fun fact
tf_base_boss has its own player collision handler
alongside the already existing one
if checks if the bounding box of it and the player overlap and then tries to push the player out
I wonder what made them write this code, since I think the normal collision should handle it?
i'm also realizing now that when i talked about bsp and vphysics setting pushaway anyway is actually just this collision code working even if the boss has no collision
https://youtu.be/DiahjyxTSk0
Iâm sure itâs related to this
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channel tracker --- https://trello.com/b/L3B65jUX
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custom files --- ...
The part of the video talking about the cart collision system
but this isn't the cart
its baseboss
aka, merasmus, thats sort of thing
man
so many ideas, but not a single one works
I'm just gonna need to do a square bbox :(
Well I mean itâs the same concept probably
Just to prevent the player getting stuck ig
i guess
altho it just makes me wonder why they didn't just add it to regular entities
altho i guess, less testing needed, less room for error
man this collision stuff sucks too cause it just teleports the player
it causes prediction errors (ok tbf what doesn't in source) and you jitter
who's that
I feel bad for all the Hooters employees who will have to find a new job đ
I donât get it
What about it
A
I don't know what is that supposed to mean
they can still join servers 
nut
iirc they have over 20 alt accounts
and they're all in a steam group

not counting the bots
like all their accounts
huh
reminder that doeshotter joined this server, replied to an unrelated video posted 3 years ago and then started crying
doeshotter, or "doe shotter", is an infamous poacher of deer
lmao
the deer deserve to die
they'll just create another one
Poor Bambi.
link?
nvm found it
lol
can ye link it?
@next nymph Does cleantf2 plus flat textures only, no resize, and cosmetics still there, improve fps?
yes
btw jarateking can you add the version of the cosmetic removal that doesn't get rid of full body parts
so i can still headshot pyro
the main thing I bring up with flat textures performance is "if they're resized then mipmaps would come into effect, and that should help" but if they're not resized then I can't see a reason they'd improve fps. I never really benchmarked it though, that's just my assumptions
i should at some point, it shouldn't be too hard given a list of models to keep
it's already made though?
https://github.com/Fedora31/no-hats-bgum
https://www.teamfortress.tv/56398/no-hats-mod-headsfeet-2020-edition
https://drive.google.com/file/d/1ZWCboZdiJVTD_HtiRBpDAT7JTb-t-Rhg/view?usp=share_link
https://www.teamfortress.tv/56398/no-hats-mod-headsfeet-2020-edition/?page=2#52
one of these is right idk lol
The little molding around the edge of the house there. As ridiculous as it seems thatâs actually one of the more plausible places for someone to stand (not in that pose).
I'm not familiar with how no hats mods are made, but considering I use no-hats-bgum and Pyros sometimes having full head cosmetics annoys me a bit, couldn't one replace the full body cosmetics with models of what is originally at that position of the class model? Like replacing the Apparitions Aspect with a default Pyro head model?
Whoops, wrong message quoted
how is its collision? i'm desperate for collision tips on rotating objects
side note, is the reverse MVM vscript port open source? I'm curious to see how they tackled the MVM logic's hardcoded teams
Vscript reverse hasnt been released yet
Both moonlight and potato reverses are running via sourcemod with rafmod
ah i see
Vscript reverse will likely be ready for use in a few months
I am curious how they'll deal with teams
We have a reverse campaign planned for end of the year
Afaik its being handled by potatoâs owner braindawg, and the lead dev rafradek
no i mean like
ingame teams
because the MVM logic is pretty damn hardcoded for players on red, and robots on blue
ah
visual flair mostly
you could maybe argue its for gameplay purposes too, consistently having red defend and blu attack, but thats basically a moot point because of symmetrical gamemodes, I think most people just care about the team color in terms of which is the enemy and which isn't
personally, I don't want to do it due to the number of things i'd have to do and stuff i'm not sure is possible
its def possible to change player skin, and i can likely change cosmetic skin as well
but i'm not sure about uber skin, and i don't think war paint skin is possible with vscript
and the thing that i think bugs me the most would be the hud
i never looked into how rafmod handles reverse teams
not sure if it will help, but you can check out our plugin here
we're the same person 
OP
hm well it was interesting to look at but i think i hit a deadend
f
because it seems like they intercept team joins and redirect them
overall a lot of intercepting
which, unfortunately, vscript can't do
dang
I'm sure I probably could do something similar but i feel like it'd be super jank
just find a arbitrary code execution vuln in vscript 

so instead i'm doing my plan of just not using MVM logic and potentially having to write a converter to turn pop files into vscript files 
surely that will be easier and less jank and not a waste of time
*surely that will be
easier and less jank and
not a waste of time*
oh no
just forget about pop files entirely and make it procedurally generated
Why not just reimplement the entire game in vscript
honestly i'm kinda just waiting for the may update
for maximum control
to see if they add pop file functions
playing the game at a 1 tick+ delay
i think ficool said smth about more pop file support
he never said that to me when i asked :(
anyway rn i'm making one last push to try and hack in some sort of ok collision for rotating entities by reimplementing the crappy base_boss unstick function with support for rotated bboxes and interpolation, since ficool actually posted today about a way to get movement to be interpolated, since by default SetOrigin doesn't interpolate
and guess what, the base_boss unstick function uses SetOrigin (or at least, the c++ equivalent)
I hate being a visual learner
what
i was 90% sure something wouldn't work but i couldn't visualize why or how i could fix it so i had to draw it in mspaint
it still took me like 15 minutes lol
anybody wanna play some reverse mvm? testing some stuff, and got 1 slot available
me
steam://connect/96.244.7.85:27080/pootis
i discovered that if i change the name of a map and then build cubemaps the game crashes
where's the server located?
usa east
i'm joining
yeah because of how map names work its recommended to change the vmf name and then compile
the nuke launcher was fun
i wanted to try the sentry buster mode but i was late lol
yeah bigrock reverse has lots of cool weaps
rip
buster mode is useful because you get knockback resistance
good for just forcing yourself through a choke
how bad were the errors btw
uhh i never expect to see robin walker again on the game lol
yeah and the valve sticky launcher
where is the valve golden ambassador 
l m f a o
that would be honestly a welcome change
the crit damage falloff just doesn't make sense to me
the range reduction does make sense
I can completely understand that part of the nerf
crit fall damage falloff be like: you know what? fuck undamages your stickie
lmao
although yeah crit falloff is fair in a sense because
if it doesn't exist you can basically one shot anybody from the distance lol
but specifically for the amby tho
i think a better approach would have been to replace crit falloff with minicrits past a certain distance
like anything past 2fort bridge is just a minicrit
that's a fair approach too
crit falloff is kinda weird and unintuitive
at least for this kind of weapon
You are not a visual learner â learning styles are a stubborn myth. Part of this video is sponsored by Google Search.
Special thanks to Prof. Daniel Willingham for the interview and being part of this video.
Special thanks to Dr Helen Georigou for reviewing the script and helping with the scientific literature.
Special thanks to Jennifer Borgio...
This is a bit of backstory and clips from the time that Robin Walker (The head developer of TF2) played for over an hour on a server I was playing on!
I got to dance with Robin and hold his special VALVe Golden Frying Pan!
THIS VIDEO HAS BEEN FACT-CHECKED BY ROBIN AND HIS SON!
(Yes, I misspelled Cipherlock's name in Part 3. My bad, was a mistype...
actually the csgo/cs2 awp currently has a magazine size of 5
yeah they changed that a few months back
probably because most people weren't using enough bullets to require reloading
btw, i'm not sure if you could actually add a reload feature to the sniper rifles, you might need to do what ficool did for tf:go and make every single weapon the pistol internally
i can't do that with current viewmodels
i would have to add new anim to all sniper rifles and i don't know how to and i don't have that time
ah fair enough
oh he uploaded that already?
idk wher eit is tho
i quite don't like saxton's new voice
I know he was working on it earlier today
megam is a good voice actor but he doesn't fit that well for saxton
the old VA turned the role down :(
i would like valve to release several sfm models for free use
*i would like valve to
release several sfm
models for free use*
like all left "meet the" sessions
oh the video isn't even done yet lmao
lololo
bruh he uploaded that literally 4 hours ago to get feedback
classic tf2 community just grabbing shit that isn't meant to be seen by the public yet 
fail
i only got it from another discord
i don't blame you, because i know you couldn't have gotten it from the source lol
69 xd
i expect nothing particularly good
what did you do
idk i was just upgrading my dispenser
ayo this looks epic
gamers
what are the trading sites people use
it feels like everytime i think about trading in any capacity I remember a somewhat recent thing happened where the owners of the site got cancelled or smth
is this an opportunity to plug comfig sponsor? 
or perhaps ref prices dropped astrronomically lol
hey that's actually good for me because I can craft more things with less keys
the old Saxton was better tbh
VA*
but he is alright
I think I might have just come to a sizable breakthrough in TF2 gameplay
by adopting a more patient style, I consistently get more kills
as a result, I am actually heading back to Engineer from Pyro
I guess that always seems to be my weakness in every game I play
just learning how to consistently block allowed me to get way better at fighting games
Become passive havel monster in souls games, you'll find it funny
the only major site is backpack.tf and it gets cancelled at least once a year
and they also own 99% of the other sites
no
they didn't spike
ref is just always going down in value
because items are always dropping
this is how it's always worked
who cares they get 0 money from me
i just do my trades
i don't care because i have no other options
yeah I don't feel bad about using it because like, they make nothing from me
TIL that TF2 had a creep wave mode
it added a few dota mechanics but primarily, there would be bots which would be responsible for capturing objectives
players would not be able to
so true
maybe related to old internal versions of rd_asteroid?
i dont think so but maybe
as demoknight, sidestrafing to dodge explosives precisely at charge distance waiting for charge to replenish is actually great
mantains the target exposed to chip damage from teammates (more likely that a crit melee will kill) and acerts dominance
i was kinda under the assumption that the creep mode was related to bounty mode, but i guess i never really looked into it outside of seeing the name âcreepâ lol
kill minions, get money, buy a ward 
i need to learn how to make sentence mixing
for my next miniproject
payload responses for engineer
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funy
@lean cove @unborn pecan @teal sand
https://gamebanana.com/mods/436454
Keep calm and smoke weed.... A Team Fortress 2 (TF2) Mod in the Minigun category, submitted by Genuline
yes
AAAT DA HEELL
I LOVE WEEED
valve you better pay me for writing a few lines of code
what are you doing btw?
fixing the particle
it turns out that simply changing 2 values to 0 fixes it
min and max distance
16
0
so you think this was more of a engine issue than just a particle issue?
i swear this wasn't a problem in 2008 tf2
why is the escape plan allowed to give a speed boost without being fully deployed?
oh my b
it's a particle issue
you need a bind for 2 keys?
engi mains discovering crouch jumping and setting a bind for it instead
Ngl it's much faster than R + 1
it definitely is
I can actually escape people that are chasing me without fumbling weapons
huh? I just press a key and it teleports me to spawn
the eureka animation starts like: instantly
no matter what I have on hand
clutch
what is this supposed to mean
if pressing 3r1 is causing people to fumble
ahh, now I get it
it's not a huge deal it just saves up a few frames and is more smooth to perform
you're funny
theyre using their serious face
it's not a big issue players who use 3r1 are not getting kicked off teams because of it it's just a QOL thing for engis
i don't use the eureka effect
good it's bad lol
i don't use the engineer class
good it's lame
in fact i don't even use the team fortress 2 software
On a completely separate point, can you please explain to me this insulting claim that pyro is the "weakest" class?
When Spy gets shat on by the very game itself on a regular interval.
he is weak and some community members think that's an excuse to make the class as cheesy and obnoxious as possible
damage is bad, mobility is bad, range is bad
Flare across the map doing 10,000 years afterburn.
Here the litmus test. If you get an uber medic and shove it up their ass, can they wipe the team?
Oh, why is the Phlog uber medic combo so despised? I wonder why?
because pubbers are awful at fighting pyro
the class preys on unlucky positioning and the majority of tf2 players provide it in spades
demo is a far more capable uber target
and less people complain about him, so it must be something inherent to pyro that makes phlog ubers so awful
phlog ubers suck because 12v12 sucks
the maps cause everyone to be cramped together and die immediately with no opportunity for counterplay
in a smaller team size, phlog uber would be ineffective because pyro lacks the range of other classes and your team has ample time to begin fights elsewhere
i don't think team size is the only reason but i think that's a good point to make
i wouldn't mind pubs being no limits 9v9 or even 10v10
It also doesnt help phlog can safely build mmph with flares
i remember reading posts about the beta being 8v8 and valve just upping the limit for whatever reason
12 people to spam scorches at for near instant mmph
ok, spy has tools to get into position
pyro has w
Flare jumping doesn't exist
Pyro has zero vertical mobility.
pyro and spy can both be weak
you can set jump and thermal thruster but they're not as good as spy
Pyro can take flanks Spy cannot.
det*
spy has bind mwheeldown +jump
spy has cloak and disguise
movement isn't the issue, just any sort of tool
how does pyro fight a scout, Solly, or demo with movement
they don't
flare jumps are impractical for extended periods of time bc of how little distance they give for how much health they take
the strongest, most popular classes
spy is the weakest by far in competitive but absolutely destroys idiots. pyro is slightly better in competitive because of the use cases of airblast but is imo the worst casual class
pyro exists to defend engi in comp mostly
if they removed sniper and gave spy back the old amby i think it would be very good
Oh yeah, I forgot about spawn wallhacks.
so don't disguise when people are right there at spawn
just cloak if you have to
spies make it work if they aren't stupid
Spawn wallhacks last for 10 seconds and persist beyond a level 3 teleporter use.
defending a point or building is at least more of a use case than "stand there and tell us where they are then make a desperation suicide play"
Make it so that Spy isn't outlined with everyone else. Sure if he is out in the open you can see him, but at least then he's not visible through walls.
yea i knoe
know**
what does this have to do with spy being weaker than pyro
One of the many other things Spy has to deal with that pyro does not.
"if a spy disguises at spawn, they can be seen, therefore pyro better"
honestly hot take but just remove player glow and make the point glow instead like it does it on payload or ctf
player glow sucks
meh
Not to mention the laundry list of bugs relating to cloak and the disguise kit.
it's not a big deal
player glow is kind of unnecessary idk
Disguise as demo? Get fucked lol no shoes
i have outlines off and still know to shoot around for spies when i spawn in
even then, if im a class with movement, spy can kill me more reliably than pyro
not a balance change
hardly renders spy useless
You literally have the flaregun/shotgun. How are you losing to an exposed spy?
flamethrower has awful damage and doesn't have position sensitive instakills
omg just win 4head
All Spy has is his revolver to deal with movement classes. Unless you're going DR spy you get fucked by most classes if you're exposed. Pyro can simply reflect explosives away and harass far more.
Flare spam is quite enjoyable.
If you bring up classes people are annoyed by, it's almost never Spy. Meanwhile there's entire documentaries about pyro.
i don't think anyone is arguing spy isn't weak idk
God, entire documentaries on scorch alone. Let alone phlog and various other weapons.
nuh uh
Chicken butt
scorch shot is definitely overrated. it's annoying and needs to be changed but it certainly doesn't make pyro good
either way tho to suggest that a spy that you know exists is more of a threat than a pyro is laughable to me
They should put me in charge of balance i will make this game epic,,,
yea pyro is annoying but he's not an effective killer unless you're exclusively farming phlog or are a cool person (dragon's fury user)
yuh uh
just because pyro is a defensive class (their being listed as offense is from 2007, they're a defense class, fight me) doesn't mean they don't have meaningful offensive abilities
The entire point I disagree with was Pyro being weaker than Spy.
real
they are, by far, bottom two, yes
it hardly matters which is worse because they're both the worst out of everybody
like heavy is third worst and he's such a bigger threat than both
That I can agree with. Just don't say Pyro is weaker than Spy when Spy has to deal with the very game itself fucking with him on a regular basis. Hard enough to play against good players, harder still when the game decides your backstab does no damage and your disguise is missing legs.
heavy has insane stats he just can't get anywhere
In fact, Spy gets fucked over by the game so hard that every bug fix to the game is an indirect buff for Spy.
if you're a competent player you should be dying to spy very rarely, he thrives on people making mistakes
mistakes are inevitable so spy isn't 100% useless
but
he's definitely made for 2007 pubs
In the right hands he can make a difference. I just hope one day the very game itself will let up.
Cause there's very little so satisfying as having someone tell you disguises don't work only for them to believe your disguise.
I mean we're really getting into the weeds here but... I think spy SHOULD be the worst class in the game. imagine if the meta was some guy who you can't even see until he's already fighting you
if he had enough tools to consistently kill good players no one would be having fun
how much worse should he be tho
yeah I don't know where the line is. he should be better than he is now but not by much
because there's class hierarchy bad and then there's just being mean like pyro destroying any chance of spy having an impact so engineer can keep stalling the game
I actually agree to a point, but that's why I like Team Comtress so much. Spy's problem isn't his role, you can get plenty good at that. Spy's problem is that the very game itself hates him. I don't want new weapons for Spy. All I want is TF2 to have less bugs. Bug fixing TF2 will always be the biggest buff Spy can ever recieve.
nah the best feeling is stabbing people who know
ooh just like me in real life!
Buy a prinny knife ez
spy: melee can deal 2700 damage every 0.8 seconds
pyro: melee can only deal 65 damage every 0.8 seconds
Well.. that too. But how can you get that feeling when you backstab them, it does the crit noise and does no damage?
Simply go for facestabs
it's a networked game
also you have no net graph
so we can't really see why it happened
It's ok, I've confirmed it to be Uncletopia. But any fixes you make to the game to increase performance and smoothen the gameplay is always automatically a win, regardless of how much.
yisus how old is your rig lol
oh this is all by choice
unfortunately
honestly i find it interesting the idea of a rail gun for pyro
fighting flamethrower in it's current iteration is quite boring
RG or LG?
i think that getting railed by a pyro would definitely be more fun that getting burned because the pyro would actually be required to do tracking and use his brain
what
do you mean rail gun or lightning gun?
cause when i think of railguns i think more of a sniper rifle, infinite range, etc.
not infinite range lol
yeah more like lighting guns
i think that flamethrowers could be reworked
to be more lighting gun esque
you can speed up the particles to be super fast but also die super fast
the interesting thing is that the phlog kind of already is an LG
how does the phlog particle work visually
uhhh, let me check
does this like, combining thing visually
I wouldnt mind phlog getting zero flamethrower box drag
yeah i'm stupid, phlog flames are identical
I think i just forget that because of the different particles
phlog is only "like lg" in that they're both energy weaponsn
the effect used to be like that
like the particles?
yea, phlog particles used to be a static effect
ah
maybe thats why i think of it working like that
honestly I see the suggestion for flamethrowers to work like LGs relatively often, and i think its interesting
they move now but they're rotation locked so they don't accurately represent hitboxes
part of me thinks that part of pyro's identity is the flames and their drag
the drag makes flames janky imo
i wouldn't make flames hitscan, but id definitely thin them out way more
drag makes flames kinda gross because they do damage based on contact time instead of 1 by 1
oh my god
it finally occured to me to check how tank collision works in tf2
because i've been trying to get rotating entities to have good collision for months
THEY FUCKING CHANGE THE SIZE OF THE BOUNDING BOX WHEN THE TANK IS ROTATED
THATS SO DUMB
Can you set bboxes from vscript?
That's probably the best option honestly
yeah probably
It's a bit janky, but it does work
like i've been trying for so long to get stuff to work
different brush entities, point entities, collision types
they all clip through the player and get them stuck
I even started work on a function to unstick the player by subtly pushing them out of the entity
it kind of works
base_boss actually already has this but it only really works when axis aligned
also, it doesn't take into account players when seeing if an area is valid, so i think thats why you get stuck in other players when fighting bosses
I had assumed for a few years it was some weird issue with the truce
*I had assumed for
a few years it was some weird
issue with the truce*
but nope its just their unstick function not taking into account everything
you know i bet that the unstick function they have actually is because of this workaround for rotation
since if the bbox becomes bigger than before you could get stuck in it
i would do something like this
ah yes TFC Pyro being useless
ew
this takes away almost all of pyro's reason to be a distinct class
good
actually it wouldnt even do that
you could still pierce players and burn them for some DOT
this is op lol
how
@mcom when will you put this preset into mastercomfig?????"?????
if tf2 looked like this it could've actually been released on the nintendo 64 and sega dreamcast
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this is bad
no
anybody wanna help beta test an mvm mission?
steam://connect/us.potato.tf:27025/skunk
@smoky notch and me
i do not understand source engine
this func_rotating flag
a. it seems always on in tf2
b. what clientside simulation
i don't understand how this works
there's no client code regarding this at all
but like
it works
like literally how
altho apparently this ent was bugged until dec 2018
so this code is outdated
yeah but its fixed now
they probably fixed it when fixing the other issue
I also didn't even know 2fort or gravelpit had func_rotating entities


