#Team Comtress 2 Megathread - It's finally here

1 messages · Page 3 of 1

shell temple
#

let me add back the 20 second b4nny bind

mortal gate
#

It probably is? But it probably would require more work than Valve was willing to invest I'd wager.

ruby cape
#

You can literally bind those from the keybind settings

eternal jungle
#

no it's an exploit bro

#

and it was removed

shell temple
#

oh shit the soldier chasing me and missed 19 rockets

mortal gate
#

especially since IIRC the original balance of TF2 was with higher player counts and such

shell temple
#

good thing the GC decided i can respawn

eternal jungle
#

Yeah it's annoying that there's random delay

shell temple
mortal gate
#

I guess on the plus side they did eventually kinda correct some of the stuff, as haphazard and slow it all is.

wheat herald
#

add a respawn button

shell temple
#

it basically ruined casual balance and ruined competitive balance

ruby arrow
#

we should ban b4nny from tc2....

#

/j

mortal gate
shell temple
#

b4nny is cool

ruby arrow
#

or /srs??????

wheat herald
#

/srs

shell temple
#

they were used to being able to push their weight as valve around

next tiger
#

Please dont ban one of the biggest tf2 streamers from the mod you want to have a following

shell temple
#

but the tf2 community was entrenched

ruby arrow
#

biggest tf2 streamer is actually me, John TF2

clever creekBOT
#

*biggest tf2

streamer is actually

me, John TF2*

shell temple
#

i DO want to do what valve didnt do

#

but itll take years

#

years of balancing

#

and its not gonna be perfect but people are going to have to get used to more dynamic balance for a period

wheat herald
mortal gate
ruby arrow
#

hardcode a zesty ban

#

🔥

mortal gate
next tiger
#

Somewhat chaotic balancing seems fine if we have the beta branch

clever creekBOT
#

*Somewhat chaotic

balancing seems fine if we

have the beta branch*

wheat herald
mortal gate
#

wonder how difficult it would be to add War Paint QoL now that the SDK is a thing

ruby arrow
#

disappointing

jaunty fractal
ruby cape
#

Tc2 overcharged

jaunty fractal
#

landcore thorium ore debacle minecraft

ruby arrow
#

funkeHmm and it's all new users

mortal gate
#

would be amusing if someone built War Paint compiler like how cosmetics has a compiler for TF2

jaunty fractal
#

greg vs mdiyo

next tiger
jaunty fractal
#

it absolutely would

high wigeonBOT
#

@jaunty fractal has leveled up! (4 ➜ 5)

spark birch
next tiger
#

Was the visible laser for sniper ever considered? I cant seem to find anything relevant on it in this server

high wigeonBOT
#

@next tiger has leveled up! (1 ➜ 2)

ruby arrow
#

i was being goofy

rich moat
#

as for if its been considered as of this iteration of tc2, not sure

next tiger
#

I like the counter play it seems to introduce

rich moat
#

I think there's already been some sniper balancing though

ruby arrow
#

choosing sniper should make your computer explode

shell temple
#

ive changed my mind about the tracers shit

rich moat
#

iirc coms was talking about headshot doing bleed

shell temple
#

its just too cluttered

spark birch
shell temple
#

sniper tracers

spark birch
#

Aww..

jaunty fractal
#

Finally something worthy of using is_computer_on_fire()

wheat herald
#

lock sniper's vertical aiming like doom

rich moat
#

vertical autoaim trollfig

wheat herald
#

hell yeah

next tiger
#

Sniper has had a terrible neck injury

zinc root
#

I'm interested and also capable of hosting one

next tiger
#

Give sniper a neck brace

ruby arrow
#

it's really jank

zinc root
#

yeah other than that

ruby arrow
#

there r some patches somewhere i t hink

eternal jungle
#

What are the problems with it?

#

just weird tf2 GC stuff?

#

Because you can host servers for other sourcemods fine

jaunty fractal
ruby cape
high wigeonBOT
#

@ruby cape has leveled up! (5 ➜ 6)

jaunty fractal
ruby cape
#

And you have to compile the server yourself, then edit gameinfo.txt then copy some library files from tf2 to tc2, then copy over the maps folder

#

I've also had to copy over the scripts folder too

jaunty fractal
#

And somewhat different build methodology. If you're intrested in building yourself theres pull request with compile script for dedicated server binary with correct linkages

ruby cape
#

@jaunty fractal I've been thinking of just running a textmode client and just not allowing it to join the server it starts

rich moat
#

I'm looking into fixing this vaccinator audio bug that i reported years ago (without the shitty bandaid I put in this issue) and I was fairly certain its a prediction error but now i'm not so sure, so I figured I'd ask in here since some people would hopefully know more about the networking than I would, what part of the networking would end up reverting a value to what the server thinks it is, is it lag compensation?
https://github.com/ValveSoftware/Source-1-Games/issues/4479

GitHub

While this is mentioned in the comments of #4016, It didn't have an issue post of it's own, so I'm separating it out into one so i can add more info without it getting buried in a mostl...

#

also side note, I'm about 90% sure I know why mediguns constantly cause prediction errors, but I'm not sure its really an issue

jaunty fractal
#

But that requires client instance... Kinda troublesome. When i'll have some time likely would create docker image for tc2

rich moat
#

i've never seen any adverse affects of pred errors for the medigun

jaunty fractal
#

And remove SteamHTTP dependency

#

This has been broken on dedicated servers for years...

wheat herald
jaunty fractal
#

Sorry i didn't make windows dedicated server script yet.

#

Only linux64 one

wheat herald
#

☹️

jaunty fractal
#

You would have to get your hands dirty with solution compile commands

#

I guess having docker image would be better

chilly nova
#

#dev-log📻 message whats this?

shell temple
#

can detect if someone stops recording in the middle of a game

chilly nova
#

if someone is cheating couldnt they just patch it out

eternal jungle
#

Why would it matter

#

^

#

What replay said

chilly nova
#

i guess with a good client side ac it would be more effective

#

idk

ruby cape
#

Prob for when tc2 is used as a base for a comp client that isnt open source like tc2

shell temple
jaunty fractal
#

Do i want to remove server side inventory checks or do curl conversion...

ruby cape
jaunty fractal
#

I feel like without basic checking of inventory everyone would be cheating in valve launcher

ruby cape
#

Just check they aren't the mvm mini-gun and trust the client 300% nothing will go wrong

chilly nova
#

remove checks who cares

jaunty fractal
#

Everytime you modify loadout it calls api to check items

shell temple
#

you need to check

#

according to the license

chilly nova
#

does it actually say that specifically or does it imply it through the no proxies/whatever clause

jaunty fractal
#

But it suuuuucks since its making custom weapons somewhat harder
But at the same time leaving checks in keeps valve at bay

chilly nova
#

yeah how would that work with custom items

shell temple
#

"continue to respect that connection"

#

so if you are using anything from TF2 items then you must use the inventory system

eternal jungle
#

Idk if that's what that means

shell temple
#

what else could it mean

chilly nova
#

i dont think thats really what it means

shell temple
#

they dont want free item mods

#

thats what it means

chilly nova
#

yeah

#

but i dont think it would really matter for weapons

shell temple
#

yes so anything other than validating in the way they do

#

it does

clever creekBOT
#

*yes so anything

other than validating

in the way they do*

chilly nova
#

cosmetics yeah sure

spark birch
#

"Respect our bottom line. Or else."

shell temple
#

it literally does

#

tf2 weapons are for sale

jaunty fractal
#

At this point. Cosmetics are to be avoided. Custom weapons, maybe in flight those could be added in as separate call?

shell temple
#

if its an entirely custom weapon sure

eternal jungle
#

That entire paragraph is just saying don't make mods that profit off of the tf2 workshop or econ

shell temple
#

or just uses the stock asset

eternal jungle
#

At least that's how I read it

chilly nova
#

then does rebalancing violate tos because it could affect the value of an item

jaunty fractal
#

In theory. Yes.

wheat herald
shell temple
#

idk

#

but they punished people in csgo for doing that

#

i think they just dont know about it idk

ancient mesa
#

what if a mod created entirely new items that were rare but free to obtain somehow. they could become valuable. would valve have an issue with that?

jaunty fractal
#

Mmm skial and saigns my beloved....

eternal jungle
#

Arent there like tons of server communities that provide custom weapons

#

or custom items

#

like creators tf used to but that's dead but there were others too

harsh hemlock
high wigeonBOT
#

@harsh hemlock has leveled up! (0 ➜ 1)

eternal jungle
spark birch
#

The fact that Valve has allowed us access to the economy in these mods is incredible, and any mod that uses it correctly will have a hell of a lot more traffic.

jaunty fractal
#

Hoooold up..... Isn't it potential vulnerability

ancient mesa
#

i remember some server had silver australiums that are like what im talking about

jaunty fractal
#

To check private backpacks

#

Wait wait wait....uhhh...

ruby cape
#

🔥 🔥 🔥

eternal jungle
#

Brb im gonna go check some private backpacks

ancient mesa
#

new backpack.tf owned mod secretly scans inventories and sells the data

chilly nova
#

👀

ruby cape
#

Backpack.tf has a premium sub right? I can see traders paying a lot to see private inventories

spark birch
#

How to piss of Valve legal in one simple trick

jaunty fractal
#

I would have to do some testing if i remember that

ancient mesa
#

has valve specified that mods cannot have trading?

wheat herald
#

I think mods with trading would be dumb

#

what do they have to gain

#

mods aren't allowed to make money

ruby cape
#

Tf2 NFT mod just dropped

harsh hemlock
#

Just no

#

Please

ruby cape
#

Is this a new update? I'm not home to recompile my server literally 1987

wheat herald
ruby cape
#

Is this new?

wheat herald
#

what

chilly nova
#

new-ish

shell temple
#

0.12.0

Playtest Experiments

  • Reworked single shot weapons to allow for perfect accuracy after a firing cooldown more in line with their firing rate. This gives players the choice between slower firing with accuracy, or full fire rate with spread (for pistols, revolvers)
  • Spy can now attack while decloaking. Delay after starting decloak is decreased 2.0s -> 1.4s. Full decloak time is still 2s.
  • The L'Etranger can always attack while cloaked.
  • All Spy Revolvers can headshot.
  • The Ambassador is now fully accurate.
  • Spy now cloaks faster (1s -> 0.7s)

Changes

  • Added leniency to explosions, to allow for splash to not be blocked by small variations in level geometry. Deals reduced damage the more obstructed a target is.
  • Added a hidden cvar to remove randomness from Demoman's projectiles (enabled by default for this playtest)
  • Added tf_revolver_dynamic_crosshair to control revolver crosshair showing inaccuracy
  • Fixed overheal size on the HUD from yesterday's patch
  • Fixed Dead Ringer being able to reset reload time
  • Possibly fixed an issue with crouching
  • Added functionality for server owners to detect demo stops
  • Added DX8 quality pumpkin bomb head to mat_reducefillrate
  • Fixed attachments on viewmodels like Botkillers being inverted when using left-hand mode (thanks Marxvee!)
  • Fixed a few bugs which were preventing some MvM custom content
    • Fixed strength powerup not working against MvM tank
    • Fixed destroy entity task not being hooked up
chilly nova
#

it's been a thing for a while

jaunty fractal
ancient mesa
#

why are we massively buffing gun spy

ruby cape
#

No more 0 DMG rockets 🔥 🔥 🔥 🔥

jaunty fractal
#

Forcing people to play gun spy

#

Neato

shell temple
silver ridge
#

??????

#

Spy can attack while cloaked

spark birch
#

Holy based

ancient mesa
#

can i set launch params in itch

jaunty fractal
#

Aren' the revolvers buffed by getting no spread?

silver ridge
#

Launch patch tf2 much?

torpid grove
#

when random face stab

shell temple
#

Spy can n ow finish people off if they have a skill issue

ancient mesa
#

spy can sit in a corner and headshot people while invis

round anchor
#

tc2 dedicated server when

wheat herald
wraith cloud
#

My med getting dropped from a invisible letranger

chilly nova
torpid grove
wheat herald
sharp gust
#

my dopamine playing spy is no more...

jaunty fractal
#

Well i could sparesome resources on server in EU

ancient mesa
#

its been so long since i listened to the menu songs

tight nexus
#

I did a pr but it seems that it is constantly updating?

#

I see a lot of commits

zinc root
delicate schooner
#

When are these changes coming to base TF2

#

😉

harsh hemlock
#

idk

ancient mesa
#

buff sniper and demo

ruby cape
delicate schooner
#

do it valve

fast terrace
#

@shell temple is there any interest in a subtick port to tf2

delicate schooner
high wigeonBOT
#

@fast terrace has leveled up! (24 ➜ 25)

delicate schooner
#

nerf sniper

#

sniper needs a nerf

fast terrace
#

alr im on it rn

ancient mesa
#

demo is underpowered i think he needs a few more stickies in the clip

mortal gate
ruby cape
#

128 tick when?

fast terrace
#

its a different kind of subtick

mortal gate
#

then you can call it the "tickless update" or something

wheat herald
fast terrace
wheat herald
#

okay‼️

vague knoll
ancient mesa
#

if you wanna buff spy let him ping things

#

enemy locations, buildings, uber percentage

shell temple
#

this cloak attack shit is so annoying to fix

ruby cape
spark birch
#

Ping to outline the enemy. Love it.

ruby cape
#

My gifs won't load imagine the buffed stamp here

spark birch
#

Spawn wallhacks are ours to control!

shell temple
#

sorry for the delay on the playtest everyone

#

me when i assume changing something in tf2 is simple

shell temple
#

okay

#

one last thing i need to change

#

shooting force decloaks you

#

and i need to remove that from the lernranger

#

and then we will be good to test

#

sorry for wasting everyones time :(

dusky sapphire
#

its no prawnblem

vague knoll
#

Spy has a gun!?

candid arrow
harsh hemlock
#

remove pyro weapons, that will fix their balance

candid arrow
#

Remove all classes, that will fix their balance

spark birch
candid arrow
#

We made Spectator Fortress

hushed sinew
#

cl_showfps 1

shrewd junco
delicate schooner
#

and really high skill

ruby cape
#

Yeah spy needs this buff to be even slightly usable

delicate schooner
#

I would suggest thinking of new stats for amby

#

amby right now is the defacto best weapon

torpid grove
clever creekBOT
#

*no it woudldnt, i

think it would just make him a

much scarier sniper*

torpid grove
#

youd be braindead to use it

delicate schooner
torpid grove
#

since u only need to hit 1 shot even full body

delicate schooner
#

why do you think spies use amby?

torpid grove
#

to kill light class

#

no charge

#

no nothing

torpid grove
#

this, full body

#

anyone can land it

delicate schooner
#

Well yes

shell temple
#

okay well

delicate schooner
#

make it so you need to hs

#

for all weapons

hushed sinew
#

fuck it, we deagle

shell temple
#

i give up on letranger being able to fire while cloaked

torpid grove
shell temple
#

it keeps removing invis

#

idk why

torpid grove
#

just make it do that kinda damage for only hs

#

but mabye nerf it to not kill light class

shell temple
#

invis is literally removed in like

#

123498149184 different places

shrewd junco
#

i think the bug works with all revolvers, it worked with the enforcer too when i was messing around

candid arrow
#

Fuck it let Spy dual wield

shrewd junco
#

didn't try stock or amby

ruby cape
#

Give spy a shotgun

candid arrow
torpid grove
#

hes his dad so

ruby cape
fast terrace
#

what do people think

hushed sinew
#

fuck it we ballin

chilly nova
#

projectiles shouldn't be lag compensated because they're relatively slow

#

it would make them feel unfair imo (well, more unfair than getting killed from around a corner with hitscan)

fast terrace
#

either a.) projectiles arent lag compensated (status quo)
b.) self damage is predicted but projectiles arent lag compensated (rocket jumps feel the same as local server no matter what but theyre delayed by ping)
c.) projectiles are lag compensated (you dont have to lead your projectiles for ping anymore but high ping players have rockets coming out 10 feet in front of their face)

chilly nova
#

lag compensated or predicted

fast terrace
#

predicted and lagcompensated

chilly nova
#

i'm fine with clientside prediction for projectiles

fast terrace
#

they cant really be predicted without lag compensation

#

unless you only predict the self damage (i.e. rocket jumping)

#

b.) is a compromise

shell temple
#

new update pushed, fixes some unintended bugs with spy decloak and wrong time

#

and letranger can FULLY SHOOT WHILE CLOAKED

#

wooohooooo

#

yippeee

candid arrow
#

Now shields having compression blast resistance doesn't sound so arbitrary anymore

storm cargo
#

Are these spy changes testing the waters to see if they play better?

clever creekBOT
#

*Are these spy changes

testing the waters to see

if they play better?*

storm cargo
#

stop copying me.

eternal jungle
#

mastercoms is such a troll

candid arrow
high wigeonBOT
#

@candid arrow has leveled up! (1 ➜ 2)

midnight surge
#

blue hat

wheat herald
tranquil mirage
#

why it doesnt work why git someone help me

chilly nova
#

git reset --hard origin/tc2-mod

#

force pushed steamhapp

tranquil mirage
#

it kills my modifications on the scripts but whatever

chilly nova
#

git rebase is your friend but it's more of a pain

fast terrace
# fast terrace
poll_question_text

projectile lag compensation

victor_answer_votes

2

total_votes

5

waxen bane
wheat herald
#

yeah

#

@dusky sapphire @shell temple my cat stepped on my computersower button ill be back

eternal jungle
#

I think we should give Niterux commit access to Team Comtress 2

clever creekBOT
#

*I think we should give

Niterux commit access

to Team Comtress 2*

eternal jungle
#

HaikuBot agrees

ruby arrow
chilly nova
#

(i am an unbiased third-party)

eternal jungle
#

HaikuBot doesn't agree with you :/

chilly nova
#

fuck haikubot

shell temple
#

banned

chilly nova
#

lol

shell temple
#

at least be like me and make it your 14th change

#

have some self respect

chilly nova
#

nah

#

i don't have the luxury of making 10000 commits for my PR

shell temple
#

yeah true

#

with linux you have to be careful with file writes

#

too many and it might corrupt something!

chilly nova
#

yeha

#

did you test the copy script

shell temple
#

nooo

#

im too busy breaking spy

chilly nova
#

how should I handle detecting windows or linux

eternal jungle
#

What do you even use to run bash on windows

chilly nova
#

currently it's hardcoded to linux in shared.sh but obviously that won't work

eternal jungle
#

git bash?

#

wsl?

#

what's the least cringe way

chilly nova
#

mingw probably idk

#

anyways just use linux if you want decent scripting steamhapp

#

ok so how the fuck did I manage to keep the powerplay code but delete the actually important part of the commit

#

epic git fail

eternal jungle
#

Why cant I have a computer where everything works without being broken garbage (windows) and also have nice unix like shell and scripting and core utilities and system APIs

chilly nova
#

it's called macos

eternal jungle
#

I have to resort to using virtual machines

chilly nova
shell temple
#

@hallow glen @fiery marlin

eternal jungle
chilly nova
#

video games are for losers anyways

eternal jungle
#

Hmm

#

Maybe true

#

I'll just go buy macbook thanks replaycoding

chilly nova
#

🙏

#

coms can you disable hl2mp in the build scripts please and thanks

#

i refuse to do it myself because that would either mean i have to make another pr, only change it for linux, or make a windows change in a linux pr

#

and that would just awful

#

i might die

fast terrace
#

anyone wanna join a gc for netcode overhaul stuff

chilly nova
#

gc?

fast terrace
#

group chat

chilly nova
#

i like being part of group chats steamhapp (i will not be remotely helpful)

clever creekBOT
#

*i like being part

of group chats (i will not be

remotely helpful)*

fast terrace
#

mostly looking for people who know about prediction/frame order stuff

chilly nova
ruby cape
#

Just make a seperate .bat file for Windows

#

I dont see a reason to make it into one file for both oses

chilly nova
#

99% of the behaviour is shared at least partially so i don't think that's really worthwhile

#

maybe i'll just make it a script argument :/

inland solstice
#

put fsr and dlss into TF2 trust

rich moat
#

since it got buried earlier i'll ask again, where exactly do prediction errors matter? like the medigun is constantly creating prediction errors but I don't think it actually matters, and arguably its just allowing the client to do less work each tick

#

its tangentially related to a different bug i'm trying to fix

chilly nova
#

the medigun prediction errors cause constant view jitter

#

it's really noticeable

#

at least it does on listen servers

rich moat
#

oh ok its easy to fix i can make a PR lol

eternal jungle
#

I only notice it in listen servers

chilly nova
#

just get rid of it

eternal jungle
#

it was perfectly smooth in dedicated

chilly nova
#

hm

#

why does it happen then

rich moat
#

its just that all of the code that determines how much uber you get is serverside only

#

the client asumes its always just the base rate

#

not taking into account the target's health, uberheals, etc.

chilly nova
#

then that should cause issues on both listen and dedicated

#

so there's something else

#

or maybe it does cause errors on both

#

idk

rich moat
#

its not a very large difference

#

when i was testing it last night with vac it was like .000150 difference

#

or something like that

chilly nova
#

yeah cause it immediately jumps back to the real value

#

and then recomputes

#

so it'll only ever be a small difference

shell temple
#

@fiery marlin

fiery marlin
rich moat
#

I'm fairly certain its sort of related to the bug where getting the vac uber sometimes plays the sound a ton in one tick, but when I put all the server code onto the client as well it didn't fix the issue so i assume there's some other issue going on that I'm not understanding

#

idk when the client updates its values to what the server has, I assumed it would only do so if prediction failed

eternal jungle
#

If I use dxlevel 81 in comtress will it be fine or does it install a rat on my computer

chilly nova
#

rat

#

use vulkan like a decent human being

eternal jungle
#

I like dxlevel 81 it looks better and runs better

chilly nova
#

you just have bad taste 😃

shell temple
#

it exits

eternal jungle
#

Well that is easily changable

#

I was hoping you didnt notice you messed it up the first time

shell temple
#

what

eternal jungle
#

with the tf tf_beta

rich moat
#

the one part of the uber code that can't be added to the client (unless i'm missing something) is this part which i put as server only, a modifier based on an unused attribute which requires a call to respawn room code

#

everything else seems to work fine

shell temple
#

so the commits were separate

chilly nova
#

just gut all the uber prediction code and be happy

rich moat
#

honestly like does it need to be predicted

#

i don't know much about networking

#

although I guess I should also just test if disabling the lag comp code just fixes the vacc issue, just to see

chilly nova
#

oh also while you're taking a look at prediction/lagcomp related issues take a look at the machina tracers

rich moat
#

i mean i'm not really looking into prediction issues

#

like i said its tangentially related

chilly nova
high wigeonBOT
#

@chilly nova has leveled up! (54 ➜ 55)

rich moat
#

i am not the right person to look into netcode stuff lol

#

but i guess i know more than the average spy main trollfig

#

ow

#

disabling lag compensation definitely does not fix it

chilly nova
#

disable prediction

#

that will fix it

rich moat
#

gonna do that now

chilly nova
#

linux pr has been made since otherwise it would probably sit there for another week

#

it's not complete though

spark birch
chilly nova
#

whar

rich moat
#

idk if i just can't disable prediction or if it doesn't fix it

#

cl_predict just snaps back to 1, although i did try setting cl_predictweapons 0 and that stuck

chilly nova
#

cl_predict 0 or whatever

#

hm

#

are you in spectator when you're setting it

rich moat
#

well after i try to disable it i get only partial latch resets instead of full ones

#

yeah

chilly nova
#

then idk i'm not familiar enough with the prediction code

clever creekBOT
#

*then idk i'm

not familiar enough with

the prediction code*

rich moat
#

worst part about this bug is that i can't even try to set up breakpoints

#

that literally fixes the bug

#

so idk if somehow this is a multithreading issue???

#

all i want is to right my wrongs and figure out a real fix for this issue and not a crappy bandaid fix

#

:(

chilly nova
#

does it happen under windbg ttd

rich moat
#

i don't know what that is

chilly nova
#

time travel debugging

#

would allow you to debug it after you get a capture

rich moat
#

i love microsoft

#

i guess i'll use winget

rich moat
#

thank you

#

well thats interesting, without prediction the sound just doesn't play, like at all

#

i guess that makes sense? without prediction it just only relies on what the server says the value is?

tight nexus
#

halve the max volume pls

eternal jungle
chilly nova
#

yeah fiend isn't cool like that

#

sadly

wheat herald
rich moat
#

how do i make windbg not make tf2 run at 1 frame every 4 seconds

chilly nova
#

faster computer

rich moat
#

😭

wheat herald
#

will all todos and fixmes be fixed in the code or never...

chilly nova
#

when you fix them

high wigeonBOT
#

@chilly nova has earned the pro role!

chilly nova
#

wow awesome

wheat herald
clever creekBOT
#

*never id rather

rewrite tf2 in a

different language*

eternal jungle
#

Do it

#

Niterux fortress

chilly nova
#

3

barren glacier
#

Or am I crazy and is it some issue on my end

spark birch
shell temple
#

all experimental balance changes from today have been reverted now

eternal jungle
#

Can custom huds fix it

shell temple
#

no

barren glacier
shell temple
#

its like an animation code bug

eternal jungle
#

I got it on the default hud but pretty sure on m0rehud all animations were good

#

but idk

rich moat
chilly nova
#

?

rich moat
#

its so large

eternal jungle
#

a small debug run

#

nothing major

#

light work

rich moat
#

and its going to say NOTHING

#

guaranteed

chilly nova
#

well it's not like it has to trace the entire application

#

did you hit the issue when you were running it

rich moat
#

don't think so but its kind of hard to get a good test when it runs so slowly

chilly nova
#

then it won't have it trollfig

rich moat
#

its been trying to load the run file for like 5 minutes

rich moat
#

they should simply make better and faster debugging tools

#

this sucks

#

@dusky sapphire erm, check the channel name

dusky sapphire
#

OH SHIT

chilly nova
#

epic fail

dusky sapphire
#

sorry xd

rich moat
#

leaked

chilly nova
#

banned

rich moat
#

doxxed

rich moat
#

its doing something i presume, its using my CPU and the rame usage is slowly going up

rich moat
#

i'm not waiting any longer this is stupid lmao

#

doing this the old fashioned way (this has literally been the most helpful piece of information so far)

eternal jungle
#

It looks like the client requests the ticket from steam and inventory from web api and forwards the desired loadout and ticket to the server who forwards it to api to ask if it's legit

#

I'm kinda stupid though so maybe I misunderstood how it works

#

But I think at most you'd be limited to getting the backpacks of clients who connected to your server and sent you their ticket, not just any random account, and probably you can just get their desired loadout rather than full backpack (didn't look into that yet though)

#

Also the loadouts are per app and tickets get invalidated after a new one is generated so you couldn't mess with someone's loadout in real tf2 or change it by replaying messages or anything

#

And can't simply spoof app id to real tf2, it's enforced in another place also, probably either in gcsdk or steam binaries

rich moat
#

gonna take a wild shot in the dark here and say that the issue with the vacc is partially that PrimaryAttack() gets called several times in a single tick with the same charge value, although oddly even though it was called 3 times in 1 tick it only hit the sound twice

umbral siren
#

you're not stupid

rich moat
#

calling PrimaryAttack several times seems normal, but in this case it doesn't interact well

#

hm actually i might have messed up this check a bit i didn't make the print client only

frozen hound
#

sorry to butt in, but is there a way to play tc2 wihout the itch.io app?

eternal jungle
#

yes

rich moat
#

you can compile it yourself

#

or download it from the itch app and then play it from the exe

eternal jungle
#

You can download it direct from here too

rich moat
#

or that

chilly nova
#

although then you won't get auto updates

eternal jungle
#

sounds like a feature

rich moat
eternal jungle
#

what if mastercoms adds more backdoors

frozen hound
eternal jungle
#

I think

#

probably easier to use launcher

chilly nova
chilly nova
frozen hound
#

okay ill try launcher thanks for the help

eternal jungle
#

But yeah the web api items stuff is actually implemented quite well for such a random thing they released seemingly on a whim

#

It's clear it wasn't just lazily thrown together

#

Whoever made it put quite some thought into it

silver sorrel
#

of course it is

#

it's the econ we're talking about

#

only the highest grade effort

chilly nova
#

also it's pretty likely they've been working on this for quite a while

rich moat
#

hypothesis proven, on the right track :)

clever creekBOT
#

*also it's pretty

likely they've been working on

this for quite a while*

eternal jungle
#

I mean there are probably bugs in it but at least they made an effort to do things in a correct way

chilly nova
#

team fortress 2 developer console

rich moat
#

debug prints for when the PrimaryAttack() function is called on the medigun

eternal jungle
#

Hope this helps

chilly nova
#

medigun is FUCKED UP

rich moat
#

to figure out why the vaccinator sometimes blows your eardrums out

clever creekBOT
#

*to figure out why

the vaccinator sometimes

blows your eardrums out*

chilly nova
#

(it's a feature)

rich moat
#

occasionally (more than occasionally) when you get a new charge with the vaccinator it will play the specified noise 2 or more times

#

at once

#

i've seen up to like 7 at once while testing alone

chilly nova
#

oh wait is the client playing the sound from PrimaryAttack

rich moat
#

yes but its from a child function

#

FindAndHealTargets()

wheat herald
#

have you tried disabling the sound?

chilly nova
#

is it just getting repredicted multiple times or something

rich moat
#

probably

chilly nova
#

cause it would make sense that primaryattack gets called for that

rich moat
chilly nova
#

and then it plays the sound cause of that, ignoring the fact that it shouldn't be played

#

idk i'm talking out of my ass

rich moat
#

that sounds about right from what I can tell

wheat herald
clever creekBOT
#

*okay dont fix it,

vaccinator users should

suffer anyways*

rich moat
#

lmao

#

but yeah I figured it was a netcode thing when i first fixed this issue in 2022, but for the wrong reasons

chilly nova
#

can you tell if you're in a prediction environment, and skip the sound if you are

rich moat
#

I assumed at first it was getting like backtracked due to a prediction error but it seems like its just that the function is called more than once

chilly nova
#

can you get a backtrace from it

rich moat
chilly nova
#

yes

rich moat
#

uhhh yeah I should, the bug didn't seem to happen when i had a breakpoint enabled but for this it might be fine

wheat herald
#

is it reproducable with demos?

rich moat
#

do demos use prediction?

wheat herald
#

nno

rich moat
#

then probably not

chilly nova
#

uhhh actually do they not?

#

they have usercmds in them

rich moat
#

I'd assume not since they'd know what the next tick is but idk much abou tit

chilly nova
#

idk i haven't checked

rich moat
#

breakpoints i guess just completely break prediction or something

#

I was mostly only getting 1 call per tick with the break point and then randomly i got 6 with different charge values in the same tick?

#

also all of the calls to this function i could get it seems like are from CPrediction::RunPostThink

chilly nova
#

if you log prediction->IsFirstTimePredicted() what does it say

frozen hound
#

I just installed tc2 via the itch.io app, and oh my gosh, the fact that you don't have to have a buttload of disk space for a mod... you just need vanilla tf2 installed is so... good!!!

chilly nova
rich moat
#

oh this could work

#

aaaaa it works

#

thank you for your help

#

oh hey and while I was testing this I found a different (easier) bug with the vacc

#

if you have 1 or more charges and swap to the medigun it starts playing the default medigun charge noise

#

I'm not sure if valve wants the vacc to have that noise, but they seem to go out of their way to use similar, but different code for the vacc sounds

#

although its interesting, since for the first charge they go out of their way to use m_pChargedSound and a sound controller, same as they do for stock medigun, but for the other 3 they just use emit sound

#

emitsound is global i think

#

oh I think I see what they tried (and mostly succeeded) to do

#

for other medics when they get 25% it plays the whole ubercharge sound and voiceline stuff, and then the next 3 charges don't play a sound for other people

#

ok and now it works fine for me

#

odd

#

hm i'm actually not sure if they intended for the vaccinator to have the like audible noise that the mediguns have when they have uber or not

#

like they have it and it works fine for other medics but for yourself its really inconsistent and weird

#

the decision to use m_pChargedSound for both (and their respective checks to see if the value is null) seems intentional, implying that they didn't want it for vaccinator

rich moat
#

I see 2 options here

  1. They wanted the vaccinator to only use its own sounds, but improperly set up preventing the client not playing the sound (and forgot about all the server code).
    This is supported by the fact that they use the same variable for what sound to play (only for the first charge) and set up a sound controller with a player filter even though its client only code
  2. They wanted to keep some of the regular uber sounds but improperly set that up on the client's end so it still can under specific conditions
    This is supported by the fact that the code that plays the regular noise when the player has an ubercharge available has no references to the vaccinator at all, aside from arguably the check to see if the sound is null or not
#

I'm leaning towards the first one even though I kind of doubt they'd just forget about server code

#

I suppose there's also the question of just audio clarity

#

regular uber noises would be more recognizable, so from a gameplay perspective just knowing if a medic has an uber, even if you don't know what type (plus the extremely noticeable vaccinator icons over someone's head so you know its a vaccinator), is still helpful to know
but on the other hand with the 25% uber charge minimum and increased ubercharge rate it kind of just means that the medic will almost always be playing the uber noises

#

I think a poll is in order

#

tl;dr explanation of answers

  1. should be self explanatory, the vaccinator will only make its specific noises for everyone
  2. What is currently in the game, arguably a bug. While the medic hears the vaccinator specific noises, as soon as they hit 25% charge they begin to make the regular medigun charged noise to everyone around them.
  3. Same as above, but with the addition of adding the regular medigun charged noise for the medic as well, to let them know that they have a charge (and also that they're making that noise). Technically also current behavior, but only under specific circumstances (after swapping to the medigun with 1 or more charges it begins to play the noise for the medic as well)
mortal gate
rich moat
#

I agree but the code and behavior is very inconsistent

mortal gate
#

Actually come to think of it, what was the behavior of the Medigun sounds for the other mediguns.

rich moat
#

its the same

mortal gate
#

I know Quick-Fix has unique sounds but I forgot if the Kritzkrieg does.

clever creekBOT
#

*I know Quick-Fix has

unique sounds but I forgot

if the Kritzkrieg does.*

mortal gate
#

Okay looking it up, Kritzkrieg doesn't seem to have unique audio effects, aside from the different sound of the uber when it's activated.

rich moat
#

quick-fix has unique sounds but it still plays the same passive "medic has 100%" noise as the rest of them

mortal gate
mortal gate
#

That probably indicates that you probably want to have some sort of sound indication but also you don't want it to be too intrusive. At least that's my guess.

#

Since Kritzkrieg has the same sound effects but the "Uber Ready" sound remains the same until it's activated, then it has a different sound for Uber.

rich moat
#

probably, in which case the question at this point is if I should fix it so that the vaccinator always plays the passive noise once it has a charge (current behavior if you swap to the vaccinator while you already have a charge), just making it so that it always does so without requiring a swap, or disabling it entirely to match the behavior before swapping

mortal gate
#

Quick-Fix has different sound effects while healing but I presume they wanted players to know that it had a faster healing rate.

#

So my guess is that you want to indicate something's different with the ubercharge of a Vaccinator, but not so much that it gets intrusive.

rich moat
#

its worth noting as well that the passive sound is actually the same sound as the much more distinct louder sound that happens right when you get 100%, just looped after that point

#

it just loops the static, rather than the initial noise

#

the initial noise probably would also cover up the vaccinator's first unique charge noise (it has different ones for getting each charge)

mortal gate
#

The thing is that the vaccinator gets charge so quickly that it might get too grating on other players if a new charge keeps happening each time.

rich moat
#

thats what i'm thinking

mortal gate
#

If I had to guess, that may have came up in playtesting.

#

The code was commented out, wasn't it?

rich moat
#

ok hm weird this time when i got the 1st charge it played the normal one

#

none of the code was commented out

mortal gate
#

I'd say that if you really want to change it, it'd need to have playtesting to determine player feelings on it.

rich moat
#

which matches how it sounds for other people currently

#

charges 2-4 make no sound for other players, this is very clearly intentional

mortal gate
#

Ah. That probably may be a good idea, but I dunno. Like I said, this probably should be playtested and not just added as a "fix".

rich moat
#

yeah, thats partially why I was hoping for a poll before i submitted a PR for playtesting

mortal gate
#

My thought is that unique mechanics should have their own SFX as consistent with the rest of TF2.

rich moat
#

I was going to wait until after playtesting before potentially submitting this as a PR to the SDK, which i probably should've mentioned

mortal gate
#

That's why years later, the Frontier Justice recieved unique SFX.

clever creekBOT
#

*That's why years later,

the Frontier Justice recieved

unique SFX.*

mortal gate
#

I'm trying to remember what other weapons got retroactive unique SFX years after their update.

rich moat
#

the original got one but that was because the sounds already existed and were unused

mortal gate
#

Family Business and Winger got new sounds in that update too.

rich moat
#

hm actually now that i'm doing more testing in vanilla tf2, i'm not sure this isn't partially an SDK bug?

#

I can't get it to play the first vaccinator charge noise, at all, it only plays the stock one

mortal gate
# rich moat hm actually now that i'm doing more testing in vanilla tf2, i'm not sure this is...

https://www.youtube.com/watch?v=9ar3VndoBhE should be playing it according to the weapon demostration

A video demonstrating the Vaccinator.
https://wiki.teamfortress.com/wiki/Vaccinator

Healing and function times
Healing (in combat): 24 / s (8 / s) (100%)
Healing (out of combat): 72 / s (24 / s) (300%)

Function times
Effect duration: 2.5 s per resistance
Charge fill speed: 4.175% / s, 2.8% / s, 1.4% / s
Maximum charge time: 24 s, 36 s, 72

Th...

▶ Play video
high wigeonBOT
#

@mortal gate has leveled up! (39 ➜ 40)

mortal gate
#

I've been rewatching the waepon demostrations made by the tf2 wiki as a reference.

rich moat
#

heh the loud vacc charge noise happens in this video

#

that was the start of this whole thing

#

there is a unique sound for the 1st vacc charge, as with the rest of them

clever creekBOT
#

*there is a unique

sound for the 1st vacc charge, as

with the rest of them*

rich moat
#

following their logic with smth like the original it would make sense to use that, but this is a much different and more important game mechanic

mortal gate
#

That means a TF2 update broke something in between the demo and now. Fun times.

mortal gate
rich moat
#

no i don't think an update broke this, since in the video it plays the regular uber noise for the first charge

mortal gate
#

And even the jumpers eventually got unique sound effects to them, so yeah. I'd say by Valve game principals that there should be an unique sound for unique mechanics. Just make sure it isn't too annoying and/or obnoxious.

#

I'm reminded of how everything in Dota 2 has unique sounds even if the effects get recycled, the soundwork has always been top-tier.

rich moat
#

I'm leaning towards vacc only noises for medic, standard for others, simply for the passive noise

#

I don't think I've ever heard anyone complain about constantly hearing the passive noise from vacc medics

#

granted vacc is not a particularly common medigun

#

in the end i'll probably split this into 2 PRs, one for the one that is definitely bug fix (preventing the vacc charge noise from playing more than once per frame), and this one, more just to explain what the potential issue is, the potential fixes are, and what valve can decide on

eternal jungle
#

Just patch it with fiendhook

rich moat
#

real

fossil vault
#

The real solution is removing the vaccinator

spark birch
#

TF2 but every little issue Valve has ignored for the past 18 years is fixed.

shell temple
fast terrace
#

oh nvm

sour sedge
#

Melee resistance?

shell temple
#

half the damage now, half the damage later (non-lethal)

#

@chilly nova use $OSTYPE

#

== "linux" for linux, "msys" for windows

fast terrace
flat perch
#

fellas i have a error whenver i try to launch tc2

sour sedge
shell temple
#

activating vaccinator gives a 50 damage barrier to the damage type

young osprey
#

Hey there, I have a question? Does Team Comtress 2 will ever touch localization files in any capacity? and if so, to what lengths? Would it just limit to fixes or full on improvements like community item descriptions or new tips for the class selection screen? I've been working on the French side of the tf2 wiki for quite a few years now and have been wanting to touch up the game's localisation files for French and English for some time now. Especially the French side since it's not very good in it's current state. There's a lot of errors and a lot of items never even received proper translation at all.

tight nexus
#

Coms not wanting to bother you but is it the only way or the easiest way?

#

I believe that a proper high max value should be ok for like 70% of people

shell temple
shell temple
young osprey
#

Cool, prehaps I could provide I file here with several ideas for improuvements if it's not too much once I am done with it?

shell temple
#

sure!

terse plaza
#

would u be able to infer by these images how much im looking forward to the dedicated server patches

ruby cape
#

Nativevotes won't work literally 1987

chilly nova
#

#dev-log📻 message i cant believe mastercoms is stealing my changes smh my head

tight nexus
shell temple
#

like kisak said, no reason to limit it

young osprey
#

My first major localization contribution.^^ Includes further refined class selection screen tip, dozens of descriptions for a lot of items and weapons who had support for it (more of that incoming), and proper strings for Medieval, VSH and zombie infection to be used in case it's ever planned to moved theses mods out of the Misc section they are currently rotting in.

#

I'm especially pround of the item descriptions for the Voodoo cursed souls, I tried to remain as close to tf2's writing style and humor as I could. Next up on my list is total revamp of the tips appearing on the loading screen when joining a game, adding some actually helpfull advice, some bits of lore here and there, as well as few nods to community contributions such as the wiki or comics. (yet very subtle)

ruby arrow
#

good morning team comtress crew

chilly nova
#

i hope you're having a good morning rebasing commits

barren beacon
#

If we are suggesting balance changes, here's my only one

#

Give pyro the jetpack as a passive

#

jumping in the air launches him with the jetpack boost

#

Only 1 charge though

#

same cooldown

umbral siren
sour sedge
ruby arrow
chilly nova
#

piracy? 🙀

sour sedge
ruby arrow
#

oooh

#

0.14.0 is out

ruby arrow
#

🙀

#

no ways I would never do thats..

tight nexus
#

Give spy a 20% jump boost

umbral siren
#

give spy a british accent

ruby arrow
#

give spy a bomb

umbral siren
#

he already has one

tight nexus
#

It just doesn't do damage

charred shadow
#

@shell temple
An idea ive been thinking about
What if in mvm, explosive headshot would scale with zoom charge rather than just a static value
Potentially either a damage or aoe radius scale (or both idk)

#

Might make charge speed more useful, while also bringing other sniper rifles to a more even playing field with heatmaker (and would make bazaar and sydney more impactful)

chilly nova
eternal jungle
#

replay fortress

chilly nova
round coyote
wheat herald
#

vaccinator fucking sucks ass mastercoms wont nerf it dw

#

overrated af!!!

round coyote
#

It's over hated.

chilly nova
#

but still overpowered

round coyote
#

It really isn't...

eternal jungle
#

Delete the vaccinator

ruby arrow
#

Vaccinator is a great tool against cheaters

round coyote
#

What I'd more recommend is just to bring back items that have been nerfed and are horrible like the bison l, Sandman, buffalo steak, Heavys stock fists, rocket jumper.

Loke buffing horrible weapons.
We don't need more removal of good items.

chilly nova
#

the vacc is really unfun to fight

ruby arrow
jaunty fractal
#

So.... if you disable SteamHTTP, the Ticket is incorrect and not authorized....

#

just great

ruby arrow
#

Maybe it's healing should be nerfed?

jaunty fractal
#

dedicated servers are FUCKED

ruby arrow
#

No overheal with vac

#

?

chilly nova
round coyote
chilly nova
#

and you can stack multiple resistances

ruby arrow
#

No it would give it a cost to use

chilly nova
#

plus the crit resistance

round coyote
#

Regardless, I'm not here to argue.

ruby arrow
#

I am

#

Preparing my trebuchet filled with flaming breaks

eternal jungle
round coyote
#

I'm just saying instead of focusing on ruining items, like Vavlve did in the last updates. Instead we should buff the terrible ones. It gas been over a decade 😒 and we shouldn't nerf really anything.

eternal jungle
#

but the server has nothing to do with the ticket

#

client is the one who gets the ticket for their loadout request and sends it to server

#

server just forwards it to web api to ask if it's okay

round coyote
#

Besides, the vaccinator is not even meta.

clever creekBOT
#

*server just forwards

it to web api to

ask if it's okay*

round coyote
#

You just don't like it.

jaunty fractal
eternal jungle
#

I mean you could avoid using steam entirely if you wanted

#

and just change it to use some other library for http requests

jaunty fractal
#

requiring injecting

eternal jungle
#

the code is open though

jaunty fractal
#

2° if you're going to host server without steam client running in background, well.... nope

chilly nova
#

do you need to inject or can you just init steamapi when the server dll is loaded

eternal jungle
#

If you wanted you could just completely change steam http to something else

#

in tf_gc_server.cpp

#

or fix steam init

#

either way works

jaunty fractal
#

maybe there's different way, but sadly i haven't succedeed in starting the steamapi

#

init just hangs

eternal jungle
shell temple
shell temple
rich moat
chilly nova
#

@shell temple do you want me to make the action automatically push to itch?

shell temple
#

ill do that I think

chilly nova
#

k

#

also i only realized just now that the ccache action stuff is broken and doesn't actually get saved

#

or at least i think it is

#

because the cache stats are shockingly low

#

it'll still build everything correctly, but i'll take longer

wheat herald
round coyote
#

I personally really like the Vaccinator
and really don't want to see it's gimmick and identity destroyed
like a lot of people have been very loud about recently...

chilly nova
#

it's just not a fun weapon to fight at all

#

i say this as someone who uses it far more than i have to fight it

wheat herald
#

it's really really not a fun weapon to use

chilly nova
#

it's a very fun weapon to use actually

wheat herald
#

constantly fingering the keys with your keyboard constantly sucks

#

just super clunky and cumbersome imo

chilly nova
#

yeah the controls aren't great

#

but the concept is really fun, and if you can get past the controls it's also pretty fun to use imo

round coyote
#

No, it is very fun to use.
And honestly to fight?
It isn't that "unfun".

If you nerf things according to how "unfun" they are.
I guess we are saying goodbye to afterburn killing people.
Airblast, Soldier's splash damage, sticky spam, and other things.

shell temple
round coyote
#

That is not how balance should work.

round coyote
shell temple
#

unfun is fine

#

unfun with no counterplay is not

#

and rock paper scissors balance shouldn't be part of tf2

round coyote
shell temple
#

sure, there's natural counters but you shouldn't really be forced to

round coyote
#

. Melee
. Pyro
. Waiting 2.5 seconds..?
. Shotgun (for Soldier and Pyro)
. Neon + Gas passer
. Bushwacker
. several other things

#

Sorry but I cannot find the rework.
Only talks about "sound cues".

shell temple
#

counters are not counterplay

#

and waiting 2.5 seconds isnt an interesting decision

round coyote
shell temple
#

read what i said then 😊

round coyote
#

I have no idea where it is.

spark birch
round coyote
spark birch
#

So long as everything is up for change and improvement over multiple iterations, there shouldn't be any issues in the long run.

round coyote
#

🤔
So to get it clear...
Activating the Vaccinator will give a 50 damage shield (shield meaning you take zero damage from that damage type until it passes 50 damage) to that damage type and..? Any further damage from that damage type is giving to you and the healing target slowly over time? (For those 2.5 seconds)

round coyote
charred shadow
#

All medis are vulnerable to melee outside of stock uber

#

Also neon and gas as a legitimate counter bro be serious 💀

chilly nova
#

counter you can use once in a million years

#

and have to sacrifice your secondary and melee for

charred shadow
#

All of these “counters” are just coping in disadvantage state

shell temple
charred shadow
#

Like yeah man im gonna jarate bushwacka the beggars vacc pocket

shell temple
#

so it'll be like

#

100 damage pipe, you're healing with explosive resist

#

you take 50 damage immediately

#

then after 1 second, you take 10 damage per second over 5 seconds (50 more damage)

#

but let's say youre 100hp

#

they would have to pipe you twice to kill you

#

because the damage over time will never kill you

#

can leave you at 1hp

#

this is more interesting imo because it doesn't just blanket raise effective HP to a damage type

#

but still raises kill thresholds in moment to moment gameplay

#

a reasonable amount of focus fire will kill you, instead of just massively scaling the damage you can take

harsh hemlock
#

mcoms, could you fix this bug in specific? it annoys me so much :(((((

clever creekBOT
#

*mcoms, could you fix

this bug in specific? it

annoys me so much :(((((*

shell temple
#

and like, this is 50% resist immediately

shell temple
#

so it's a theoretical buff but also allows focus fire to actually counter instead of it feeling like a damage sponge

#

then the uber is much simpler now, it applies a shield which blocks damage

round coyote
#

Indefinitely?

shell temple
#

yes it pads their hp by 50 basically

round coyote
shell temple
#

im talking about 2 different things

round coyote
#

oh

#

Huh... Can you stack this..?
Or put several shields?

shell temple
#

the active charge of the vacc

round coyote
#

Like of different damage types.

shell temple
#

and the passive heal effect

#

yes

round coyote
#

o-o

shell temple
#

you can stack the same damage type or different

round coyote
#

Wow that actually does sounds pretty awesome.

shell temple
#

so 200 explosive shield with 4 charges

#

or 50 fire, 150 explosive shield

round coyote
#

Not gonna lie, that is by far the greatest rework idea I've ever heard.

shell temple
#

well yeah

round coyote
#

Everyone else I've heard who wants to "rework it" wants to shove it in the ground.

shell temple
#

im epic 😎

round coyote
#

Or just make it a stock reskin.

chilly nova
shell temple
#

trust the process, mcoms will fix it

round coyote
#

🤨 👍

#

Not gonna lie, I'm kind of impressed.

#

This actually has some upsides over the vanilla one.

round coyote
shell temple
#

depends on how many charges you get

round coyote
#

Of which you can mix and match any damage type to block per each 50.

shell temple
#

i guess there is an exploit where you could charge shields up like in spawn

#

over and over

#

so id say maybe shield lasts for 60 seconds

round coyote
#

It's like saying Uber in spawn is an exploit..?

shell temple
#

well

#

you could stack 10000 shields technically

#

lol

#

a reasonable expiration time of like, maybe 60 seconds, around there, should be good

round coyote
#

Oh.
I think a better idea instead of shields go away is just to put that shields are stacked very slowly during set up time.

round coyote
#

So taking tha away kind of.. ruins it I think.
I'd honestly prefer you just put that you simply cannot put shields in set up time over that...

shell temple
#

yeah but like

#

think about it like this

#

instead of capping the amount of shields

#

theres an effective cap per medic

#

because you can get charge only so fast

round coyote
#

So like "this much can be active at a time"?

shell temple
#

and you can keep restocking the shields

#

yeah its basically that but like

#

it takes how many seconds for a vacc charge? 20?

#

i think full charges takes 70 or 80 or something

#

idk

#

so like

#

if the shields expire in 60 seconds

#

then its basically, you can't make a 500 damage shield

#

by sitting in spawn and reapplying shield over and over

round coyote
#

It means that you still have to stick around the medic.

#

To constantly refresh it.

vivid crow
#

so all Spring Cleaning update changes will be PR'd to the Source SDK repo? @shell temple

shell temple
#

though unlike the old tc2 patches

#

my work actually has value outside of depending on valve

vivid crow
#

👍🏼

shell temple
round coyote
#

Because the biggest appeal of this medi gun is lets say someone goes to the medic, gets a shield and then does their own thing.

shell temple
#

yeah though if theyre in combat theyre gonna lose before the 60s anyway

clever creekBOT
#

*yeah though if theyre in

combat theyre gonna lose the

60s anyway*

round coyote
#

I mean sure. But it matters anyways.
People will instead of "Wow, I got this epic shield" will now be "oh no, now I have to make use of this shield before it goes away".

shell temple
#

so its really just a prevention for adding more than ~6 charges of shield per medic

round coyote
#

I'd know, I use the dalokas bar as my main secondary.

#

And sure, but Dalokas bar 50 health is 30 seconds instead of 60. But that's health, not "a shield to one specific damage type".

shell temple
#

its less interesting to put a hard cap imo

round coyote
#

That way you solve the problem without harming it's biggest appeal.

round coyote
charred shadow
round coyote
#

That solves both issues without harming each side.

shell temple
#

no like its not just spawn

#

like a medic could just hide somewhere with a buddy

#

spend half the match charging up a 2000 damage shield

#

then be invincible basically

round coyote
shell temple
#

eh idk

round coyote
#

And if "shield drain" effectively does the exact same thing as "hard cap". Than why mention that it is less interesting?

charred shadow
#

I think for a rework this sweeping, it might be better to try it for yourself, as something in practice can be very different than on paper

shell temple
#

because it doesnt add an arbitrary limit, it can be worked around with faster uber rate in mvm, stacking more medics

#

yeah that too

#

we can talk for ages about it

#

but its much more important to play

#

i havent gotten to medic yet

#

i think engie is next for playing around

round coyote
#

It is infact less interesting with a drain..?
I don't know about you, but as the medic and as the receiver. I'd much prefer giving out shields which people can then walk away from me and just have their nice shield rather than constantly coming back to me for their shield back.

shell temple
#

have done spy and sniper funny stuff

round coyote
#

It would be more annoying to the medic than fun if they went away by themself.

charred shadow
round coyote
#

NOOOOO!O!!!

charred shadow
#

lol

round coyote
#

They removed my comment I spent ages typing.

#

Take this picture as an example.

Meh epic shield Oh no it is suddenly gone!!! Time to go back to the medic to get another one!
😌🛡️ - - - - - - - - 😨 !! ❌
.