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Dr. Dos posted:I wonder if you could encourage engineers to not build defending spawn and never moving up if they got a bonus point for having a level 3 with a control point in its firing radius. There is no reason engies should be able to upgrade sentries to L3 at the safety of their spawn exit so they can move them up 'later.' Perhaps we all hated on the multitude of engies that wouldn't move (read: detonate and rebuild) their poo poo up, but it was clearly better that way. The "useless engie not moving their poo poo up" situation worsened by several magnitudes once Valve added moveable buildings. Yet for some reason the change stayed despite being a complete failure in what it was supposed to accomplish.
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# ? Jul 18, 2014 11:53 |
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# ? Jun 17, 2024 13:19 |
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Sanctum posted:Fix everything - just remove the ability to move buildings like things once were... or at least for sentries/dispensers. Honestly apart from a potential 'It isn't broken so don't try and fix it' sentiment on Valve's part, I think it is just seen as how it is now. A basic part of the Engineer's class mechanics and I suspect they'd run into a sticky nerf situation again if they tried.
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# ? Jul 18, 2014 12:34 |
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The coolest added engie weapon is the magic bad baby player wand that lets them whims away to the safety of their base spawn.
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# ? Jul 18, 2014 13:01 |
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I have one of those too, it's called 'bind mouse3 +explode'.
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# ? Jul 18, 2014 13:41 |
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Meh, the Eureka Effect is bad enough as it is. If there's one engie weapon you can't complain about that's it.
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# ? Jul 18, 2014 13:44 |
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Sanctum posted:Fix everything - just remove the ability to move buildings like things once were... or at least for sentries/dispensers. I've seen this argument before, and it misses something really important. Players who spend the whole game building at spawn only to waddle to the front lines and die immediately were probably not got to contribute too much to the team regardless of what class they were playing. On the flip side, the player who recognizes that their sentry is barely in a sight-line or that another engie is starting to build in their nest and moves to a better position contributes significantly more. I can understand that when it's a problem it's an extremely visible one, since you'll see it every time you leave spawn, but ultimately you do way more damage to the overall quality of a team by removing it.
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# ? Jul 18, 2014 15:05 |
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Thanks Internet posted:Players who spend the whole game building at spawn only to waddle to the front lines and die immediately were probably not got to contribute too much to the team regardless of what class they were playing. The 100-200 damage they soak up before dying is useful because it gives me more time to shoot at enemies.
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# ? Jul 18, 2014 16:09 |
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xzzy posted:The 100-200 damage they soak up before dying is useful because it gives me more time to shoot at enemies. Make the fat engie set have a "+175 health and -30% movement speed" set bonus for these occasions, hire me Valve.
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# ? Jul 18, 2014 17:01 |
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Mercury Crusader posted:Make the fat engie set have a "+175 health and -30% movement speed" set bonus for these occasions, hire me Valve. There's already a fat damage sponge decoy class, it's called Heavy.
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# ? Jul 18, 2014 17:06 |
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gnome7 posted:A good solution might be to drop the point total required to win down to 100 - a full match of RD takes maybe an hour right now, and that's a bit long. Another solution would be to move the A robots to the upper lobby area, so they're above where they are right now and a little forward, and then move the B robots back to where the A robots are. The C robots can keep their current location. With those changes, victory will be inevitable and the match won't be such a grind. 100 points would be pretty silly since you get 80 for destroying every robot, and the faster team could just rush to steal the last 20 on the very first run.
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# ? Jul 18, 2014 19:04 |
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Mercury Crusader posted:Make the fat engie set have a "+175 health and -30% movement speed" set bonus for these occasions, hire me Valve. Add "Marked for death when congaing" and you got a winner.
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# ? Jul 18, 2014 19:15 |
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I know the asteroid changes were way more substantial, but I dig the changes they made to the first half of cactus stage 2. Now they just have to fix the second half of stage 1.
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# ? Jul 18, 2014 19:42 |
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I wish whenever you conga or did any of the cross team taunts (except rock paper scissors) Friendly Fire was enabled on you. It would make things more fun. You could even add an achievement about fraternizing with the enemy.
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# ? Jul 18, 2014 20:58 |
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Baron von Eevl posted:I know the asteroid changes were way more substantial, but I dig the changes they made to the first half of cactus stage 2. Now they just have to fix the second half of stage 1. the changes are generally good but i really want to know the sniper main in charge of that map's layout though tbh
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# ? Jul 18, 2014 21:37 |
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Baron von Eevl posted:I know the asteroid changes were way more substantial, but I dig the changes they made to the first half of cactus stage 2. Now they just have to fix the second half of stage 1.
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# ? Jul 18, 2014 22:10 |
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Cactus is fun but it's such a defensive grind. All the different vantage-points with good sight-lines mean it is so easy to get stalled out against a couple of sentries or a good sniper, and while RED spies can run wild in BLU's backyard, the opposite isn't really true. There need to be more flanking routes around the points, and BLU needs moving spawn points so their offense isn't completely reliant on keeping the teles up.
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# ? Jul 18, 2014 22:31 |
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I'd really like it if there was a cap to how many nodes you can steal at once, because while on one hand I'm all for mechanics that allow depth at high levels of play, i'm also strongly against pub scouts being able to grab 290 tickets at once and then waltz out of the base without anybody even attempting to touch them
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# ? Jul 18, 2014 23:34 |
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Sanctum posted:Fix everything - just remove the ability to move buildings like things once were... or at least for sentries/dispensers. You say that as if players didn't build right next to spawn and stand there for the entire game back before you could move buildings. It's always been like this.
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# ? Jul 19, 2014 03:20 |
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Powercrazy posted:I wish whenever you conga or did any of the cross team taunts (except rock paper scissors) Friendly Fire was enabled on you. It would make things more fun. You could even add an achievement about fraternizing with the enemy. What they should do is add a chance of the Administrator using the lines from the war update where she yells at the mercs for breaking contract and being friends.
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# ? Jul 19, 2014 03:24 |
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The Shoebox is doing custom map night part 1 tonight, playing customs and classics, swapping back and forth. I'm taking feedback on what customs you like, which ones you hate, which ones I should include next time, etc. We're based in Texas, no crits, nodmgspread, nowpnspread, alltalk on. There's a thread in PGS with the Steam Group etc if you wanna know more.
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# ? Jul 19, 2014 04:53 |
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DLTN posted:I'd really like it if there was a cap to how many nodes you can steal at once, because while on one hand I'm all for mechanics that allow depth at high levels of play, i'm also strongly against pub scouts being able to grab 290 tickets at once and then waltz out of the base without anybody even attempting to touch them How about increased damage vulnerability the more nodes you're carrying. After, say, 100 you start taking more damage. Maybe have it scale where you basically get one-shot by anything at 290. Hell, have it multiply all incoming damage by 290 once you get it that high.
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# ? Jul 19, 2014 05:12 |
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Ariong posted:You say that as if players didn't build right next to spawn and stand there for the entire game back before you could move buildings. It's always been like this. Well they didn't usually set up literally outside the spawn door, usually they'd at least move up to the last CP and wrench their sentry for 15 minutes without a single enemy showing up.
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# ? Jul 19, 2014 05:40 |
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Nehru the Damaja posted:The Shoebox is doing custom map night part 1 tonight, playing customs and classics, swapping back and forth. I'm taking feedback on what customs you like, which ones you hate, which ones I should include next time, etc. My modem is not a rock (I've never had any problems downloading custom maps before, even simultaneously with everyone else on a full server), but it is taking me 8 minutes (and counting) to download cp_edifice_b4 from your server.
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# ? Jul 19, 2014 05:50 |
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Just get it from here: http://forums.tf2maps.net/showthread.php?t=20586
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# ? Jul 19, 2014 05:52 |
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Yeah, this ended up being a bad way to do it. Live and learn. Next time we'll put the maps up for download first from elsewhere, test with smaller groups, etc. Then we won't have a single server tryna feed big maps to 20+ people at once. Mapcycle's back to normal for now.
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# ? Jul 19, 2014 05:55 |
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Dr. Dos posted:100 points would be pretty silly since you get 80 for destroying every robot, and the faster team could just rush to steal the last 20 on the very first run. And then the game would end after a reasonable amount of time, maybe 2-10 minutes, like Attack/Defense maps do! Instead of the 10-100 minute slog we have now. I'm fine with a single successful rush mostly ending a round.
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# ? Jul 19, 2014 07:45 |
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I like RD but I also liked SMNC, so something is probably wrong with me. Anyways I wanted to ask, would the better build be eyelander over, ham/pan(stock) for a demoman? I've been getting pretty drat good with him recently, and while I hate using melee, eyelander is paying off in spades for the run/walk boost and HP gains. I'm starting to get used to a "150" health demoman now, and be prepared for a surprising 210, if I play my cards right.
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# ? Jul 19, 2014 08:51 |
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yourafagpleasedie posted:The coolest added engie weapon is the magic bad baby player wand that lets them whims away to the safety of their base spawn. I've never found a use for a weapon that makes an engineer instantly abandon their building nest.
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# ? Jul 19, 2014 08:56 |
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The only actual use I can ever see for that wrench is if you are putting up buildings, but it would take longer for you to get an appropriate amount of metal from a dispenser than to teleport to spawn, get it from the resupply, and walk back to the setup. So basically, it has no actual use. edit: Wait, resupply cabinets don't fill your metal as Engineer, do they? Er... Yeah who knows. CJacobs fucked around with this message at 09:15 on Jul 19, 2014 |
# ? Jul 19, 2014 09:10 |
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Teleport back to base after a successful behind enemy lines teleporter placement.
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# ? Jul 19, 2014 09:14 |
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Spacedad posted:I've never found a use for a weapon that makes an engineer instantly abandon their building nest. Sticky Launcher is pretty useful imo.
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# ? Jul 19, 2014 09:15 |
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CJacobs posted:edit: Wait, resupply cabinets don't fill your metal as Engineer, do they? Er... Yeah who knows. They do. Anything that would normally refill your ammo will refill your metal if you're missing some. If they didn't refill metal it would make setting up teleporters much more of a pain in the rear end.
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# ? Jul 19, 2014 09:23 |
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CJacobs posted:The only actual use I can ever see for that wrench is if you are putting up buildings, but it would take longer for you to get an appropriate amount of metal from a dispenser than to teleport to spawn, get it from the resupply, and walk back to the setup. Eureka is handy but I think Valve underestimated the gameplay impact of your buildings taking twice as long to build and not being able to save your sentry from a single soldier lobbing rockets at it. Also it should have the disintegration effect when you kill someone with it.
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# ? Jul 19, 2014 09:38 |
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NTT posted:Teleport back to base after a successful behind enemy lines teleporter placement. I have p bound to explode for that.
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# ? Jul 19, 2014 10:07 |
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Spacedad posted:I have p bound to explode for that. The appropriate action is to go to the enemy spawn and stand outside with a rock paper scissors taunt.
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# ? Jul 19, 2014 10:15 |
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Fojar38 posted:The appropriate action is to go to the enemy spawn and stand outside with a rock paper scissors taunt. Rock paper scissors losses are why I have p bound to explode.
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# ? Jul 19, 2014 10:25 |
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Spacedad posted:Rock paper scissors losses are why I have p bound to explode. If it's with the other team then the winner automatically gets a kill on the loser.
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# ? Jul 19, 2014 10:29 |
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They totally stole my idea except mine was an honor-bound melee weapon because I couldn't comprehend custom taunts would become a thing in game.
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# ? Jul 19, 2014 11:26 |
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You know it occurs to me that my highest killstreak and best point performance (and buildings destroyed! Several patient Engineers on that team) were both on Badwater A red, specifically as Demoman. You are either fighting down a hill behind cover, or into a long, narrow hallway (you can see the enemy through if they're on the cart!) and there are ideal little health and ammo nests. Plus if you do die you can safely stickyjump from spawn directly onto the healthpack and start raining death again. I was commenting to a friend how cleverly Badwater healthpack placement was, it's masterful. It lets you get an essentially free jump from spawn for Blue but Red has to detour or risk a chokepoint by the end.
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# ? Jul 19, 2014 11:34 |
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# ? Jun 17, 2024 13:19 |
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Ariong posted:You say that as if players didn't build right next to spawn and stand there for the entire game back before you could move buildings. It's always been like this. There was absolutely no reason to build upgraded sentries outside of spawn, harvest didn't even exist. Engies building sentries outside of spawn before redeployable buildings were about as common as present engies building useful a sentry for their team and then moving said sentry up to a new location when needed. In other words, something that is possible but just doesn't happen.
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# ? Jul 19, 2014 12:00 |