#tf2 healing blast damage
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I hope you will find my submission for Healing Blast Damage, most enjoyable to read.
If you will not, it will be, most regrettable for me.
I DID INDEED, ANON. I DID INDEED. you might've just gotten me into another ship. what the FUCK!!!!!!!!!
anon's submission:
ship: demo x soldier x medic
proposed name: healing blast damage
elaboration: "Medic has been shown to be at least more friendly to demo and jane than the other mercs (besides heavy and I'm very sorry that Red Oktoberfest won)
In expiration date, Medic gives an actual warm and genuine smile while passing him with the bread carts (If only for a moment.) And in the naked and the dead, (rip 7th comic) he agrees with soldier about blood types saying "Ha! Yes, what foolishness" despite fully knowing that they exist, probably to keep his left hand bf calm after they all died (Cuz soldier would probably go all "WHAT!?!? THE MEDICAL WORLD IS A LIE!!! AND COMMUNIST!!!" if he doesn't understand.)
And for demo, he notes that demoman tearing apart robots had him pleasantly surprised, in the next 4 panels no less. Later, he talks about how he gave demo his eye back 8 times (at least), But most overlook that Medic kept giving his eye back, despite it obviously being VERY haunted. Not very many people would do that for just a co-worker (well, maybe medic would do it out of morbid curiosity, but i digress.)
ANDDDDD, INGAME WHEN SOLDIER IS LOOKING AT A MEDIC AND DOES THE VOICE LINE "MEDIC!" HE SAYS STUFF LIKE "C'mere sweetheart!" and "C'mere pumpkin!" that doesnt seem very heterosexual to me, mr jane doe. also correct if im wrong, but isnt a demo thanks line after a medic heals "if i wasn' a man i woulda kiss ya"????? anyway sorry if this was already suggested i just lovev the sillysss"
[added spaces so it's easier 2 read^^]
#demosoldiermedic#tf2polyswagpropaganda#tf2 healing blast damage#<- im counting this as propaganda because GOD did it work on me#tf2#ship#tf2polyswag2023
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I've been on the Tf2 train for a little while now. In light of the sudden 7th comic release and the subsequent ending, I've decided to release a concept I've been working on for fun.
Introducing: The Bunker
A team of mercenaries eternally roaming the faraway lands of Texas, fulfilling whatever wild request their employers have for them this time.
Not much story has been worked out, and these are just the character concepts. Let's get started!
Offense Classes
The Lookout:
Health Points: 130
Regular Speed: 130%
Height: 5’10
Primary Weapon: Submachine Gun
Primary Melee: Cricket Bat
Primary Support: Standard Pistol
Description: With a strong love of exploration, the Lookout will go anywhere she finds interest, meaning everywhere. It was during one of these wanderings when her employer grabbed her off the street and offered her a job after she almost him with anything within reach, that being a Cricket Bat. While livid with the hire method, she enjoys the job and the team. She is not careful with her tongue and will burn you alive, intentionally or not.
The Auxiliary:
Health Points: 180
Regular Speed: 90%
Height: 5’8
Primary Weapon: Tactical Rocket Launcher
Primary Melee: Battleaxe
Primary Support: Stolen Riot Shield (Helps Push)
Description: Finally, some action she could get into! Auxiliary found herself right at home on the battlefield, blasting and slicing her enemies apart as she was never able to before. She claims to have worked as a fighter pilot before being forced out, but this is yet to be confirmed. Auxiliary is the life of the party, just make sure you’re on her side and you’ll be fine.
The Chemist:
Health Points: 175
Regular Speed: 100%
Height: 4’11
Primary Weapon: Reinforced Rifle (Bursts of Chemicals)
Primary Melee: Iron Warpick
Primary Support: Toxin Canister (Longer Range)
Description: Just showed up one day and has been on the team ever since. She doesn’t seem to speak English too well but knows what to do anyway. Enemies pushing forward? Splash goes whatever is inside those canisters. You can often see her with Bio, inspecting bodies. She seems enamored in the chemical burns she caused, and how they affect her victims. Dead or alive makes no difference.
Defense Classes
The Blaster:
Health Points: 185
Regular Speed: 90%
Height: 5’10
Primary Weapon: Grenade Launcher
Primary Melee: Ranseur (16th century Italian polearm)
Primary Support: Smoke Bombs (Quick Escapes)
Description: Her mother was humiliated and dragged around in the streets, people cheering and jeering at her even when she had no other choice. Despite being told to run, she watched at a distance and felt the rage fueling within her. Not even she knew where she got the pipe bomb she threw, but the damage was done as she ran and never looked back, jumping right into the battlefield. With mere memory of her mother’s deadpan face and a new love for destruction and experimenting. The story of her lost leg is ever-changing.
The Tank:
Health Points: 300
Regular Speed: 80%
Height: 6’3
Primary Weapon: Machine Gun
Primary Melee: Titanium Sledgehammer
Primary Support: Iron Water Bottle (Heals and extinguishes teammates. Can hit people on the head, but not as much damage)
Description: Due to her unusual strength and rampant personality deemed “unfit” for a woman, Tank wasn’t unused to being unwanted in the workforce. But she was desperate for money, tipping over the edge to the world of crime and piling bodies. Tank enjoys the sadistic satisfaction she hasn’t felt before. Now she’ll never hesitate to bash in the skull of anyone who dares fool with her again.
The Mechanic:
Health Points: 150
Regular Speed: 100%
Height: 5’6 or 5’7
Primary Weapon: High Capacity Pistol
Primary Melee: Screwdriver
Primary Supporter: Ball Peen Hammer (Used to enhance)
Primary Support: Blueprinter Tool (Construct and Destroy)
Description: This Norwegian has been part of the team longer than anyone, Mechanic waits, patiently and expectantly, for the days each and every one of the team will disappear. This cynical view does not stop this Mechanic from building to greater heights and open paths, though none know where she wants to go. Other than that, she loves climbing a good tree.
Support Classes
The Marksman:
Health Points: 130
Regular Speed: 100%
Height: 5’10
Primary Weapon: Sniper Rifle
Primary Melee: Blade Gun (Both!)
Primary Support: Pepper Spray (Disorients enemies)
Description: Born in Wales, she came from Sniper-Spotter parents. Marksman strives to live for the family name. Despite Snipers being quiet, reclusive, and serious, Marksman will talk your ear off if you let her. Practical problems are the way to go for any solution according to her, and she will find a way out. She will also burst into song randomly, that’s very important.
The Watcher:
Health Points: 110
Regular Speed: 105%
Height: 5’9
Primary Weapon: Pistol with Muffler
Primary Melee: Throwing Dagger
Primary Support: Weighted Rope (hinders mobility)
Spy Equipment: Disguise Tech
Descriptions: She’s everyone, everywhere, and strikes before you can get a word out. The Watcher will waste no time with idle chit-chat and gets the job done when she’s asked to. Her observation and attention to detail are on point, and this Watcher will never let her target get away for long.
The Bio:
Health Points: 175 (225 with normal Overheal)
Regular Speed: 110%
Height: 5’3
Primary Weapon: Y17 Pistol
Primary Melee: Scalpel
Primary Support: The Analeptic (Healing)
Description: She came from Pakistan and joined the team at 19, claiming to be 23 to pass the age limit. The Bio earned the spot after beating the stubborn old medic in a battle to the death, and only God knows what she did with the corpse. The Bio does her job for the most part and occasionally gives in to the whispers of curiosity.
I had a lot of fun making the characters in Hero Forge, and I hope that you all enjoy the concepts!
Don't forget to support Palestine, Congo, Lebanon, Sudan, Syria, Tigray, as many countries as we can right now.
Help the Palestinian People with a Click | arab.org
Support – Focus Congo e. v.
Essential Aid to Sabreen Camp – East Darfur State (El Daein) | Chuffed | Non-profit charity and social enterprise fundraising
Lebanese Red Cross - SupportLRC
Charity Navigator - Rating for Syrian American Medical Society Foundation
Syria Appeal - Donate to Syria | Islamic Relief UK
Tigray Disaster Relief Fund – Saving Lives. Inspiring Generations.
Haben Tigray
I tried to find as many honest charities as possible. Donate to the ones you know if you can.
#team fortress 2#team fortress two#tf2#tf2 ocs#character concept#original character#original characters#my ocs
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Dealing with bots
A lot of people who are just now booting up TF2 after a long absence (myself included) are finding a lot of automated third-party bots in their public servers (myself included). Usually, these bots go Sniper, using near-perfect aim to kill targets they have no business killing.
While it’s out of the domain of this blog to speculate on motives or code, it is my business to talk about how these bots highlight some important aspects of the Sniper as a class, and how to counter it.
Remember that:
The Sniper Rifle only works when you can see your target.
It takes time to charge, meaning that even the best sniper/bot can’t dish out full-power shots without at least 3.3 seconds (by default; certain rifles differ on this).
It can’t deal headshots without being zoomed in, which drastically reduces the player’s movement speed.
The rifle needs to reload each time it fires, so you have about 1.5 seconds between shots.
Headshots are considered critical hits, meaning they can be nullified in a few ways.
When a zoomed-in sniper is looking at an object, a team-colored dot appears on said object.
Snipers are weak to anything that can reach them - their main asset is staying far away, where they don’t take much damage.
This means that, however intimidating a sniperbot may seem, it does have weaknesses:
As with any Sniper, it can’t deal with a large amount of players at once. A coordinated rush will overwhelm one or two bots, although you may lose teammates in the process.
Based on (impromptu) testing I’ve run with friends, garden-variety bots will not charge their shots if they can see a player - they will only charge them if they have some time alone. This means that any class that can take a 150-damage headshot is often able to end the offending bot. Medic support helps.
No bot can shoot around corners, which means explosive classes can kill them without ever being fully exposed. This is particularly evident with the Demoman’s stickybombs.
Buildings are immune to critical hits, which means they will take at most 150 damage from shots - a rarity, given that bots seem to prefer targeting players and not charging their shots.
Other factors that can nullify critical hits: the Vaccinator’s Ubercharges and the Battalion’s Backup banner boost. Consider carrying these with you.
Let’s break it down by class now! If you are facing a large number of bots:
Medics should equip the Vaccinator on bullet resist mode, and deploy Ubercharges whenever sniperbots are in view. If you don’t have the Vaccinator, the Quick-Fix is good to heal up your wounded power classes.
Soldiers should get a Battalion’s Backup for the extra health and critical immunity. You should keep snipers out of view and use your blast radius to damage them from around corners. Don’t engage them in open areas, however tempting it may be.
Engineers should remember that their sentries will win most any engagement against a sniper, assuming that both can see each other. Avoid wide-open spaces. Remember that your teleporters and dispensers are easy to hide and absolutely critical to your team, bots or no bots.
Demomen have fantastic indirect damage in their stickybombs. Spread these liberally and blow up any bots who get close. Grenades can also help to shoot over hills or rises.
Heavies should prepare to tank damage for their team. This means the Brass Beast/Natascha, plus a Sandvich or Dalokohs Bar. Fists of Steel work nicely if you’re Medic-less, too. Bots may or may not have a targeting priority (possibly proximity?), but you should put yourself at the top of it.
Avoid fielding these classes against bots:
Pyros are too close-range to do much, and even their long-range flares require a line of sight (barring lucky Detonator explosions). At least they can take a headshot.
Scouts are pretty much out of luck, as evasion is nothing to a bot. The best you can do is harass with your pistol before dying.
Spies are similarly in trouble, since bots see through disguises and cloaks.
Snipers are engaged in a battle of man versus machine, and humans eventually lose that one. You probably can’t outsnipe a bot.
I’ll continue investigating how bots tick, but for the meantime, try to figure it out - any info is good info! These tips should help you live a while longer. Remember, they’re accurate, not invincible!
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DRV3 Boys playing TF2 Headcanons
(First made long before the F2P mute and bot crisis but I added the bot crisis)
Me and my bro made up many scenarios AND cosmetics for the class (my brother mostly help me with the idea)
I originally have the terminologies explained like market gardening, friendly and such but cut it because it’s getting too long. If you want the terminologies, you can tell me. Btw, I’m not an imagines blog, just doing this one for fun.
Kaito Momota
Main: Soldier
Thrilled to play this game, saying that's very manly and it's one of the coolest games yet
He, along with Kaede (and to an extend, Chiaki), are the ones who introduced the game to the class
Was a scout main at first and likes the scout unironically
A terrible tryhard warpig soldier
Saw a rocket jumping soldier at a High-tower map and wanted to imitate that, almost like he's blasting to space
Watch this guy try to market garden someone and then get fucking rekt by a Medic of all classes
He just dies, a lot, which is frustrating and his team gets mad at him
Kaito gets better at it fortunately, but it's a painfully slow process
You'll be lucky if he decides to go back to Scout in a round lmao
Rages in chat or voice but is the best cheerleader you can have in your team, he never actually shits on you for being shit on the game
There's that one time where Kaito got the Rocket Jumper from a drop, fired it at an enemy, got angry how it didn't worked, realized it doesn't do damage and embarrassed himself
Gets a bit pissy when no one is doing the objective so he avoids the maps Hightower and 2fort most of the time
Capture the flag and payload races mostly pisses him off for the same reason (tho he would go to Hightower for the sick rocket jumps)
So he doesn't like friendlies (but he may or may not, you know, do the conga, rock paper scissors, mannrobics, kazotsky kick-)
Anything that looks cool and manly cosmetics, but mostly you'll see him decked with space cosmetics
Bonus: Avoids Full Moon and Scream Fortress, is obviously afraid but he gives Alien Invasion a shot when it comes up, loves it. Also like Doomsday
Rantaro Amami
Main: Engineer
Everyone seems to be like it so why not give it a shot?
He got invested and also found the trading system
Rantaro usually plays engineer but is willing to change classes if the team needs a class
Is at least good at every other class
Rarely does turtling or battle engie but enjoys doing it with the other engies for laughs, and is very good at battle engie
Some people confused him with Uncle Dane
Hc that Rantaro looks up to Uncle Dane
Imagine Rantaro and Uncle Dane having a collab, that would be sick as fuck
Casual and competitive but more casual, often plays in community servers
That type of person who voice chats
Rantaro is one of the ones who would help his classmates play, along with Kaito. Imagine him like in a server with Kaito and Gonta, helping Gonta how to play and Avocado and Space boy act as a translator while Bug boy plays cutely
Doesn't mind friendlies, he chills with them a lot and he is easily well liked by the community
Some even suggested him to make a tf2 youtube channel
Has an unusual hat, making him look like a pro, has a lot of medic girlfriends because of this
One of the two reasons why the whole class have a wide array of cosmetics
Gonta Gokuhara
Main: Medic
At first he doesn't like how violent the game is
But since this violence is just for fun and in game and no one is actually getting hurt and dead so he's at least convinced
Still wants to play passively so Gonta goes with Medic, healing and helping his team seems to be a fitting choice!
The game is not too complex so he learns easily... i-in a way
Best boy learns fast, he should be fine
He's definitely that type of Medic who would go to someone when they press the E key and whoever is near him
Doesn't know where to look most of the time, gets lost easily to big maps like the control points
Gonta still has a firm grasp on what to do, like if he noticed that someone is in low health, he'll heal them immediately without needing the 'e', build up uber, spy check the patient, and never heal spies when they're disguised
Can't aim for shit, though he supposedly gets better at it with the crusader's crossbow
He sometimes would accidentally forget to pop when it's necessary and then die
"Danke!" Says that a lot
He doesn't play a lot despite having fun, he's an outdoor type of guy
Absolutely LOVES friendlies and just loves it when someone just stops, does the conga taunt and everyone follows, creating a conga line (until someone kills them all but it's all in good fun!) He loves silly servers
Is honestly surprised that there’s even such thing as silly servers and friendlies, thought it’s all blood and gore (he sometimes switch to pyro vision googles to avoid gore)
Sometimes plays as Heavy for the protecting part and the friendly Hoovy part for this reason
Anything fancy for the cosmetics, especially for hats the Gentleman's Gabsy or the Vintage Tyrolean (a good cosmetic for a good gentleman!)
Has a lot of cosmetics like Rantaro and trades them with the class
Bonus: Isn't fond of Banana Bay and the Second Banana... because banana
Kokichi Ouma
Main: None (most played: Scout)
Bold of you to assumed he never played this game before
... or is it a lie?
Needless to say he likes it for the cartoony and chaotic vibe of the game
Switches between the 9 classes, even if there's 5 spies he'll be the 6th one
He'd be that Medic who would leave the others to die, Scout that steals sandwiches from Heavy that's meant for the dying Medic and so forth
He might as well pretend to be a sniper bot
Chaos incarnate
This is the fucker who spams E and X+5 (Place the dispenser)
Also taunts in every kill
When he's on a losing team, he would try to bind kill right before the time is up or taunt kill in humiliation, sometimes works
Actually really good at the game, he's one of the very few people who picked up very quickly
Though he fooled Gonta once as a disguised enemy spy. He got rekt when they both noticed the achievement
Also dominated someone so badly that they immediately rage quit, another achievement
Another "you'll be lucky if he plays seriously" which is rare
Is definitely on a 30+ killstreak
People would sometimes thought he’s a squeaker (a kid who rages in voice chat) so he just fucks around with them and then just pulls a no u card
Neutral opinion on friendlies though he gets bored when no one is doing the objective or any action happening so he burns them all and watches them get mad in the chat
Obnoxious combos of cosmetics that you can easily recognize that purple neon Scunt from afar even if he's under an alias
Korekiyo Shinguuji
Main: Spy/Sniper
Not interested at first but is interested when others play and hovers over their shoulders to watch
While watching Gonta and Kiibo playing with the friendlies, he got interested
You don't see that in a lot of fps games
Korekiyo looks like an edgy sniper/spy main who just watches the chaos enveloping from the distance and getting headshots/backstabs out of nowhere
He's very calm and collective despite the crazy amount of chaos and all the deafening sounds of the vc
It's amusing to him, he even find the Administrator interesting and would sometimes go into many modes to hear her voice tone changes and a lot of behaviors of many players too
He even noticed the voice lines of the mercs and got invested in the lore of Team Fortress 2
Korekiyo still does his job in the game but can sometimes be interpreted as him in afk, almost got him kicked
Though he does get kicked for the being good at sniper, people getting butt hurt and called him a hacker
Also an amazing spy checker
Is interested about friendlies, he would come up to them close and observe them and he plays along with the taunts
He got really interested to see this "culture", like how most of the players collectively decides to play silly, serious or both, resulting him trying out almost every game mode and map there is
Unironically loves 2fort, Hightower, Suijin and Degroot Keep
Often joins community servers and silly servers but will do casual/pub servers whenever he feels like it
Something that resembles him irl, he looks edgy with the mask tbh
Other than that, his cosmetics changes depending on what mood or observation he wants to do
Ryoma Hoshi
Main: None (most played: Demoman)
Convinced by Kaito into playing
Not that much actually
Mediocre at best, he’s just doing his own thing
Definitely would stick around even if there’s one person in the server
Imagine getting killed by a Medic as a Demoknight in a melee fight with a shit weapon Do No Harm, couldn’t be me... or Ryoma
Likely plays Passtime
He will never admit it but he finds the ragdolls in the game funny
Also unironically likes the Scout
Demoknight tf2
God, imagine Ryoma has demonknight speed, combine it with his own speed and Solarlight skills, he’d be infinitely flying across all maps and go beyond the skybox
Ryoma too strong pls nerf
Doesn't play it often, not really his thing
Doesn’t mind friendlies, honestly surprised that there’s even such thing as one
Doesn't customize himself, though he likes the animal cosmetics
I apologize to the Ryoma fans out there for this being short
Shuichi Saihara
Main: None (most played: Spy)
Also doesn't see the appeal, but convinced by Kaito into playing
When he played the game for the first time, every time he dies, he switch to a class just to test them out
It’s too much for him, please hold him
Probably fell off a cliff several times-
Imagine the sheer amount of panic he feels when playing any class, especially Medic since Medic is a death magnet
Rockets, explosives, bullets, fire, blood and ragdolls everywhere! ... oh hey why is that guy just crouching with a melee?
He gets the hang of it over time
One of the best spy checker there is as well, not only as Pyro, though he feels sorry for the new spies (or newbies in general) so he tries to teach them the best way he can
The server kicked him for using hacks to find spies but for him, it’s obvious???
He usually plays the class whatever the team needs at the moment
Hard reads are strong in this one
Sushi likes the friendlies, chills with them a lot :>
Doesn’t customized himself, Kaito’s the one who helped him with it
K1-B0
Main: None (most played: Heavy)
Tries it out
It's ok I guess
He also doesn't have a main because he'll try to accommodate in which class is needed
If the whole team is like a full house of cards (in a 4 snipers, 5 engies type of way, you get the idea), he'll mostly go for the Medic since he knows it's vital for a team to have a Medic
There's rarely any Medics or Heavies in the start of the round, are they an endangered species??
He might start an event or something dedicating to the two classes
It never goes well despite Keebo's efforts in those, let's be honest
Though sometimes the team has like three Medics, the poor boy is confused
He's actually doing alright with all the class
The bot problem, oh god the bot problem
So there's that one time where the Myg0t bot joined, the enemy team said in the chat about kicking the bot
Well... obviously this made Keebo upset, as he thought they were referring to him
The server thought Keebo was trolling when he said something about him being a robot and saying that they're being robophobic... and sending them to court-
By some kind of miracle, the server liked Keebo because of this so he wasn't kicked out but he's incredibly salty throughout the match
"The server is robophobic" "Keebo, they were referring to the aimbots, they weren't robophobic" "... What Aimbots?"
His classmates were able to explain with videos and experiences, and also told him about several other types of bots that ruins the fun, which made Keebo embarrassed for having the wrong assumption
Though he still gets offended whenever it happens-
Like Kaito, he also doesn't like friendlies, insisting that that it's not how really play the game, though is guilty in pre-game conga lines, mannrobics and kazotski taunts, he likes the mannrobics
Bonus: Does NOT like the bot deco and is conflicted with the Mann vs Machine game mode
#mangled-schmidtty rambles#danganronpa v3#danganronpav3#drv3#ndrv3#new danganronpa v3 killing harmony#gonta gokuhara#kaito momota#ryoma hoshi#shuichi saihara#korekiyo shinguuji#kokichi ouma#k1-b0#rantaro amami#amami rantaro#kiibo#keebo#ouma kokichi#shinguji korekiyo#saihara shuichi#hoshi ryoma#momota kaito#gokuhara gonta#imagines#tf2#team fortress 2
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Team Fortress 2 Update Patch Notes
BLOG DISCLAIMER: The first thing we would like to do is congratulate and thank @criticalflaw from @fuckyeahtf2 for typing these notes out in plaintext, before realizing later today they would push the patch notes in plain text on the TF2 updates tab.
We also see language such as “The Hot Hand” being called “The Slap Attack” and “Blood Money” being called “Stars”, meaning these notes may be out-of-date. We will also publish today’s patch notes unless they are the same. Regardless, please give criticalflaw your hands of applause since his hands have fallen off.
October 19, 2017 - TF2 Team
Field Notes
5 featured community maps: Mossrock, Lazarus, Brazil, Enclosure, and Banana Bay
1 new official map: Mercenary Park
5 new community taunts: The Dueling Banjo, The Jumping Jack, The Soviet Strongarm, The Russian Arms Race, and the Headcase
2 new official taunts: Yeti Punch and Yeti Smash
2 community cosmetic cases with 20 items each
2 new War Paint collections made up of community-made War Paints and official War Paints
2 new War Paints collection filled with classic weapons skins being brought back for another tour
4 new Pyro items: The Dragon’s Fury, The Thermal Thruster (with a new kill taunt: The Gas Blast), The Gas Passer, and the Hot Hand
1 new Heavy item: The Second Banana
Free contracts to earn the new Pyro and Heavy items
36 campaign contracts
Mercenary Park Gift Shop to select your campaign contract rewards
Equippable ConTracker to customize and track your campaign experience
General
Significant weapon and class balance improvements (see Gameplay Changes section below for full details)
Increased the maximum number of backpack slots to 2500 (from 2000)
The default voice codec now defaults to Steam Voice
Steam Voice is now using Opus audio at a higher bitrate than the default CELT codec
Added a new vaudio_celt_high option for sv_voicedec, allowing community servers to opt-in to higher bitrate voice chat
Fixed the Engineer being able to store Gunslinger’s melee crit for a future melee attack
Fixed a bug where the ammo from a picked up weapon could exceed the player’s maximum ammo allowed
Fixed a bug where the dispenser would use different bounds checks for distributing ammo and health
Fixed a bug where the player model would not play the attack animation for some weapons that fire bullets
Fixed the Bottle, the Scottish Handshake, and the Neon Annihilator not having their models break on critical hits
Fixed some of the Heavy’s edible secondary items not having the model update when the item is eaten
Fixed some outdated tips
Mannpower Mode
Knockout powerup now collects health pack health without subtracting their health bonus. Results in Knockout carriers collecting more health from each health kit
Resistance powerup now blocks backstabs
Fixed Engineers using the Eureka Effect to teleport out of hell on Halloween maps
Fixed the announcer sometimes saying “The tank is halfway through!” when a tank first spawns in Mann vs. Machine mode
Updated the Pallet of Crates to only drop crates and not cases
Players that have their movement slowed for any reason now have a status icon appear on their HUD (in the same area that displays other player effects, such as Marked-For-Death)
Added first-person inspect animations for all weapons
Added a disconnect sound when the Medic stops healing their target
Added news sounds for the Family Business, the Winger, and the Frontier Justice
Updated sounds for the Brass Beast and the AWPer Hand
Steam controller improvements
When using Steam controller configuration to configure non-Steam controller devices (e.g. Xbox controllers), the proper button icons are now displayer in the UI
Improved controller icon placement in some UI screens, including for players using less-common aspect ratio displays
Where text rather than an icons is used to indicate a controller binding, the text strings are now correct for non-Steam controller devices, and slightly more verbose in some cases to avoid confusion with regular keyboard bindings (e.g. “Press [B button] vs. “Press [B]”)
Fixed miscellaneous corner-case bugs where the wrong action set could be selected, and some edge cases with handling of multiple simultaneous actions during an action-set change
Added new action bindings for the most popular voice-line commands. The default controller template now binds “Call Medic!” to the directional pad. The following voice lines are also available, but are not bound by default: “Go! Go!” Go!”, “Move Up!”, “Spy!”, “Ubercharge ready!”, “Help!”
Community request – Added tf_playrounds/tf_listrounds debug commands to jump between mini-rounds on multi-stage maps
May not work on all maps if the map ties custom logic to entities other than the mini-rounds themselves (e.g. arbitrary capture zones (e.g. dustbowl))
Applied the match rejoin limitations in Casual to Mann vs. Machine as well
Players who leave a Mann vs. Machine match cannot matchmake back into that same game for several minutes
Players who are vote-kicked from a Mann vs. Machine match cannot matchmake back into that same game for several hours
Added Ready Steady Pan Season 3 tournament medals
Added ETF2L Highlander Season 13 and ETF2L 6v6 Season 28 tournament medals
Added TFCL Highlander Season 1, Ultiduo Season 4, 6v6 Season 3, 4v4 Season 1, and bball Season 1 tournament medals
Added AsiaFortress Cup Season 12 tournament medals
Added Insomnia61 tournament medals
Added CappingTV Ultiduo Winter Chalice tournament medals
Added RGL.gg Pack/Ban Prolander Participant tournament medals
Added ozfortress Season 20 tournament medals
Added Tip of the Hats 2017 community medals
Added Snack’s Summery Ultiduo Siesta Season 2 tournament medals
Updated the Mappers vs. Machines Participant Medal 2017 medal so it can be painted
Updated the Arms Race tournament medals so description tags can be used on them
Updated the TFCL Alpha medal to be paintable
Updated the Heartfelt Hug to be paintable
Parties
Parties can now be formed from anywhere within the game and persist through matches
Players are now able to join their party’s match if late joining is allowed
Added a new party interface that allows you to quickly manage and interact with your party
Added a global party chat system that allows party members to chat with each other from anywhere in the game
Party chat is printed in the in-game chat interface when in a game
Added ConCommand “say_party” (default bind ‘p’) that allows for party members in a game to chat with other party members using the in-game chat interface (similar to how “say_team” works for chatting amongst your team) and with members not in a game
Matchmaking
Redesigned the matchmaking screens to be lightweight overlays that can be summoned and dismissed from anywhere within the game
Moved the Casual and Competitive badge panels to the main menu
Casual
Levels now go beyond 150. All players now have a Tier in addition to their Level. All players start at Tier 1. When your Level goes past 150 your Level resets to 1, your Tier goes up by 1, and your Casual badge will change its appearance to reflect your new status
Players who had reached level 150 will have any experience beyond 45500 (the amount required to hit 150) put into an overflow pool. While playing Casual matches, any XP you earn will be matched and deducted from your overflow pool until it runs out.
The “Vote for the next map!” dialog can now be minimized to view the top scoring players
Contacts
The Contacts Drawer has been replaced with the ConTracker, a state-of-the-art PDA
You can now work on contracts at your own pace. It’s up to you to decide which ones to work on and in what order to work on them.
You can now make progress on Bonus Objectives while working towards completing your Primary Objective
Only one Contract can be active at a time
Contracts are now unlocked by spending Stars. Stars are earned by completing objectives.
Contracts can be turned-in once the Primary Objective is complete
Partially completed Contracts can be reactivated, for free, at any time
Party members who are on the same servers and the game team can now help earn progress on each other’s Contracts
Gameplay Changes
Multi-Class
Panic Attack
This is one of our least-used weapons. The main culprit seems to be the queued/delayed-fire aspect, which fights against the basic concept of the secondary slot on classes that can use this weapon (Soldier, Heavy, Engineer, Pyro); players generally expect a secondary that is immediately ready to fire – for the rare case, where their main weapon isn’t available (e.g. out of ammo), or isn’t the optimal choice (e.g. airborne, too close, etc.). Removing the queued/delayed-fire concept basically invalidates the original design, so we’ve started over.
Goal: Make the weapon immediately usable, remove the large burst potential (generally hard to balance), and give the weapon a unique design space to occupy.
New design:
50% faster switch speed
50% more pellets
30% less damage
Fires a wide, fixed shot pattern (regardless of server settings)
Shot pattern grows with successive shots (e.g. while holding down the attack button), but resets after you stop firing or reload
Reserve Shooter
Pyros are too easily able to take advantage of this weapon’s primary feature via airblast (i.e. no-penalty, on-demand launching of their target), and so their damage-potential can greatly exceed that of the other classes that also use this weapon. Rather than take a heavier-handed approach to solve this, we’ve instead decided to remove airblast as a source for mini-crits.
Attacks on target knocked into the air by Pyro airblast no longer mini-crits
Added: Attacks on target flying via the Thermal Thruster mini-crit
Spy
Ambassador
Players that are head-shot from across the map are expecting to see a Sniper in their death-cam, but they sometimes see (more often than we’d like) a Spy with a revolver
Goal: Reduce the effective combat range to something more reasonable and expected with the Spy
Changes:
Headshot damage is now subjected to distance falloff effects
Headshots beyond 1200 world units do normal (non-crit) damage
Dead Ringer
Feign death is an interesting effect, but a good Spy can use it extremely frequently making it frustrating to play against and reducing the risk of using it nearly constantly.
Goal: Rather than make it less interesting, let’s make it more predictable to fight against by removing methods by which Spies can reduce its cool-down. This should create more of rhythm to fighting against a Spy using this and introduce a little more risk to players using it.
Changes:
Ammo kits and dispensers no longer refill the Spy’s cloak meter
Your Eternal Reward
This is the least-used Spy knife (technically, the reskin is, but anyway…). While silent-kill and rapid-disguise-on-kill are good, the downside on this knife is extreme
Changes:
Removed: “Cannot disguise” penalty
Added: Non-kill disguise require (and consume) a full cloak meter
Backstab-based disguise are still free
Increased cloak drain rate by 33%
Scout
The Sandman
The feedback on this weapon has been fairly consistent for a while: Players really hate losing the ability to fight back. Compounding this, the ball has to travel really far in order to disarm players. Being hit by a long-range ball (more often than not) ends up feeling random, rather than skilled.
Changes:
Long-range ball impacts no longer remove that victim’s ability to fire their weapon (but the victim is still slowed)
We’ve updated achievements that were looking for disarmed player
Max range balls now do 50% increased damage (from base of 15
The flight time required to trigger the “max” effect has been reduced by 20%
Ball regeneration time reduced to 10 seconds (from 15)
Bonk! Atomic Punch
This weapon was designed to allow Scouts to pierce hotly-contested areas. While it does this quite well, it doesn’t require enough skill, or carry much of a down-side.
Changes
Apply a slow effect to the player after phasing wears off, based on the amount of damage they absorbed
From -25% at low damage, to -50% at 200+ damage
Lasts 5 seconds
Pretty Boy’s Pocket Pistol
This weapon is one of the lower owned-equipped items in the game. Looking at the current design, it seems that not taking falling damage ranks pretty low on the value scale for a Scout, and a flat +20% damage taken penalty is basically the kiss-of-death for a low-health class.
Goal: Make the weapon less of a liability and focus it as a “get health quick” tool with decent burst, at the expense of total damage
New design:
+15% firing speed
Up to +7 HP per hit (from +5)
-25% clip size (9 shots)
Crit-a-Cola
The last change to this item added Marked-For-Death when the effect ended. This was okay because it forced Scouts to get out after a little while, but it didn’t add any risk in-the moment.
Goal: Add more decision/thought on when/where to activate and how to manage the risk/reward of the effect
Changes:
Added: Each attack while active adds Marked-For-Death debuff for 5 seconds (does not stack)
Removed: Marked-For-Death when effect expires
Removed: +25% move speed bonus
Removed: +10% damage taken penalty
The Atomizer
Triple-jump as a passive effect is just too strong. It makes combat against the Scout unpredictable because opponents don’t see the bat, and therefore have a hard time anticipating the Scout’s capabilities until late in an encounter. It also makes the Scout very strong against explosive classes – due to a combination of extreme mobility and high close-range damage.
Goal: Require the Scout to deploy the bat to take advantage of the extra jump – which is also a signal to other players that they can perform an extra jump – and reduce the bat’s negatives to compensate
Changes:
Triple-jump is now only possible while the bat is deployed
Removed: Self-inflicted damage when triple-jumping
Removed: Attack speed penalty
Added: Melee attack done while airborne mini-crit
Added: 50% deploy time penalty (to prevent quick-switch bypass)
Reduced damage penalty vs. players to -15% (from -20%)
Flying Guillotine
This weapon is capable of high burst-damage under what sometimes seems like random conditions – such as mini-crits at long-range, and full-crits when the target is slowed or stunned by anything (e.g. Ghost “Boo!” effect, Natasha, etc.
Goal: Remove the feeling of randomness, and reward accuracy
Changes:
Removed: Crit vs. stunned players
Removed: Mini-crit at long range
Added: Long range hits reduce recharge (by 1.5 seconds)
Distance considered “long range” reduced by half of the previous value when determining mini-crits
Soldier
B.A.S.E. Jumper
Players often complain that the B.A.S.E. Jumper is frustrating to fight against because the target is simply too hard to hit. This is mostly due to the combination of being able to deploy/retract at will, and the amount of steering control they have – which makes them too unpredictable.
Changes:
Reduced amount of air control while deployed by 50%
Removed the ability to re-deploy the parachute once retracted (until the player lands on the ground again)
Mantreads
The second least-used item in the game. The aerial stomp mini-game is difficult, and the Gunboats are superior in most scenarios.
Changes:
+75% push-force reduction now includes airblast
Added: +200% air control when blast jumping
Cow Mangler 5000
Removed: Cannot be Crit boosted
Granted/earned Crits (e.g. Kritzkrieg) will be converted to Mini-Crits instead
Righteous Bison
Note: This weapon has been reverted to its previous design
Deals 20 damage per tick (down from 45)
Note: This is necessary because the projectile is no longer limited on the number of times it can hit targets
Projectiles are no longer limited on the number of times they can hit the same target(s)
Projectile velocity increased to 1200 (from 840)
Sniper
Darwin’s Danger Shield
Sniping using this item had an advantage against Snipers who weren’t. As a result, players felt like they were required to equip this item in order to be competitive.
Goal: Remove the increased survivability against enemy Snipers (which invalidates the existing design)
New Design:
Counter ranged burn attacks (e.g. flares), and strengthen melee fights vs. Pyros
Afterburn immunity
+50% fire resist
Razorback
Goal: Reduce the effectiveness of “pocketed” Snipers in stalemates/standoffs (this primarily happens in organized/competitive play)
Changes:
Added: -100% overheal penalty
Added: Shield regenerates after 30 seconds
Medic
Vita-Saw
Ubercharge on death is too valuable of an effect to be passive
Goal: Change the weapon in a way that requires skill and risk in order to gain this effect
Changes:
Added “Organs” collecting concept (…you know, hit someone with a saw, and out pops a vital organ which you then take, and hold). Each hit with the Vita-Saw harvests the victim’s organs (shown on the HUD).
Added: On-death, preserve 15% Ubercharge per Organ harvested. This effect caps at 60%
Crusader’s Crossbow
Bolt healing is very high and significantly out-heals the Medigun when the target is in combat. This might be okay given the trade-offs (risk-vs-reward of ranged shots hitting and the opportunity cost, no overheal). However, it’s also the fastest way to build Ubercharge – under the right conditions (e.g. corner damage farming with the Medic behind cover)
Changes:
Ubercharge gain rate reduced in the same way that the Medigun’s healing (and therefore, Ubercharge build rate) is - based on the last time the target was in combat.
Reduced by a third when 1-10 seconds outside of combat, and scales up to normal over 10-15 seconds
Heavy
All Miniguns
Changes:
The 1-second damage and accuracy penalty now applies to the first second of spun-up time, whether or not the Heavy is firing. Previously, the 1-second damage penalty would only be removed after 1 second of firing
Accuracy and damage penalties now reset when the Heavy spins down, rather than when they Heavy stops firing. This means if you stay spun-up beyond the one second, and fire in bursts, damage and accuracy will remain at 100%.
Gloves of Running Urgently
Speed (lack-of) is used to balance the Heavy’s high health, over-heal and damage output. While we still believe it’s OK to have a class of items that increases Heavy’s movement speed, players have been able to easily bypass the existing negatives.
Changes:
Added: Max-health is drained while item is active (-10/sec), and regenerates while holstered
Health will regenerate only the amount drained while active – minus any damage take during that time
Removed: Marked-For-Death effect while active
Removed: 25% damage penalty
Eviction Notice
Changes:
Added: Max-health is drained while item is active (-5/sec) and regenerated while holstered. Health will regenerate only the amount drained while active – minus any damage taken during that time.
Removed: 20% damage vulnerability
Fist of Steel
The downside of “increased melee damage” doesn’t ever really come into play when it counts (e.g. holding a choke point or objective), and when a Medic is attached, the resulting pool of effective-health is unreasonably large
Changes:
Added: 40% overheal reduction while active
Added: 40% health rate penalty while active
Added the Second Banana
Secondary slot item
When consumed by the Heavy, restores 200 health
Acts like a small health kit when dropped by the Heavy and picked up by another player
Item regenerates after 10 seconds
Engineer
Rescue Ranger
The ability to repair building safely from range without using metal is powerful. Combine this with the ability to instantly teleport buildings from far away – which by itself is interesting and useful enough in many circumstances – and you end up with a package that is very strong
Changes:
Ranged repairs now consume metal (at a 4-to-1 health-to-metal ratio, e.g. repairing 60 damage costs 15 metal)
Doubled the amount of metal applied (per wrench hit) when upgrading buildings during the “Setup” period.
Demoman
Claidheamh Mor
Note: This weapon has been reverted to its previous design.
Removed: +25 health on kill
Added: 0.5 second increase in charge duration
Pyro
Added The Dragon’s Fury
Primary slot item
Uses a shared pressure tank for Primary Fire and Alt-Fire
Primary Fire: Launching a fast moving, limited-range projectile that deals 25 damage and briefly ignites enemies
Deals +300% damage to burning players
+50% repressurization rate on hit
Alt-Fire: Airblast
-50% repressurization rate on Alt-Fire
Added the Thermal Thruster
Secondary slot item
Fires a short-duration blast that launches the Pyro in the direction they are aiming
Deals 3x falling damage to anyone you land on
Has a 1.1 second holster duration
Mann vs. Machine upgrades:
Able to re-launch while airborne
Stun enemies when you land (duration based on impact velocity)
Note: Landing directly on an enemy grants a bonus to stun duration
Faster recharge rate
Added the Gas Passer
Secondary slot item
Creates a horrific visible gas cloud that coats enemies
Flammable material then ignites into 10 seconds of Afterburn if enemies take damage (even Pyros!)
Mann vs. Machine upgrades:
Enemies explode when ignited by attacks
Faster recharge rate
Added the Slap Attack
Gain a speed-boost when you hit an enemy player
-20% damage penalty
Every successful slap is announced in the kill-feed
Flamethrowers
Better visual sync, more consistent (no visuals/damage mismatch)
New particle effects
Applies to all flamethrower variants
Airblast
Hit detection for both players and projectiles is now a consistent cone
Aiming at a player’s feet no longer misses!
Airblasting players now factors in the momentum of the Pyro and target, giving both more control over the interaction
The target’s existing velocity is no longer cancelled
Players moving at the Pyro at great speed will be reflected away at great speed
Players moving towards/away from the Pyro will experience less/more push force
Airblast now causes target players to have reduced footing and air control for a short period
No longer a flat stun
Now factors in the upward angle of the airblast, rather than having a fixed upward force
Total push force slightly increased
Afterburn
Flamethrowers no longer apply maximum-duration afterburn on contact. Afterburn duration is now based on how long the target is in contact with direct flames – starting at a minimum of 3 seconds, and stacking to a maximum of 10 seconds.
Per tick afterburn damage increased to 4 (from 3), for a total of 8 damage per-second (up from 6 per-second)
Flareguns now apply 7.5 seconds of afterburn (down from 10 seconds), resulting in the same total damage as before
Afterburn now reduces all direct Medic healing and resist shields by 20%
Note: This effect was previously applied by direct flames from all flamethrowers (at 25%), but was moved to afterburn, and lightly lowered.
BLOG DISCLAIMER: Jill from Valve has been quoted on reworking the matchmaking system implemented since Meet Your Match: “We didn’t feel what was ready was enough to be a worthy refresh of the mode yet”. Thus, significant matchmaking system reworks will not be in the Jungle Inferno update, but will be in a future update.
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What if the TF2 Mercs were Heroes in Overwatch?
cI’ve made this post somewhere else but I’ve altering it a bit so that Overwatch players who haven’t played Teamfortress 2 can understand what I’m saying.
So I was wondering, what would happened if you turned the TF2 mercs into heroes in Overwatch ? what would be their abilities and ultimate be? For what I've thought of so far mostly revolves around using stock(the default weapons for the Mercs in TF2) loadouts with using their other weapons as abilities(most of the alternate weapons for the Mercs are side-grades or weapons that alter how the class plays). I'm also unsure if the mercs would only have 1 or 2 weapons to use normally(and being able to quick melee) or let them have a primary, secondary and a melee weapon(they wouldn't be able to quick melee if tho) like they do in TF2. Here's some of the ones I've thought of so far, I'm iffy on a few of them(I'll list them as maybes if I am). Unless I say otherwise everyone had 200 HP like most heroes do in OW. I’m also assuming the the Mercs have a primary, secondary and a melee weapon that you switch between. I also haven’t thought of the damage numbers or stuff like that so I’ll use list the numbers that are in TF2 for the OW players. (Note to Overwatch players, melee weapons must be manually equipped and deal about 65 damage when you hit someone with it)
Pyro; goal here is to have him be a flexible close range DPS class with some support capabilities Weapons Primary Stock Flamethrower: a flamethrower that deals high damage at close range with it’s primary fire. Enemies hit by the primary fire are inflicted with afterburn, afterburn damages enemies after the Pyro stops shooting them with the flamethrower. This affect last for about 3-10 seconds depending how long you were hit by the flamethrower. Alt-fire is an Airblast. Fires a blast of compressed air that pushes back enemies and reflects some projectiles likes rockets, arrows and stuff like that(Pyro would be broken if he could reflect every projectile in Overwatch). Airblast friendlies to extinguish afterburn, this heals 20hp for yourself. Note; afterburn can be removed from some abilities(use common sense for which OW abilities will do that) or by picking up health kits. Secondary Shotgun: a shotgun that does decent damage from close to medium-ish range, Has 6 shells, each shell must be loaded individually.(note to OW players, a lot of Mercs use a shotgun a keep this description in mind) Melee Fire Axe, go chop someone with it 1st ability: Flare shot, shoot a flare from the flare gun, can be held down for aiming. Inflicts 7 sec afterburn. Does extra damage to burning players.
2nd ability: Thermal Thrust. basically the thermal thruster without the hidden hostler time.It’s a jumpjet that boosts the Pyro in the air. You jump up and reequip the last weapon you were using at the height of your jump
Ultimate: Inferno
Pyro throws a gas can with an incendiary grenade attached to it. Lights the the area where it lands on fire with a 5 or 6 meter radius. Enemies who steps inside are damaged and even if you step out from Inferno’s AoW you’re afflicted with afterburn. Idk how long it'd last. Basically it's used to deny an area to the enemy team. Or straight out kill them if you use it right. Sound que is just Pyro's insane muffled laughter can be reflected or deleted from other abilities(D.va's defense matrix or Geji's deflect.)
Medic; Goal is to have a support that can break the frontline loudout is stock Primary: Syringe Gun, a gun that fires syringes. The syringes themselves do low damage and have travel time and fire in an arc. Secondary Medigun: Fire a heal beam(Basically Mercy’s heal beam without the damage boost option) that heals friendlies. The Medigun can overheal friendlies past their max HP. Overheal decays after the medic stops healing you. Melee Bonesaw, it’s a bonesaw. 1st ability: Crossbow Shot, fire a shot from the crusader's crossbow. Bolts from this crossbow either heal friendlies or damage enemies. The healing/damage effect scales with how far away the target is. With max healing ranging from 75 at point blank and max being 150. Damage being 38 at close range and max being 75. (Note this are the damage numbers from TF2 and prob would be adjusted in Overwatch) 2nd ability: Medi-sheild, it's the shield from MvM(TF2′s horde mode against robots). Blocks incoming damage while allows teammates to fire and walk thru. Is either on a short timer where all damaged is block or has it's own HP. Unlike in MvM the shield does not damage enemies that walk into it. Ultimate: Uber-charge, functions like it does in TF2 but is tied to an ultimate meter instead. Uber-charge makes the person you are healing,as well as yourself, completely invincible. Uber-ing multiple friends shorts the duration of ubercharge. To balance this in OW, ubered friendlies cannot be buffed with Ana’s nanoboost. Nanoboosted friendlies cannot be ubered. sound que enemies hear "I am ze ubermensch" friendlies hear "Go, forwards"
Heavy, Goal be meatsheild for your teammates while being able to do a lot of damage at short to medium range(would prob be an off-tank). Heavy would have about 400 Hp Weapons. Minigun, does a lot of damage at close range, decent damage at medium range and light damage at long range. The Minigun must be revved up before it can fire. You can pre-rev the minigun with the alt-fire button. Your movement speed is slowed while revved. Secondary Shotgun Melee Fists, go punch people as a giant Russian man. 1st ability: Sandvich, using this ability give you and sandwich. Primary fire with it will make the Heavy eat it for a full heal(must go through a 4 second animation were the heavy is eating, cannot cancel this animation once it starts). Alt-fire will throw the sandvich for your teammates, acts like a medium health kit. 2nd: I have no clue honestly, only thing I could think of was a shield that Heavy holds in front of himself. For TF2 players think of the fists of steel. The shield would either give Heavy a damage reduction, while blocking all damage from going past him or have the shield have it’s own HP. The shield slows Heavy’s movement speed. The shield cannot be fired thru or walked past by anyone. Can't fire while it's out. Ultimate: idk sound que Enemy hears "CAN YOU OUTSMART BULLET NOW?!" Or "HEAVY IS MAD, AND YOU'RE DEAD!" Friends hear "HEAVY WILL PROTECT, STAY BEHIND HEAVY"
Demoman: I sorta want him to be a mix of Demoman and Demoknight(For OW players Demoknight is when you switch out your grenade launcher and stick bomb launcher for a shield and boots that increase your max HP). Since I know He’ll be compared to Junkrat, the Demoman is not immune to his own explosives like Junkrat. Demoman might have about 250 HP weapons Primary Grenade Launcher, holds a max of 4 grenades. Each grenade must be loaded individually, explode on contact with enemies or enemy building if they did not bounce off something. Grenades are fired off at an arc.You can bounce the grenades off walls and the ground for indirect fire. Will explode after 2.3 seconds after they bounce. Secondary (note that some players treats this like a primary, Demo sorta has 2 primaries if that makes sense) Stick bomb launcher primary fire fires sticky grenades that sticks to just about any surface. Stickies can only explode after arming themselves for .7 seconds. Laid up to 8 stickies that disappear if the Demoman dies. Hold the primary fire button to launch stickies further(note this makes stickies less accurate). Alt-fire detonates stickies. Can be used to launch the Demoman at the cost of self damage(Can kill yourself with it) Melee The Eyelander, a big sword. IT doesn't have it's downsides like it does in TF2 instead just deploys slower and has a larger range than other Melees. It doesn't collect heads either. 1st ability: Chargin' n Targe, rapidly charge forward with the Chargin 'n Targe(A small shield). Does hurt enemies if you charge into them with it. Can only be used when the Eyelander is out(that's a maybe) 2nd: idk Ultimate: Cluster charge,(once again this is a maybe) Demoman throws a bundle of TNT that explodes and splits into sticks of TNT that also explode(the sticks of TNT have a smaller blast radius than the bundle). sound que enemies hear "Not one of ya is gunna to survive this" friendlies hear "Cover yer ears, this is gunna be loud"
Soldier: Goal is to have a mobile and dependable damage dealer abilities, idk Primary Rocket launcher, hold up to 4 rockets max. Rockets must be loaded individually. Shoot a rocket off your feet to launcher yourself upward at the cost of self damage.(OW players go look up rocket jumping in TF2 to see how crazy of the pros are with this) Secondary Shotgun Melee Shovel Ultimate: Rally Flag/Rally Call Soldier blows on a horn then emits an aura that buffs teammates. for this I'm thinking either a combination of 2 or all 3 of the banners. Some tweaking for the banners might be needed. For the OW players, a banner is a support weapon that replaces your shotgun with a horn. The Buff Banner gives everyone a damage boost, The Battalion’s back gives everyone a 35% defense boost, 50% defense boost from enemies building(does not stack with previous boost). The Concheror gives teammates a speed boost and heals 35% of all damage they do. And for the TF2 players Soldier will not have the passive affects from the banners. Sound que, Enemies hear the horn, friendlies hear "ATTACK!!!"
Scout: Goal Have a mobile and fast flanker Can double jump and moves 133% faster than everyone else. has 150 HP weapons Primary Scattergun, a lever action shotgun still holds 6 shells that must be loaded individually. Secondary Pistol, does okay damage at meduim range, 12 rounds magazine. Melee Bat, it’s a metal baseball bat. 1st ability: Homerun Hit, launch a baseball with the sandman that stuns enemies. 2nd idk Ultimate: Maybe a rework of the crit-a-cola? remember it's tied to an ultimate meter. For the OW players crit-a-cola takes the place of the pistol gives you a damage boost at the cost of taking more damage once it’s affect wears off. Be lucky that this would be an ultimate instead of something Scout can do when ever he wants like in TF2. sound que idk
Engineer: Goal is to deny your enemy from a certain area while supporting your team I honestly don't know how to make Engie without breaking OW and making 2 of the heroes useless. I’ll explain what he does in TF2 to the OW players. Maybe you guys can think of an idea. I should also note that in TF2 everyone has a limited amount of ammo which complicates Engineer even further. Primary Shotgun Secondary Pistol(same as scouts) Melee Wrench Engineer can making building to support his team with metal. Engineer can have up to 200 at a time. Use metal to build, heal and upgrade building. Can replenish metal from spawn, or from ammo sources. Upgrading a building will take 200 metal for each level. Healing building takes up metal from a 1/3 ratio (one metal for 3 points of HP, I don’t remember the max HP you can heal with one wrench hit, I think it’s 60 or 75). Building must be a full health and ammo to be upgraded. Each building has 3 levels. Sentry (something that’ll break OW and make Torb useless) A Sentry gun has a limited ranged(the game will show you it’s ranged before your build it) cost 130 metal to build. Level one has 150 HP and has a DPS of 64. Level 2 has 180 HP and has a DPS of 128. Level 3 sentry has 216 HP, does 128 DPS and has rockets for burst damage Dispenser gives health ammo and metal to friendlies, cost 100 metal to build level one has 100 HP, gives 10hp per sec, 20% ammo per sec and 40 metal per 5 seconds. Level 2 has 150 HP, heals 15 per sec, 30% ammo per sec and 50 metal per 5 seconds. Level 3 has 216 HP, heals 20 HP per sec, 40% ammo per sec and 60 ammo per 5 seconds. OW players you can ignore the ammo per second. Teleporter (and the thing that breaks OW even more and makes Symettra useless) must fully charge before it can teleport someone, the exit and entrance(both must be manually placed and the entrance cannot be build in spawn). Both exit and entrance are upgraded at the same time(if you upgrade one to lvl 2 the other will go to lvl 2) and both cost 50 metal to build. Level 1, 150 HP, 10 sec recharge. Level 2, 180 HP, 5 sec recharge. Level 3, 216 HP, 3 sec recharge. Ult, hell if I know
Spy: Goal is to have a stealth class that takes out high value targets. has 150 HP weapons Primary Revolver, it’s a 6 shot revolver Secondary Sapper, in TF2 it destroys builds be sapping away it’s health. You can speed up the process of which a building is sapped by shooting the building. Melee Knife, it’s a butterfly knife 1st Ability: Cloak Press the alt-fire button to cloak which works off it’s own cloak meter. The Spy cannot attack while cloaked It takes around 1 second to fully Cloak, during which Cloak energy is already consumed. Decloaking requires the Spy to wait approximately 2 seconds for the process to be complete. While cloaked, the Spy receives 20% less damage from all sources. In addition, while the Spy is invisible, debuffs will have reduced duration. If the Spy takes any damage while cloaked, or bumps into an enemy player, then his cloak will momentarily 'flicker' and be visible to enemy players. Cannot place sappers while cloaked. 2nd ability: Disguise either lets you disguise as someone on the enemy team or randomly disguises you as someone on the enemy team (Does not disguise you as a tank or Bastion expect for Zarya or if the enemy team is nothing but tanks).Attacking while disguised will remove the disguise. I’m going to explain how to counter disguises and Cloak to the OW players. Do something called Spy-checking, they take damage it’s a spy. Spies can still be debuffed and take damage from abilities that both heal and damage. Use something that has a noticeable debuff effect to track the Spy while he’s cloaked(After burn, Mei’s freeze, Jarate) 3rd ability: Backstab, this one is a BIG maybe. In TF2 this is Spy main method of killing players in TF2 but I think it’d be a bit too powerful if it were a standard attack in Overwatch. It’s an instant kill from behind, refills cloak. Don’t know what the cool down would be tho.
Sniper: Goal is to have a long range pick class. He's kinda hard to make without taking Widow's spot weapons Primary Sniper rifle: Long range rifle. Fires a single shot before having to recamber the next round. Alt to zoom in. While zoomed in shots charge for extra damage. Headshots deal extra damage. To balance this with Widow I’d make Sniper’s shots charge longer but maybe penetrate players to compensate. Secondary SMG, light damage hitscan weapon. Melee Kukri, it’s a really big knife 1st ability: Jarate (this word is a combo of Jar and Karate), works like it does in TF2. To the OW players, you throw a jar of piss at your enemies. Enemies douse in piss take extra damage, it partially nullifies Spy’s cloak(and I’d assume Sombra’s as well), extinguishes teammates. 2nd: idk Ultimate: Sniper's focus, pull out and use a fully charged hitman's heatmaker(one of sniper’s alternate rifles). Shots charge faster but you can't unscope Sound que, enemies hear "Time for some heads to roll" friendlies hear "I got 'em"
what ideas do you guys have, anything you would change/add ?
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OB43 SKINS AND PATCHNOTES;
NEW CHAMPION - Maeve, of Blades
Abilities
[LMB] Daggers
Throw two Daggers every second that each deal 450 Damage.
[RMB] Pounce
Quickly Dash Forward. Collide with an enemy to perform a melee Strike for 600 Damage.
[Q] Nine Lives
Heal for 500 Health and reset the cooldowns of Pounce and Prowl.
[E] Midnight
Enemies within 300ft have their vision restricted to a 30 foot radius for 4 seconds.
[F] Prowl
Move 80% Faster and increase your jump height for 4 seconds. Firing your weapon or using another ability will cancel Prowl.
Cards
Cut and Run
Kills and Eliminations grant 10/20/30/40% Movement Speed for 4s.
Street Cred
Increase your maximum health by 50/100/150/200.
Persistence
You cannot be slowed by more than 60/50/40/30%.
Predation
Gain 10/20/30/40% Movement Speed while out of combat.
Savagery
Pounce heals you for 70/140/210/280 Health on a successful hit.
Sixth Sense
Enemies hit by Pounce are revealed for 1/2/3/4s.
Shred
Reduce the cooldown of Pounce by 0.5/1/1.5/2s.
Scamper
Gain 10/20/30/40% Movement Speed for 2s after Pounce ends.
On Edge
Reduce the Cooldown of Nine Lives by 1/2/3/4s.
Fight or Flight
Gain 10/20/30/40% Movement Speed for 2s when you activate Nine Lives.
Patch Up
Increase the amount that Nine Lives heals for by 50/100/150/200.
Scar Tissue
Gain 5/10/15/20% Damage Reduction for 2s after using Nine Lives.
Walk it off
Heal for 25/50/75/100 Health every second during Prowl.
Streetrunner
Increase the duration of Prowl by 0.5/1/1.5/2s.
Chase
Increase the speed bonus of Prowl by 8/16/24/32%.
Featherlite
Reduce Your fall speed in Prowl by 10/20/30/40%
GENERAL
PVE
NEW WEEKLY QUEST
Win 5 matches of PVE
Reward: 50 Crystals
One time only, cannot be repeated per account
Chat now automatically opens at match lobby
Clicking on Champions Page will now directly go to Customizations
Continued improvements have been made to overall sound and music. Notably the music loudness has been increased for this release. Further improvements are planned.
GAMEPLAY
Improved the slide off physics for rooftops where players are not intended to linger, which will now push you more aggressively.
Improved hit detections for area of effect explosions.
CHEST IMPROVEMENTS
Added options to buy multiple Radiant Chests in bulk quantities.
Bigger bulk options include discounts.
1x Radiant Chest - 50 Crystals (50 Crystals per chest)
5x Radiant Chests - 225 Crystals (45 Crystals per chest)
10x Radiant Chests - 400 Crystals (40 Crystals per chest)
15x Radiant Chests - 550 Crystals (37 Crystals per chest)
20x Radiant Chests - 700 Crystals (35 Crystals per chest)
Added an option to open chests quickly by pressing Spacebar or ESC during the opening.
Added an option to equip an item right when it is dropped from a chest.
BUG FIXES
Fixed issue Mounts in Store not previewing centered.
Fixed end of match lobby from sometimes showing incorrect name.
Fixed Active Quests sometimes showing incorrect count.
Viktor now throws a proper green grenade when using any Code Green Body.
Improved Strongest Wins logic for Movement Speed Buffs.
Fixed an issue where damage falloff on AOEs started too early when shooting near targets head or feet.
Improved hit detection for AOEs, and the warning UI indicator is now more accurate.
Fixed a crash when disconnecting from a game as a spectator.
CUSTOMIZATIONS
Maeve
Heads
Vagrant Clasp
Riff Raff Clasp
Guttersnipe Clasp
Bodies
Vagrant
Riff Raff
Guttersnipe
Weapons
Guttersnipe Daggers
Riff Raff Daggers
Vagrant Daggers
Emotes
Copy Cat
Voice Packs
Maeve
MVP Poses
Rapscallion
Barik
TF2
May now be used as separate pieces.
Colossal Chest
“Based on the feedback from the community on the addition of Emotes and the MVP Poses into the Colossal Chest, we have removed these items from the Colossal Chest and added a new Flair Chest where they can be obtained. Players who received an Emote or MVP Pose from the Colossal Chest in OB42 will receive a refund for the difference in price.”
All Emotes and MVP Poses have been removed from this chest.
New Flair Chest
Contains all Emotes and MVP Poses.
New Valentine's Day Chest
Heartbreaker Skye Collection
Head
Heartbreaker��s Barrette
Body
Heartbreaker
Weapon
Heartbreaker’s Caress
Emote
Smokey Love
Voicepack
Hearbreaker
MVP Pose
Bombshell
Spray
Lovestruck
Heads
Love Specs Pip
Lone Heart Patch Viktor
Rosebud Canopy Grover
Weapons
Loveless Revolver Androxus
Heartthrob’s Staff Grohk
Cherub Crossbow Cassie
General
Spray
McDreamy
Mount
Candy Unicorn
MAPS
Test Map Queue
“We want to personally thank all the players who have been playing the Test Queue and giving regular feedback on our maps for testing. We have removed the current maps and added a new rotation of maps, some with major reworks we are excited to hear your feedback on.”
Ice Mines Redo v2 - Improve payload route. Update and scaled down capture point.
District v2 - Raised the floors around the sea side flank area. Made it easier to get into the second story building above the capture point.
Grotto A
Grotto B
Stride v2 - Update the capture point to improve flow.
Removed Undercity and Atrium
CHAMPIONS - BALANCE/UPDATES/FIXES
Items
Blast Shields
“Blast Shields and Haven provided too much of an easy option against many champions in the game, and with the removal of Aggression doesn’t provide the level of counter-play that we would like. Bringing down the values of both means the Defense tier can lend itself more to Resilience or Illuminate.”
Reduced damage reduction from 10/20/30 to 7/14/21%.
Cauterize
Fixed an issue where Cauterize was stacking with other healing reduction mechanics and different ranks of itself. Healing reduction will now take the strongest present value.
Haven
Reduced damage reduction from 10/20/30 to 7/14/21%.
Nimble
Fixed an issue where if a stronger Movement Speed Buff overwrote Nimble, it would deactivate until you respawned.
Veteran
Reduced credit cost from 300 to 200.
Life Rip
Lifesteal now correctly works off of exact damage dealt to the target. This excludes damage dealt to personal shields and damage that has been mitigated by Damage Reduction.
Lifesteal is now properly reduced by Healing Reduction.
You can no longer lifesteal from deployables.
Cards
Fixed various bugs in which some cards or abilities had Movement Speed Buffs that would stack with other sources of Movement Speed.
Drogoz
General
Improved Drogoz's W.Y.R.M. Jets card performance with high ping.
Salvo
“Salvo has been an under used part of Drogoz’ kit, and we wanted to bring it back into a strong viability. The danger we wanted to avoid was allowing it to deal full damage where it could become an opportunity to burst a target at full Health when it is available. Instead, we are increasing the usability and greatly increasing the size of the explosions to turn it into a strong option against large groups of enemies.”
Increased explosion radius per rocket by 70%.
Reduced the time between Rockets from 0.2s to 0.15s
Increased the accuracy from 90% to 95%
Evie
Blink
Improved Evie's Blink's root under high ping.
Kinessa
Oppressor Mines
Now affected by Cooldown reduction, such as Chronos.
Ruckus
Advance
Now affected by Cooldown reduction, such as Chronos.
Hexa Fire
Hexa Fire Rockets now count as Area of Effect damage.
Improved Ruckus's Hexafire's slow under high ping.
Torvald
General
Fixed an issue with reload UI clipping into Shield UI.
Gaunlet
Fixed an issue where Torvald's gauntlet targeting would not target the lower half of his targets.
Sha Lin
Long Bow
Fixed an issue where Sha Lin's bow would not get interrupted when pulled back, upon getting disarmed.
Planted
Fixed an issue where Sha Lin's animations would get stuck in the planted state during killcam and spectate.
Skye
Hidden
Fixed a bug where activating Hidden would remove the speed boost from Victory Rush. The stronger value will now be used.
Tyra
Trail Blazer
Fixed a bug where this card’s description had values of 50/60/70/80% instead of 50/40/30/20%.
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So I've been working at getting better at Overwatch, any general tips? I've been favoring supports primarily, though I'm starting to pick up Reaper and the tanks.
HEY HEY HEY yes I do, glad you are enjoying The Game!
This seems obvious, but learn the maps well. Even if you are playing as a character with low mobility, always know the map real well so you know where you could get flanked from and when. Getting flanked = a huge HP loss or even dying.
Understand the significance of dying in Overwatch. This is 6v6. The moment you lose one head, that’s already 5v6, and if they have a Mei who knows how to aim Those Ice Walls, that can turn into a 2v6 really fast, and you know where I am going. Whenever you die, that means a lot of HP damage was dealt to you, that means a lot of Ult to the enemy team. Don’t be afraid to get hit, but understand your death is a lot more important here than it is in, say, TF2.
PLAY WITH YOUR TEAM. The arrows/chevrons you see around the map are your allies’ locations. If you respawn as Reinhardt and see no one engaging the point, what do you do? Do you head out alone? Nope, you are useless alone as Reinhardt. You wait for someone else to respawn, and you go together. Losing a couple of seconds to go with more people is much better than rushing in alone and getting shot and killed alone and feeding the enemy more ult. Move together, unless your character is Sombra or Reaper, who can move with more independence (and even then, your time as them moving independently is to be spent flanking, you only should strike when the bulk of your team engages)
For Reaper, you should know when to strike. Flanking is half the game, the other half is not sucking at picking the moment to strike. Unless it’s one or two squishies, don’t fucking go alone. When your opponents engage with the main body of your team, THAT is when you go in and start blasting fools. Don’t shot from far away, either. Get close confidently, and unload your every shot from close range. Use your insane damage properly.
For tanks, well, move with your team. Rein is helpless by himself in most match-ups, because he is a big shield. Anyone with half a brain can solo a lonely Reinhardt. Give Reinhardt someone to team with him, however, and he becomes a huge threat. Don’t be a lonely wimp, be a huge threat.
Even the more mobile tanks like Winston are not to be used as DPS. Jump in, put your shield down, kill a squishy or rake damage around, jump out, heal, jump in, etc. “Killing” is not the only way to play the game. “Being Annoying” is excellent and will carry you a long way. You are not playing tank to get kills in the first place, you are there so they don’t get kills on you.
As Roadhog, you have to play unconventionally. He has a huge hp pool, sure, but no ways to mitigate damage at all. No shields, no defense matrix, nada. A Solly76 can eat you alive in two seconds of sustained fire (especially if they don’t suck and aim at your huge massive pig head). Move with your team, flank, and attack when they are not expecting it. The hook is INSANELY strong. Once you reel them, aim at their torso, blast an M1, and immediately use a melee. That kills most anything, and what it doesn’t kill, a second scrap gun shot will. Roadhog shines at his maximum potential when used alongside another tank. Hog+Dva and Hog+Rein are insanely strong combos (Hog+Dva+Ana is my 3v3 comp with my friends, actually)
If you want more specific stuff, do ask, since there’s lots to cover.
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MEGA RANT
Valve as a game company has become one of the most popular and successful game companies of all time. They've made Left 4 Dead, a successful multiplayer zombie FPS game. They've made Portal, one of the most unique and interesting puzzle games of all time. They made Half-Life, one of the most critically acclaimed game series ever made. They own the platform Steam, one of the most popular gaming platforms ever made.
And they own Team Fortress 2, an incredibly successful and charming FPS multiplayer game. While the gamemodes are what you expect from an FPS (Capture the Flag, Payload, Control Points, etc.), the reason people love TF2 is how charming and humorous it is, and how accessible the game is. All you need is to install the game (because it's free), pick a gamemode and map, and a minute later, you were in a server, having a blast. There's a reason some TF2 players have thousands of hours in the game: Because the game is easily accessible. Add the cosmetics, and various weapons, and it's not surprising Team Fortress 2 is one of the most popular games played on Steam.
However, over the past 2 years, TF2's updates have been a bit lacking, with the biggest example being the End of the Line update in late 2014. What was promised was new maps and weapons. What the players got was 1 new weapon, some new cosmetics and duck-related cosmetics.
I wish I wasn't making this up.
And then TF2's new update that released over a month ago, the "Meet your Match" update, completely divided the community, and just shows how little Valve care about Team Fortress and its fanbase. Since the update, TF2's positive rating has plummeted, with recent reviews currently sitting at 72% compared to the overall reviews of 94%, although recent reviews at some point were mixed, which is around 50%.
It's obvious the update has made alot of people angry. But what changes were there? Let me explain the changes.
Before MYM, to enter a game, you would click "Quickplay", then you would pick a gamemode, then a map. After a minute or so of loading, you are put into a server, no hassle, no worries. It was a fantastic system that would get you playing in a instant. But Valve changed that with "Casual Mode". Here's how Casual mode works: You click "Casual Mode", you pick what gamemodes you want in a checklist, you click what maps you want in a checklist, then you click search. Then you wait for 1-5 minutes if you clicked to search for anything, or 3-10 minutes if you picked anything specific. After that, it then chucks you into ANOTHER loading screen. So that's 1-2 minutes of more waiting. Then you're put into a server. This means instead of being put into a server after a little bit, the game takes way too long to put you in a server. Having to wait for 10+ minutes just to play a specific type of game is terrible. Not only that, it got rid of the Quickplay option entirely. Meaning you have no choice but to wait. And that's not even talking about the launch issues it had. At launch, I would wait for hours to join a game, and nothing would happen. Which is completely unacceptable.
Next were the rules implemented into Casual mode and TF2 in general that made so little sense, that Valve removed some the rules due to the backlash. Let me list just some of the awful rules that were in place:
- After a game was completed, instead of making a new game like before, it forces you to go back to the main menu, and search for another game. That means MORE waiting...
- You couldn't votekick people at all, because it was disabled. Meaning that if a hacker joined the server, you are literally powerless to kick him, so hackers could do whatever they wanted.
- If you left the server while in the middle of a Casual match, you were given a penalty, and were forced to wait for at least half an hour before playing again. Because apparently people have to take Casual mode seriously...
- The viewmodel FOV was set and locked to 54. Don't know what that means? Well, imagine playing an FPS, and seeing your character holding a gun extremely close to the screen in first person view. That's Viewmodel FOV 54.
- There is no auto-balancing in Casual. Meaning that if several of your team members leave, it turns into a unbalanced game where the team with the most members win very easily.
-Although not a rule, it needs to be pointed out. The medal system for Casual mode is completely WORTHLESS. You play matches, earn XP to level up your medal. And the rewards you get for leveling up the medal is........absolutely nothing. Isn't the whole point of casual matches to just pick up and play? For competitive mode, it makes sense, but not for Casual mode. People playing casually won't care about medals. They only care about just playing a game. Casual Mode in TF2 is basically nothing more but Competitive Mode, but under a different name.
Then you have some of the nerfs and buffs to the weapons. For the most part, some of the changes are great (Weapons like the Sun-On-A-Stick and the Overdose got much needed changes). But even then, some of the decisions completely baffle me. For example, there is a weapon for the Solider called the "Righteous Bison". Before the update, the weapon had a special projectile that would hit the same enemy multiple times if the enemy was still touching the slow moving projectile. It wasn't a powerful weapon, but it was decent. But when MYM arrived, Valve made one of the most confusing explanations as to why they nerfed it. Basically, the Bison can no longer hit the same enemy multiple times, because, and I quote "it was due to a bug." Except for one thing...on the loading screens where the game will tell you hints on how to use certain weapons, one of the hints that has existed ever since the weapon existed, clearly states to use the Bison to hit the same enemy multiple times. So either Valve completely lied to us, or the game lied to us. As a result, the Righteous Bison is completely and utterly useless.
Then you have buffs to every single one of the Pyro's flamethrowers, making all of his flamethrowers do more damage to targets being healed by Medics. The Pyro is already a class that has had ridiculous buffs in the past, and to see the Pyro get MORE buffs is just ludicrous.
Overall, the game is very user-unfriendly. It's new Casual Mode system is completely inferior to the Quickplay system, the rules in place to Casual Mode were completely unnecessary (and although these rules are gone, Casual Mode still has truckloads of problems), and judging from examples like the Rightious Bison nerf, it's clear that not even Valve themselves know what they are doing. Heck, there's been evidence suggesting that Valve don't even play-test their updates. Yes, you heard right, they DON'T play-test their game. It's also very clear that Valve also do not listen to their fanbase. All these problems I've mentioned, and other problems I didn't mentioned, were easily avoidable. All Valve had to do was not fix what wasn't broken. And yet, they did anyway. Why they did? I'm not sure, but they should have seen the backlash coming a mile away.
If you look at what Valve has been up recently, Valve are a company in a major crisis. They clearly do not show any quality control on Steam Greenlight, Steam Early Access and Steam in general, letting games that are basically asset flips, or just simply trash, onto the once proud storefront, and letting the community police the service. And then there was that whole CSGO lotto scandal, where popular Youtubers were caught scamming and lying to millions of people regarding the fact they own CSGO lottery sites, where people bet game skins and try to win big. And since that the site was basically a gambling service for a game mainly played by minors, the two Youtubers and Valve are in deep water now, with Valve being threatened with class action lawsuits for not regulating and controlling against sites like those CSGO lottery sites. It's very clear that Valve and Team Fortress 2 are in major trouble. But while Valve can most probably survive the trouble that is currently happening, I get the feeling that in the next couple of months, Team Fortress 2 will be abandoned by the community.
That's not to say that Team Fortress 2 itself will die. The game is free-to-play, and lots of people play F2P games, and even with all of these awful changes, gameplay wise, Team Fortress 2 is still a pretty fun game. But understand that Valve have changed things in the game that didn't need changing, the fanbase didn't like the changes and responded, and Valve have done little to fix it, to the point where they are simply ignoring their fanbase.If you disrespect a fanbase, the fanbase will not think highly of you. So many people that have sunk thousands of hours into the game are leaving the TF2 community, sick and tired of being disrespected and tired of being ignored. TF2 has its daily players figures drop by the thousands over the course of the update's lifespan, you even have popular TF2 Youtubers, like Muselk, extremely worried about the state TF2 and Valve in general are going. The path TF2 is currently going is not looking good. It's looking bleak.
If Valve does nothing for the better over the course of at least 2 months, TF2 will officially be dead to me. I've invested 2,350 hours into the game at the time of me writing this, and those hours have been a mixed bag. I've met alot of amazing people in the game, but also alot of people with no respect for anyone. I really like TF2, but after what has happened recently, my faith in Valve has been completely destroyed. This Meet Your Match update has proven to everyone that Valve simply don't care. Valve don't listen to their fanbase. Valve don't care to play-test their game. And it's hurting the game. Before, everyone predicted that Overwatch would kill Team Fortress 2, but the only thing to kill TF2, was the company that made it.
And that is such a shame. This game has been going for nearly a decade, and so many people over that decade have had a fantastic time playing and enjoying this game, me included. But Valve, in their haste to make the game competitive and compete with Overwatch, completely forgot the whole reason people love this game so much. They love it for the charm, for the humor, and for having a good time. But that charm and humor is long gone.
Valve, please. Stop ignoring your fanbase. Before it's too late
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Best of Alternative Fortress
Alternative Fortress, the TF2 mod that I co-develop, has a lot of weird and wacky changes. It’s part of having to make do with TF2′s innate attributes rather than making our own. Here, I’ll show you some of the more interesting changes!
If you’re interested, make sure you show up for the next playtest on the 30th of April, or contact me about the mod!
Huo-Long Heater (+/-) Shoots flares instead of bullets (+) Crits on burning targets and when it would normally mini-crit (+) Ring of fire while spinning (-) -4 ammo per second while spinning (-) Crits have damage falloff
Tide Turner (+) Full charge turn control (+) Attacks while charging do not cancel charge (+) +35 second charge duration (-) -95 max health on wearer (-) -99% primary ammo on wearer (-) Wearer cannot carry the intelligence or the PASS Time Jack
Detonator (+) Alt-fire: Detonate flare (+) +35% deploy/holster speed (+) +50% push force from self-damage (+) No fall damage on wearer (-) -50% damage (-) -50% afterburn damage
Degreaser (+) Airblasting allies grants a speed boost to both players (+) +50% airblast push force (+) +50% airblast fire rate (+/-) Airblasting projectiles drops a small ammo pack (-) Cannot extinguish teammates (-) +300% ammo consumption rate (-) +50% airblast cost
Fists (+) +100% jump height while active (+) Deal falling damage to players you land on (-) -6 max health per second while active
Force-a-Nature (+/-) Hold Fire to load two shots. Release to unleash them both!
Jag (+) +50% max metal on wearer (+) +100% dispenser range (+) Bidirectional teleporters (-) -35% sentry fire rate (-) -20% building health
Pretty Boy’s Pocket Pistol (+) Fires a rocket, which can be used to rocket jump! (-) Drastically reduced ammo reserve, clip size, and firing speed
Direct Hit (+) Deals critical hits while user is rocket jumping (+) Mini-crits targets airborne from explosions (+) +80% projectile speed (+) +65% fire rate (-) Crits have falloff (-) -70% blast radius (-) -25% clip size (-) +25% self-damage from rocket jumps
Family Business (+) +400% clip size (+) +200% reload speed (+) +65% firing speed (-) Spread increases with consecutive shots (-) -35% damage (-) -100% primary ammo on wearer
Fists of Steel (+) While active: 90% ranged damage resistance, 25% melee damage resistance, and airblast immunity (-) While active: Max health drains over time, no health from healers, -99% movement speed, and cannot capture points (-) 20% slower holster speed
Revolver (*) Fires syringes instead of bullets (+) Mark target for death on hit (-) -50% clip size (-) -60% damage
Shahanshah (+) Damages sappers (-) -25% fire rate
Amputator (+) Up to +20 health regeneration while active (+) Medicating Melody taunt (-) -80% move speed while active (-) 100% slower holster
Crusader’s Crossbow (+) Can heal buildings as well as players!
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The Rocketeer
The TF2 wiki, in its “Unused content” section for the Flame Thrower, suggests that flamethrowers were at one point supposed to have an incendiary rocket projectile.
Well, at this point we kind of have one; it’s the Dragon’s Fury, which bases its projectiles off of rockets. But in this case, I’m going to examine actual rockets - you know, the kind that explode.
First off, I want to outline the attributes for the rockets themselves. These are as detailed on the wiki, with a little bit of tweaking by me.
Incendiary Rocket Rocket physics 15 damage on direct hit (50% falloff at edge of explosion) Ignites enemies (longer duration near center of explosion) Range of Dragon’s Fury projectile Not affected by damage falloff (125% rampup) Explosion radius slightly larger than stock rockets Costs 25 ammo
Now, let’s build the actual flamethrower.
Rocket Flamethrower Iteration 1 (+) Alt-fire: Fire a short-range incendiary rocket (-) +25% self-damage from rocket (-) No ammo from dispensers while active (-) No airblast
This rocket can be fired at close enemies to blow them away and ignite them, but it can also be used for a small rocket jump. The Detonator and Thermal Thruster do better, of course, but it’s something. Of course, this comes at the cost of the airblast, making the Pyro much more vulnerable to projectiles.
The immediate thought in my mind is how this rocket can easily be spammed, pushing enemies out of a choke point. It has no reload like the stock rocket launcher, meaning you can keep firing indefinitely, and afterburn definitely stacks up - not to mention that it reduces healing on any target. Area denial is fine, but long-term spamming is not particularly fun for either team. It’s not as rough as it would be with infinite travel distance, but it still doesn’t seem all that palatable.
As I look at this flamethrower, I really can’t think of how I would make the alt-fire work to contribute something interesting to the Pyro. No matter how I swing it, it becomes another projectile class rather than a unique supporting attacker. Let’s pivot a little bit.
Rocket Flamethrower Iteration 2 Based off the Dragon’s Fury (+) Projectile (30 damage) explodes on hit or before dissipating (radius about 3/4 that of stock rockets) (+) Rocket destroys projectiles in its explosion (+) Mini-crits targets knocked airborne by explosions or airblast (-) No bonus damage on burning targets (-) No fire rate increase on consecutive hits
The Dragon’s Fury can absolutely shred through targets, which this flamethrower loses. But it gains an incredible amount of versatility: the small rocket jump, projectile destruction, and deadly airshot combos. Its attributes are wide-ranging and complex, and perhaps it would be better for me to only focus on one of these aspects rather than putting all of them in. But I can’t deny that, even with the blast radius and mini-crits, this flamethrower seriously lacks damage. Even with buffed rocket damage, you’re firing one rocket every 0.8 seconds, giving you about one-third the damage of a standard rocket launcher. This Pyro, while they do have a lot of options, has to rely on their teammates - or secondary and melee weapons - to kill enemies.
The balance here is complex and in need of playtesting, but I definitely want to see how this weapon would fare in combat. It brings a lot to the Pyro as a class, serving to disrupt the enemy in many different ways.
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