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Team Fortress 2 |OT4| Official Halo Thread of Polearms and High Fashion

Bluth54

Member
Based on what people have said about the TF2 team I sorta get what they're doing. They want to gather data on different maps and modes and see how they work for a competitive format. The big problem is Valve several years too late to be doing this, the competitive community has decided on the format that they want long before Valve came into the picture and Valve is the one that needs to get in line.
 
I think we know who the sexiest healer is.

Jq2pfdK.png
 
4 days and my Merasmissions still don't work.

Correct me if I'm wrong but access to them is free right? So, why don't I have access to them yet? This is goddamn ridiculous.
 
4 days and my Merasmissions still don't work.

Correct me if I'm wrong but access to them is free right? So, why don't I have access to them yet? This is goddamn ridiculous.
Yeah, they seem to be pretty broke right now. I haven't gotten any as well, and I completed all my Merasmissions last year.
 
Yeah, they seem to be pretty broke right now. I haven't gotten any as well, and I completed all my Merasmissions last year.

Worst part about it is, other players' work. Every game I've been in has had those in-game notifications pop-up about Merasmissions being completed, which means the system is working, just not for a select group of players. I don't even know if Valve will patch it to work at this point.
 

Uriah

Member
Anyone know how to change the key binds when choosing a class to disguise as? I'm a lefty and want to change the spy disguise keys so they are more convenient.
 
Anyone know how to change the key binds when choosing a class to disguise as? I'm a lefty and want to change the spy disguise keys so they are more convenient.
When choosing a class to disguise? The only thing that might work is the compact disguise option in "Advanced options". I know there's no specific way to map certain buttons to certain classes, but that might work.
 

ExMachina

Unconfirmed Member
Anyone know how to change the key binds when choosing a class to disguise as? I'm a lefty and want to change the spy disguise keys so they are more convenient.

Unfortunately there's no way to redefine the keys within the Disguise menu itself (just the key that brings it up, slot4 on Spy), but you can make custom binds with the Disguise command.

Put lines in your Spy config (\Steam\steamapps\common\Team Fortress 2\tf\cfg\spy.cfg) formatted like so...

Code:
bind [KEY] "disguise X Y"

[KEY] = whatever button you want bound
X = class (1 = Scout, 2 = Sniper, 3 = Soldier, 4 = Demo, 5 = Medic, 6 = Heavy, 7 = Pyro, 8 = Spy, 9 = Engineer)
Y = team (1 = BLU, 2 = RED, -1 = enemy, -2 = friendly)

So some examples:

Code:
bind b "disguise 7 -2"
bind f "disguise 1 -1"

press b to disguise as friendly Pyro
press f to disguise as enemy Scout
 

Bluth54

Member
There's also an advanced option for a different advanced disguise menu (though I don't remember exact what it's called). It does require an extra button press though, it groups the classes in a group of 3, so you choose the group first by pressing 1-3 and then choose which class you want in the group by choosing 1-3.

I also setup a bind so the shift key is my last disguise/change weapon button so that's easier to use. I also set my medic config to use medic radar script when pressing shift, which is extremely helpful when playing medic and finding your teammates .
 

Bluth54

Member
Valve put out an update today that made it so we shouldn't have invisible weapons anymore (though we'll just have to see if they actually fixed it or not) and made it so living players on the enemy team can see your text chat while your dead. Two things I never though I would see fixed or change finally fixed.
 

Bluth54

Member
Of what's left of it.

Sadly it seems like MyM has killed off what few normal community servers are left.
It's certainly sad and I miss some of the communities I've been a part of (The Jank of course, more recently the Fish and Critsandvich) but matchmaking is the way things are going for multiplayer games and I can't blame Valve for wanting TF2 to be more modern.

On the plus side I do find Valve servers to be far more playable now then they were before MyM. Whenever I had to play on a Valve server before MyM for a contract it was usually an awful experience. You would see horrible class balance, 3 snipers and 3 spies on a team was very common. You would very rarely see a medic.

Now I almost always see balanced teams, with a good number of soldiers and demos on each team, and maybe 1-2 snipers and spies per team. I almost always see at least 1 medic on each team. It's not always perfect, sometimes you get an awful team, but on the whole it's a lot better then it was before.

But yeah the community is gone. I think we badly need to see Valve add the ability to join a game in progress with your friends. Being able to queue up with people is nice but when I go to the casual screen I need to see what games my steam friends are playing and be able to queue to the first available slot on their team, then automatically party up with them after the match is over. I think that would help a lot with the community aspect. I really hope it's a feature that Valve adds soon, since I would love to do that when I see someone playing.
 
It makes me sad that despite how much work the TF2 community puts into stuff Valve themselves don't seem to care much about TF2 anymore.

Months of playing Overwatch has actually made me appreciate TF2 more; Overwatch is fun but it is a pretty casual game.
 

Bluth54

Member
It makes me sad that despite how much work the TF2 community puts into stuff Valve themselves don't seem to care much about TF2 anymore.

Months of playing Overwatch has actually made me appreciate TF2 more; Overwatch is fun but it is a pretty casual game.

I think Valve does really care about TF2. Matchmaking shipped in a a bad state, but they are clearly trying to modernize TF2 by adding a feature most other oder multiplayer games had. It would of just been easier to leave in quick play. Try are also interested in making the escorts aspect of TF2 bigger, which again is a sign they want TF2 to be more popular, since many big games these days are popular exports. They are also working on rebalancing the pyro, which is probably the most broken class in the game with the issues his flame particles have and the heavy which is probably the most boring class in the game.

Comp player Siagfoo did a 3 1/2 hour video a month or two ago about his visit to Valve and his meeting with the TF2 team. If you have the time it's very much worth watching, but he talks about how passionate the TF2 team is about the game and how closely they watch the community with things like talking about posts on the TF2 reddit ad how they watch Sigafoo's stream and know who he plays the game with from watching that stream. At the end of the day though there are probably about a dozen people who work on the game at the most and they only have so much man power.
 
I don't think it's necessarily that they don't care, it's that they're incredibly stubborn. They have their vision, and everything else is just ignored or half-assed.

MYM is a good example. The competitive beta had been up for months, yet they ignored everybody's feedback, populated it with maps nobody wanted, and instead spent their time making an overhaul to the quickplay system that nobody asked for. Then when people complained about their map choices, they doubled down and replaced the two most popular maps in comp with Badwater and Turbine(!). Then there's the whole Steam Workshop thing, where they blatantly ignore which items get the most votes and just go with whatever they like.

It's a far cry from the old days. Payload, which is now the most popular gamemode by far in both TF2 and Overwatch, originally started as a silly custom gamemode played on a couple of community servers that they cleaned up and added to the official game. We probably wouldn't have it as an official gamemode if the modern TF2 team was calling the shots back then. I don't really agree with suggestions that the game should become 100% community driven like some people suggest, but I think development would go much smoother if the dev team allowed the community to help them as they did back in the old days.
 
Update. From Reddit:

Via the Steam store and HLDS:
  • Fixed a bug related to using the Dead Ringer while carrying the flag
  • Fixed some Strange map filters displaying the wrong map names in their descriptions
  • Updated the localization files
Rumor has it:

sigsegv said:
Fixed a bug related to using the Dead Ringer while carrying the flag
This was a gameplay exploit where, while carrying the flag, the Dead Ringer would not function properly, in such a manner that you could repeatedly hit alt-fire to prime the DR, and you would get the 75% damage reduction from each hit you'd take, but you would not lose any of your cloak meter, nor drop the flag, nor activate the feign-death sequence itself. Very, very broken.
It was discovered and brought to my attention by ZOAG, who did an excellent job coming up with a detailed description, bug-reproduction steps, and a video comparison; I helped tracked down the exact faulty code change in the October 1, 2015 update that caused the bug to start happening.

For those interested in what the deal with that Quickplay bit is, the Quickplay menu still existed in-game and certain configs allowed you to access it (its main use at this point was that it could search for community servers and then join them). That's kaput now, so RIP community servers.

- - -

In other news, I finally finished my first jump map! It was jump_home_v2, and was overall pretty fun aside from this horrible wall-pogo course at the end (I got so frustrated I wound up changing the gravity so I could skip it). I actually learned more from jumping straight into a jump map than I did from Jump Academy courses, interestingly.
 

ExMachina

Unconfirmed Member
In other news, I finally finished my first jump map! It was jump_home_v2, and was overall pretty fun aside from this horrible wall-pogo course at the end (I got so frustrated I wound up changing the gravity so I could skip it). I actually learned more from jumping straight into a jump map than I did from Jump Academy courses, interestingly.
Congrats, man! Jumping is by far my favorite thing about TF2 so it's always cool to see other people into it. :D And while I appreciate what Jump Academy's trying to do, yeah... just playing maps (and figuring out how to do jumps in addition to the mechanical skills) is the best way to learn for sure.

I just played through home_v2 (+bonus) and it is pretty fun. Way tougher than the first map I completed (some old dumb thing like rj_rocketeer or adventure, haha).

I'm with you on wallpogo sucking - it's one of things you just have to grind out in order to pass certain jumps and it never becomes more interesting. :X

You working through any other maps right now? This is a pretty good resource if you're looking for other maps in each tier to play.
 
Congrats, man! Jumping is by far my favorite thing about TF2 so it's always cool to see other people into it. :D And while I appreciate what Jump Academy's trying to do, yeah... just playing maps (and figuring out how to do jumps in addition to the mechanical skills) is the best way to learn for sure.

I just played through home_v2 (+bonus) and it is pretty fun. Way tougher than the first map I completed (some old dumb thing like rj_rocketeer or adventure, haha).

I'm with you on wallpogo sucking - it's one of things you just have to grind out in order to pass certain jumps and it never becomes more interesting. :X

You working through any other maps right now? This is a pretty good resource if you're looking for other maps in each tier to play.

Took me hours to get through it, but I definitely had a good time (wallpogo aside :p).

I think the problem i had with Jump Academy is that a lot of the courses were so easy I was able to grind through them without understand what I actually did to pass them. On the bright side, there being other people definitely takes some of the tedium out of the constant failure.

I'll definitely check that site out! I settled on jump_home because I saw it in a jump video and it didn't look too intimidating, but having an organized website for this will probably be better.
 

Bluth54

Member
Valve just updated TF2 to add beta support for the CELT voice coded that CSGO and DOTA2 have. Soon TF2 wont have shitty, low quality voice.
 
Blog Post:

If you live in a place unlucky enough to have seasons, the weather's probably starting to turn into what meteorologists call "garbage," and like all of us, you're starting to think about a nice vacation to the tropics. And if you're also like us, you then start remembering how all those places have filthy water and enormous spiders and those weird little fish that crawl up your–anyway, the point is you're going nowhere.

So instead, we’re bringing the tropics to you, with a new tropical jungle-themed map we're working on! And we'd love the talented folks in the Workshop to join us!

For those of you already developing for existing community themes, good news: There's a lot you've already developed that we think will fit in perfectly with the tropical theme.

For the rest of you Workshop creators, consider this a call to action for all things tropical over the next few months: particles, maps, items and anything else. If you've got something tropical in mind, get cracking, because we'd love to see it. Don't forget to upvote your favorites in the Workshop!
 

Bluth54

Member
Always excited to see a new map theme from Valve (though hopefully they finally finish CC and Asteroid for the Christmas update this year).
 
Sort of, this update will use a similar theme as the Mayann update but probably wont actually be the Mayann update. Apparently the drama behind the scenes of the Invasion update (where people were fighting over how much of a cut they would get for the update, forcing Valve to put their foot down at tell everyone you need to agree to this cut or your item isn't getting in) soured them on doing something like Invasion or End of the Line again.

https://facepunch.com/showthread.php?t=1538681&p=51407317&viewfull=1#post51407317

That's such a shame and I'm sad it endangered Frontline. I was really looking forward to Frontline, but I guess that means now its unlikelier than ever we'll see that get a full-fledged update soon.
 

Bluth54

Member
This is why we can't have nice things.

Yeah here's the email where Valve basically had to say "agree to these terms or you're not a part of the update":

This was one of the reasons that Invasion shipped so close to the Halloween update last year (it was the delayed twice, the other reason being that they had to do some work to get Watergate to work without having to run a modded server).
 

Bluth54

Member
That's such a shame and I'm sad it endangered Frontline. I was really looking forward to Frontline, but I guess that means now its unlikelier than ever we'll see that get a full-fledged update soon.

Frontline made a pretty big splash, probably bigger then the Mayann update did (the Youtube Gaming twitter tweeted out a link to the Frontline teaser trailer) so I have a feeling at least part of that update will make it into the game at some point. I also think we'll eventually see part of the Iron Gauntlet update, Valve has been working on new MVM content for some time now (giving medic bots the ability to use the MVM shield upgrade, as well as giving the bots the ability to use the base jumper and adding an air raid sound to the MVM soundfiles) so adding in some community MVM maps and content makes sense whenever they ship their air raid map.
 
ESEA finals are next week, Froyotech vs. EVL.

There's also been talk about this possibly being the last season of ESEA TF2, so watch it while you can.
 
I have to say I'm impressed by Valve. Despite skipping making their own Halloween map again this year we got a Christmas update with the least amount of gameplay changing content ever. The improvements to matchmaking are nice but I certainly expected a lot more from this update.

I was hoping for a reason to boot up TF2 again, but this wasn't it. I never played TF2 for the Valve servers casual or otherwise, unless they were for missions, which at the very least were interesting. Pretty much all of the community servers are dead.

This update felt pretty uninspired at best. There's nothing creative about the new festives, they're just regular skins with lights. Festive Scottish Resistance? Maybe after their years of collecting "weapon usage data" they would know no one actually uses that except for the rare occasion in MvM. Half the new cosmetics are beanies. Competitive Matchmaking has a weird nonsensical revolving door of maps. Badlands and Granary are back but Foundry and Snakewater are gone. Why?? What purpose does limiting and changing the map selections even serve at this point?
 

Bluth54

Member
I was hoping for a reason to boot up TF2 again, but this wasn't it. I never played TF2 for the Valve servers casual or otherwise, unless they were for missions, which at the very least were interesting. Pretty much all of the community servers are dead.

This update felt pretty uninspired at best. There's nothing creative about the new festives, they're just regular skins with lights. Festive Scottish Resistance? Maybe after their years of collecting "weapon usage data" they would know no one actually uses that except for the rare occasion in MvM. Half the new cosmetics are beanies. Competitive Matchmaking has a weird nonsensical revolving door of maps. Badlands and Granary are back but Foundry and Snakewater are gone. Why?? What purpose does limiting and changing the map selections even serve at this point?

I have to give Valve credit for the switch from Quick Play to Casual, despite a very rough launch I find Valve casual servers much more playable then they were during quick play. 95% of the time your team actually tries to complete the objective and I see a good class composition most of the time (very rarely do I ever see the common 3 spies and 3 snipers that were so common on quick play servers).

Valve does still need to work on doing a batter job of balancing, too many casual matches I play are rolls (though they are working at it and do have a brief survey come up after some matches asking you to rate the quality of the match).

Yeah I'm not sure exactly what Valve is doing with comp matchmaking maps other then from what I've heard they are not 100% happy with or believe current 6s is the best format and want to experiment with different things. I can kinda see where they're coming from considering how different 6s is from normal TF2 but on the other hand Valve is so late to the party with comp I'm not sure trying to rock the boat is a great idea, but it is their game and I guess they can do what they want to with it.
 
Does this mean we all have names for the main cast, and the Classic Mercs now?

Bless Valve for just going all out with this TF2 mythos. What could have been a series of throwaway lines has become this stupidly elaborate world, where Abe Lincoln rocket-jumped, New Zealand is Atlantis, and people beat the shit out of each other for Australium. Here's hoping Issue #7 releases in my life-time.
 

Bluth54

Member
That was a solid issue. Curious to see what the end game is, both for the comic and, possibly, the game.

At the rate they're going we'll find out in 2020.

I wonder if they're going to the moon to get the rest of the Australium and the final version of Asteroid will finally ship because it was supposed to be a tie in map with the comic since they've had so many updates to ship Asteroid and Cactus Canyon in
 
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