There should be a like a 2-3 month period after the update the items were for is gone, that after that time, they add the items to the store.
Just put them in the store immediately as a unique/yellow item and leave the graded ones for crates only.
an incredibly easy fix for stalling and the like is to simply reduce the timer in comp games for cp maps
why the fuck is it 10 minutes
Well I'll be
Woah, a CD release for the soundtrack? Why even release one at all?
I mean, this is very good news, and the TF2 soundtrack is great. But this is something you expect to see along with a completed game. What if they add in new tracks later down the road (which they will definitely do)? I don't think there's enough material for a disc 2.
I'm really hoping the update drops before July.
If the largest problem comes from the fact that some classes are inherently more offensive than others, wouldn't the most logical fix using only asymmetrical maps? A\D and Payload (which is terrible simply because you need to use to many players to push it, change the Payload speed values and it should be at least a bit more viable) unlike 5CP don't punish you for not playing anything that can't go at 200km/h on command, and King of the Hill while symmetrical doesn't put quite as much pressure on speed. Complaints about "slowing the game" also become senseless because if you're on Badwater last and the RED team can't manage to penetrate the BLU defenses, it doesn't mean "holy shit what a gigantic waste of time when is somebody going to do anything" it means "BLU team is winning!"
Ignoring balancing the only problem of the technical landside that I find is that once you stay in the server and the map changes, youll drop down to 6vs6 until 7 minutes later you get restocked to 10vs10, then the map changes again and its like 1vs5 for 8 minutes etc.
if anything, i'd wish more items were removed from the drop system and the crafting system so the reason to actually have them and obtain them from a crate wasn't merely fodder. but given how things are now, the systems inherently pushes you to buy a crate or resell whatever item you have on the market, effectively giving valve twice as much revenue for a single item.
wich is fine though, its a game and its economy its meant to make a profit from said things. but its a damn shame that everything else is fucking gimped and a pain in the ass to deal with just to get a silly hat. at least there was some sort of reward for crafting, now its pointless and the chances to not get what you'd like are far too high to even care.
I know Jill said they were considering scrambling the teams after the end of a match, that's another thing that would probably help since people who got rolled may not necessarily leave if they know teams are about to be scrambled.
Well, maybe if your living on the Moon I guess, trying to get a 5 ping on a server located on Earth.
Heavy's core design makes it hard for him to be offensively viable as he is slow and only is worth it if he can get close, which is nigh impossible when you are so slow compared to other charaters. IMO the way to fix this is by reducing his falloff and increasing his accuracy, but this could easily be made OP. Being able to test this would be nice.
IMO Spy should not gain any more escape mechanics. He should be rewarded for playing sneakily, not forgiven when he is caught. I do like the decloak buff idea, perhaps take it a step further and reduce the decloak sound radius to encourage more sneaky play.
Sniper ideas I like. This also opens up possibilities of a 'No tracers' buff that could maybe create a stealth sniper subclass, with no tracers, quieter rifle sounds, and maybe longer charge or something.
Engi's buildings are tough to make offensive because movin' that gear up takes so much time and makes the fight a 6v5. To fix this, I would like to see maybe having engis put their toolboxes on their backs, so they could use weapons while hauling. Plus make teleporters and dispensers naturally construct faster. I also approve of nerfing sentries to buff the Engineer himself.
What do you think?
tbh I think spy is great where he is as far as specialists go, especially after the movement speed buff making it easier to pick moving but unaware targets
just give me more cool shit to play with and don't give me unwarranted nerfs and I'll be happy
I'd like spy get gadgets that change how he approaches situation and make him a bit less predictable. But all of them come with trade offs so the Spy has to carefully pick his loadout for what he feels will best benefit the situation. This includes sapper replacements that aren't focused around dealing with engineer buildings as well.
Pyro needs mobility options mostly IMO. Power jack is cute for a start, but I'd like the detonator to remove all crit and mini crit mechanics in favor of being able to flare jump like how it did back in the beta testing of the weapon. I'd like flarethrowers would be useful for punishing groupings of people as well as the fire generally doesn't just hit one target by tends to hit everyone in a cone effect in a generation direction, but is rather weak on it's own. I'd also like to see non fire alternatives to his primary that offer up different play styles. Bio/Chemical Primary, Electric/Energy Primary, and other such like that that still fit the Pyro in a sense. Maybe a little mixed with some minor area denial potential as well?
Can't think of much I'd change on Medic or Sniper mostly. I think they're fine as they stand.
Don't really think I'd like to see Engineer as a generalist in a sense, but make his offensive abilities ( with or without realing on sentries ) to be better? For a while I've wanted a primary that's more of a repeater rifle that upped his mid range game better while making his close combat weaker. I still want the mini dispenser to be a thing that gives a quick building, smaller and harder to see dispenser that heals at Lv1's rate but has a significant range increase ( like the mann vs machine upgrades ) to at least Lv2 or better.
Heavy I mostly just want primaries that change up how he approaches situations. I've already posted my idea of a minigun that gives him resistance from the front but makes him more vulnerable, removes knock back and nullifies sandman balls from the front type primary. Another one I was debating was a primary that gives Heavy decent mid range combat abilities, but you'll get shredded by miniguns at close range. The gun doesn't hinder the heavies movement speed while he fires, but has a clip with a reasonably length reload, making heavy have to micro manage his ammo in the process.
Just some toss up idea's at least.
I wonder what the short will be about. Remember the leaked Saxton Hale model?
On an unrelated note; how do I rate crap, I only see a reply button. Tried googling it, but I was not successful
I can assume they've completed another year's worth of content. But I have a strong feeling the finished comic and Pyro update will effectively "end" TF2. While the game will always get trickles of hats and campaigns, I assume the remaining content of theirs will wrap up the in-game lore.
But... what about the last comic?
I don't think Jay is leaving as well, comic should be fine.
It feels like more people are leaving Valve than coming in.
Well that sucks.
comic is probably already written otherwise them leaving before the end makes no sense