Lots of great suggestions for tweaks/fixes/additions have shown up in the comments of this post, and I’ll paste the ones I like in here. Let’s see how many of them get included in the next TF2 update!
1) Allow the spy to move at his regular speed when disguised as a slower class by holding down the shift key. The link is to a Steam forum post by Steveru, who also suggested this in the comments.
Eeentersting. This gives the spy a little more flexibility in choosing classes to disguise as. Disguising as a Heavy or Soldier right now, he’ll move very slowly which makes catching up to people to backstab them harder, which is why you don’t see it happen too often. This change would give him the freedom to disguise as any class without restriction, but it would also make him easier to spot (if you see a sprinting Heavy, you know it’s a spy). Good idea, I think!
Also, for the spy, the supply cabinet should refill the spy’s cloak. (Pigbuster)
2) More music. The music from “Meet the Sniper” added to the start-up of the game (suggested by Imperial Creed, myself, and a few others). Also, requests for the music to be played every time you’re on the menu screen (Cpt. Falcon), for the music to continue to play while the game is loading (skippy), and requests for the music to loop, rather than just one song being played (Imperial Creed again).
Also, calls for some musical stings in-game, such as when snatching intel or capping a point (I think Tom mentioned this last-go round, and Denn brings it up again). I think this should only play for the person grabbing the intel, otherwise everyone playing would be constantly spammed by music cues.
At any rate, more music overall seems to be a common cry.
3) Some stuff for the medic. When being healed by a medic with a full charge, hitting the ‘E’ key should tell the medic to activate the charge, rather than the standard “Medic!” call (Khaotic). Nice idea. Also, the cross the medic sees when someone calls him should display the amount of health the patient has, and if the patient is on fire (I think this came up last time, and Mr. Brit suggests it now). A killer taunt for the medic (he’s gotten his update, but no instakill taunt — suggested by Wolf The Widowmaker).
4) For the pyro: beef up his flare-gun (Cpt. Falcon), either by increasing the amount of ammo or by having the flare stay lit for a few seconds after it hits a wall or the ground. Anyone touching a stationary lit flare will take flame damage. Makes it a little more viable when compared with the shottie).
Also, the pyro’s animation needs a fix on the selection screen: it’s been broken since the Pyro update (Hogger596).
The airblast could put out players on fire, friend or foe to keep it balanced (Mr. Brit). Might step on the medic’s toes with this one, but not a bad idea.
5) General game stuff. When you die, it should show your stats from that life, number of kills, number of headshots, damage done, etc., much like it does in Arena Mode (Miniman). I’d add to that — show the MVPs for both teams at the end of a round, again, as is done in Arena. Also, when entering spectator mode after being killed, the camera should automatically center on a friend (westyfield).
6) Demoman nerf. Suggested by 1 billion people. I won’t get into all the various ways in which its been suggested he should be made less-powerful, but it seems to be a popular idea.
The return of the stat reset button (Crit Goes Where?!?, Stranger)
An more easily accessible loadout screen (Pigbuster)
A filter for completely vanilla TF2 on the server list(Wolf the Widowmaker)
Error/disconnect/alert text should be easier to read at high resolutions (Tom)
Servers with an open slot that also happens to be a reserved slot (so you get you dumped the second you join) should not show as being available (Alphahawk)
Good thoughts, everyone!
84 responses so far ↓
1 J35535 // Sep 29, 2008 at 9:20 am
Sounds Good.
2 Archagon // Sep 29, 2008 at 9:25 am
Man, demoman nerf is nonsense. People whine too much.
(Well, okay, maybe against sentries.)
3 J3553 // Sep 29, 2008 at 9:27 am
Damn, my name was wrong.
I just play TF2 music on my iPod and ignore everyone talking. How annoying.
I also think being able to alter your speed when disguised should be an unlockable (New disguise case?)
4 Generic Username // Sep 29, 2008 at 9:28 am
gah mets
5 slander // Sep 29, 2008 at 9:28 am
Engie update definitely needs some sort of counter-sticky addition, like the pyro’s airblast.
6 Fishface60 // Sep 29, 2008 at 9:29 am
I’ve seen servers where the reserve slots were hidden somehow, the player cap was standard, but if you joined through console you could get to the reserve slots. If more servers did that then we wouldn’t have these problems, but it might be better if reserve slotting were officially standardised.
7 Paraiba // Sep 29, 2008 at 9:30 am
“The airblast could put out players on fire, friend or foe”
There goes flaming + airblasting + running the fuck away.
8 Mr. Brit // Sep 29, 2008 at 9:34 am
I prefer the idea that one of the medics taunts should heal all friends in the area (don’t remember whose idea, sorry). This fits more with the Medic I think. And with the airblast thing I suggested, I think it steps on the medics toes less than the sandvich and lets him be a more effective pyro counter.
9 Jon Baker // Sep 29, 2008 at 9:36 am
Oh man, you’re a Mets fan too? You should have applied to be in their bullpen… You couldn’t have done any worse.
10 The MAZZTer // Sep 29, 2008 at 9:39 am
“An more easily accessible loadout screen (Pigbuster)”
It’s a hotkey you can bind, how much more easily accessible can you get?
“Servers with an open slot that also happens to be a reserved slot (so you get you dumped the second you join) should not show as being available (Alphahawk)”
Valve has no control over third party mods. AFAIK Reserved Slots are provided by server-side mods. I was wondering if Valve could integrate proper Reserved Slot support though. Would make it less annoying.
11 Vlad // Sep 29, 2008 at 9:51 am
“It’s a hotkey you can bind, how much more easily accessible can you get?”
Well, even hitting M to get to the loadout menu still means that you have to do a few more clicks to actually change the weapon and get back out.
I don’t remember where I found them, but I use a script that uses F1/F2/F3 to toggle the unlockables on and off for the three weapon slots.
And speaking of unnecessary clicks, I’d like a different interface for muting players. Right now, I’ve got to make a note of the player’s name, hit escape, click on “mute players”, and scroll down the list until I find the right name.
I’d much rather just see something like little clickable speaker icons next to everybody’s name on the scoreboard, so I could just hold tab, click the icon by the offending name, and be done with it.
12 Khaotic // Sep 29, 2008 at 9:59 am
I do find it annoying that you can’t press “M” to get back out of the loadout screen like you can with team and class selection. Numerous times have I pressed M instead of the comma in a frantic race to switch classes, but then I have to exit the loadout menu the hard way.
13 AlphaHawk // Sep 29, 2008 at 10:00 am
Thanks for the mention there Chris :)
Oh and while we’re on the topic, you know that old gateshooting glitch? Well yeah, it’s still around. Fact I made a video on it, if anyone wants proof that it IS still around.
14 J. D. Harper // Sep 29, 2008 at 10:23 am
I want this, but a little more fine-grained. My little brother got onto a server with weird settings and did 5000+ damage as a scout. I would like the stats from that game reset.
15 Dzamir // Sep 29, 2008 at 10:26 am
It’s not on topic, but someone noticied that the heavy taunt kill is effective also from distance? :)
16 CitrusFreak // Sep 29, 2008 at 10:49 am
What? Nerf the demo?! Hell no.
Add more counters to the demo in the coming updates. The demo’s fine as is.
17 Ellipsis // Sep 29, 2008 at 10:51 am
Get rid of the Sentry’s ammunition, not to make the sentry more powerful, but because I have never seen one instance of it having any consequence on game play.
18 JeCa // Sep 29, 2008 at 11:02 am
Just have to add quickly about the “More accessible loadout screen”:
In options>Keyboard you can now bind a key to the loadout screen. If you meant going into the classes directly, or being able to switch weapon by first clicking the weapon and then clicking switch I can’t help you, but hopefully this will help someone at least.
19 Luke // Sep 29, 2008 at 11:06 am
I am all for that “last slot reserved” fix. Can’t count the number of times I’ve leapt in (I love joining a 23/24 server, it really gives you a chance to choose the right class and make the difference) only to be booted after a minute of sending client info.
20 Alex // Sep 29, 2008 at 11:07 am
*bangs head against wall repeatedly* The Demoman is FOR killing Sentries, damn it! He is the only class in the game capable of destroying a Sentry reasonably without an uber, and that is very important! What’s next, you all want to give the Scout more firepower but take away his speed?
And if you think the Flare Gun is useless you need to try playing as a Sniper occasionally. A single flare means that Snipers can no longer do their job and will very likely die. Such a weapon does not need a buff, it needs a change.
Good change: making it more obvious that there’s a loadout screen hotkey (didn’t know until today), and making the screen in question more functional and less flashy. If I want to swap out my weapon I want to do it because it’s needed for that stage, so it should be doable quickly. Don’t change the class pic sizes, they’re fine when they’re small, and assume that we don’t need the PR spiel for each alternative weapon - change the weapon select button to a ‘Swap’ button that instantly changes between the two.
21 The Rev. Name Withheld // Sep 29, 2008 at 11:15 am
I think a good unlock for the Scout would be a baseball that replaces the pistol. You would toss it at a sentry, and the sentry would waste a few seconds firing at that instead of the nearest person, giving you a little time to run in and do some stuff. I don’t know what would happen if you hit a person with it, though.
I don’t like having the Pyro be able to airblast flames off people, because I think not only does it seriously step on the Medic’s toes, lt ruins the strategy of burn-blast-run, as Paraiba up there said.
Would buffing the spy’s speed up to 107% be a good idea? It would make him fast enough to catch up with his targets, but it would still keep him slow when he’s disguised, and it would keep the Medic disguise useless because of a lack of the Uber bar.
22 Uribaani // Sep 29, 2008 at 11:22 am
That spy suggestion is quite much excellent. Allthough, I really wouldnt like to see more spies out there, but it is sometimes very usefull to use other than engineer/demo/pyro disguise. I dont play much demo, so I may suck at it, but I think that there´s no reason to nerf demoman. Pyros can easily airblast those stickies and granades back, if they have skill, and well, soldiers dont even have to usually approach demomans, so the “catch me -> stickie” thing (lol?) is not possible with soldiers. The spies cloack meter is kinda tricky since in some maps such as badlands, you dont usually even have to constantly step back to reload your cloack, it reloads without even noticing it, but in for example 2fort, you need to reload your cloack once in a while to get past the main defences, if you are going for the intel (wich imo is the main role in 2fort for spy, since eny other class is quite much weak againts all the sentries covering the intel.
23 Slamhound // Sep 29, 2008 at 11:25 am
To be honest, while the loadout screen *is* pretty inaccessible, I never use it myself.
Just look on fpsbanana for loadout-switching scripts and put them in your class configs instead. In-game, this means you can switch weapons while in spawn without having to dick around with the menus.
24 AlphaHawk // Sep 29, 2008 at 11:46 am
Oh yeah, to add on to my previous idea, perhaps make it a filter option. You know, make it optional for the hell of it, since I guarantee you one person will complain about it :P
25 düt // Sep 29, 2008 at 11:50 am
“A filter for completely vanilla TF2 on the server list(Wolf the Widowmaker)”
I COMPLETELY APPROVE!
it’s practically impossible to find a server without fast respawn with good pings. and fast respawn destroys the game in so many ways! D:
26 Bobic // Sep 29, 2008 at 11:51 am
On badlands in the red spawn room there is a glitch.
27 n00bie51 // Sep 29, 2008 at 11:52 am
My friend, Lawlingbawl presented an excellent idea I would love to mention:
The kill notifications on the top right should glow blue (perhaps yellow for Kritzkrieg) by players who are Übered, so you know when people are using ÜberCharges while getting kills and such.
He gave another excellent idea too but I’m struggling to remember it at the moment.
28 Kowl Slaw // Sep 29, 2008 at 11:59 am
And now we wait, as VALVe scrambles to fulfill chris’ suggestions.
29 Bobic // Sep 29, 2008 at 12:00 pm
There is a filter option for Vanilla servers, just type in “vanilla” into the tags bar.
30 Washcloth // Sep 29, 2008 at 12:06 pm
This is all fine and good, but where the bloody FUDGE IS NONDRICK!!!!
!!!!!!!!!!!!!
31 Ledundead // Sep 29, 2008 at 12:17 pm
Not only give those who are critzed unlimited ammo, but give Critzed Engies unlimited metal. All new levels of emergency sentry building and camping by the defenders could happen. It’d make it a little easier to push back the red team, and might even help balance Gold Rush with these quick sentries and dispensers. I hope Chris is reading these still!
32 Niko Kruzel // Sep 29, 2008 at 12:19 pm
I know you had some Flare beefs there, but I can recommend one more:
If you shoot a flare in the visibility of an enemy sentry it will in turn shoot the flare creating a slight distraction.
33 Kollega // Sep 29, 2008 at 12:29 pm
What i would like to see:
A - the demoman changes. Normal stickies should have half second delay upon sticking to surface,then light up for a moment and go “bling!” Alternative suggested somwhere at 1fort would be proximity stickies. Demoman cannot use them for jumps and area littering,but instead shouldn’t keep an eye on his traps all the time. They give off team coloured ping effect for easier detection. Grenade launcher may have it’s 2 extra shots back so players get 1 more reason to use it. As the new secondary weapon it would be awesome to see Dynamite Pack.
B - Heavy fist taunt should gib enemies instead of just killing them. C - Medic have to get HEAL taunt as Mr.brit and others suggest. My idea is that each of class groups:Attack,Defense, and Support must get three kinds of taunts:one killing taunt and two something-else taunts.
D - i dunno… Buff Syringe Gun crit rate or damage or something? E - make medic disguise somewhat useful by making it hold medi-gun maybe? F - i’m asking you,Chris. Maybe you’ll put a link to Intellegnce Silliness comic (tf2comic.fr)here since you told us you’re not doing 1fort comic?
34 Kollega // Sep 29, 2008 at 12:31 pm
Or maybe you shall do some(possibly random)TF2 themed comics? Puh-lease!
35 Joerdgs // Sep 29, 2008 at 12:48 pm
Demoman nerf? Hell naw! How do you think you’ll ever get through a wall of sentries then?
I already dislike the fact I have to reload after every four shots >:(
36 yugemos // Sep 29, 2008 at 12:52 pm
“Numerous times have I pressed M instead of the comma in a frantic race to switch classes, but then I have to exit the loadout menu the hard way.”
Have you tried using the escape key?
37 Huuurg // Sep 29, 2008 at 12:59 pm
I like the flaregun thing. It kinda sucks right now.
38 Fomortiis // Sep 29, 2008 at 1:02 pm
A bit late, but I’ve been wanting slightly darker + lines in the crosshair of the sniper’s scope. In larger levels (like Mario Kart), the Red/Blue dot is three times the size of the person’s head you’re shooting at, and you have to estimate where the center is.
Also, I’d like a way for the medic to call out to other teammates letting them know they’re there, like “Medic here!” If i just call out “Medic!” they’ll think I need health. Maybe it could be a different colored symbol than the regular “Medic!” notification that the whole team could see.
39 Fomortiis // Sep 29, 2008 at 1:20 pm
I agree with Khaotic… getting out of the M menu is a pain, and I seem to hit it every time.
40 DM[死神] // Sep 29, 2008 at 1:25 pm
Do people forget that Demo stands for Demolition… and also TEAM fortress.
Maybe the spy could get a perk based on what class he’s disguised as, and also a silencer for his gun.
Since people have unrealistic demands about the game I will make some too:
Give the medic a syringe gun that heals EVERYONE red and blu.
Molotov cocktail for demo, area blast and fire damage on impact.
Engineer gets level 4 sentry, a sentry with wheels that is operated manually and mountable.
Heavy’s landing on top of other players does damage.
Soldiers needs a jetpack.
Pyro’s should breathe fire.
Scout should have poisoned ninja stars.
Snipers should be able to cloak while snipping.
41 a westie // Sep 29, 2008 at 1:29 pm
Maybe they could add a menu on the side of the screen similar to the RTV menus on some servers for picking your weapons, which will show up when you’re in the spawn, or if you’re dead.
In terms of something fun, maybe the game could opportunistically have the characters talk to each other when certain things happen in the game. Say, perhaps, the medic will congratulate his patient if he picks up the intel, and the patient will say something back? Could breathe even more personality into the game.
42 Fish #641 // Sep 29, 2008 at 2:03 pm
Pyro’s axetinguisher taunt should have a different noise. Ubersaw and KGB got new sounds, and the faux guitar seems like the most obvious candidate for even slightly new sounds.
43 VenomKing666 // Sep 29, 2008 at 2:11 pm
Also the scout really need some sort of defense against sentries, because he cannot do shit against them. Maybe not something to destroy them, but a way to avoid fire or something, I mean he’s a scout after all, what’s the point if he can’t scout.
44 Mr. Brit // Sep 29, 2008 at 2:14 pm
^^ an electric guitar version of the TF2 theme
45 Mr. Brit // Sep 29, 2008 at 2:16 pm
sorry that comment refers to 42
46 Joe Glenn // Sep 29, 2008 at 2:57 pm
Demoman doesnt need a nerf. Out of all the classes, the only one that still feels extra cheesy is the pyro, even with the backburner -50HP nerf. It’s basically the only class that a total newbie can point and click and kill any great player caught offguard with a low-HP class. Boring and frustrating. Not saying there arent first classes pyro but even the heavy, which is pretty easy to point-and-aim, is at least very slow which makes him easy to avoid if hes in the hands of a bad player.
47 Alex // Sep 29, 2008 at 3:45 pm
L43: Venom, I’ve previously suggested a Sentry jammer in place of the pistol that would prevent any Sentries from targeting the Scout while he’s using it. He can’t fight back, he no longer has any long-range capability to speak of, it would make a loud noise to tell the defenders that there’s a Scout about, and he would be vulnerable during wind-down time, but he could get past the biggest roadblock to enjoying time played as him.
48 John Forster // Sep 29, 2008 at 3:56 pm
FYI, the music from Meet the Sniper is actually from the 1973 Clint Eastwood movie: Magnum Force. It’s the Main title. Valve just did a new arrangement, so there might be some licensing issues they have to hammer out with Warner Brothers before it’s packaged in the game.
49 n00bie51 // Sep 29, 2008 at 4:37 pm
This is the idea that my friend had but I forgot about:
Have a different icon for people who die from after-burn as opposed to the flame thrower kill notification.
50 Tiler // Sep 29, 2008 at 5:19 pm
There is one thing about the demoman I dislike, and that is that his stickies are impervious to damage.
This makes it far too easy for them to spawn camp, and for a horde of them to utterly shut down a route, and there is no real counter against a floor covered in stickies aside from shooting them painstakingly away, blowing them away, and running on top of them to die in pointless glory, which all results in the demo setting them off and just setting down new ones.
Making them break if shot would make the demoman have to be more smart when laying down his mines, instead of just spamming them and waiting until someone wanders too close.
Pyro’s flames should make them detonate, bullets just diffuse them.
On the other hand, I want to see stickies be able to stick to opponents.
51 CheeseLord // Sep 29, 2008 at 9:42 pm
The airblast extinguisher and demoman nerfs are dumb ideas.
Medics are for extinguishing, and airblast has the disadvantage of moving the enemy away from your flamethrower, anyway.
The demoman is not overpowered, if you can’t defeat one then that’s your loss and thier win. They don’t need a nerf.
52 n00bie51 // Sep 29, 2008 at 10:15 pm
CheeseLord, Demos don’t need a nerf. The problem lies within sticky spam. Too many players rely on the sticky launcher as a primary weapon. The grenade launcher is meant to be used for direct confrontation, and stickies are meant for Sentries and securing areas/laying traps. However, because of the grenade launcher’s short magazine and the ability to control detonations with the stickies, stickies end up being used. Spamming stickies relies on the splash damage, and there’s little skill in that in comparison to the grenades (although those have rather obnoxiously large hit boxes as well).
I don’t think Demos are OP. It’s just that the grenade and pimp bombs overlap too much. Imagine if the Scout’s pistol, a secondary weapon, fired the equivalent of shotgun shells. There would be much greater incentive to use the secondary over the primary because it has a greater magazine size and is easier to use to hit players. I understand that’s a rough analogy to swallow, but I hope my point is understood.
53 Salmon (Mooman) // Sep 29, 2008 at 11:44 pm
I agree with noobie51. If not stickies, nerf the demo’s health so he doesn’t have time to lay so many of the bloody things. I also liked the idea of afterburn having its own kill picture, but notifying enemies of an incoming uber might not be such a good idea. It’s the team’s job to do that and unsuccessful ubers are a real pain. It would narrow down the uber target options more or less to pyro.
The airblast extinguish, on enemies at least, is unnecassary. The airblast was the extra ‘oomf’ the pyros needed, why weaken it?
#38 would be fantastic to see. Having teammates burn to death because they didn’t know I was right behind them is getting pretty old.
As a few people have said, some way for scouts to get through sentries. Not only would this make the scout actually able to use on a good portion of the official maps, but it would also make the “Throw sentries at it for 10 minutes” strategy a lot less useful.
Tiler’s destructible stickies idea sounds alright, I certianly wouldn’t mind it instead of tediously shooting/blowing away stickies on the ground. Beyond that, stickycamping doorways/hallways should have some sort of weakness other than waiting 3 minutes for a spy to help.
My main gripe is the 150-200 damage shots for snipers. Really. A weapon that does more than the scout’s primary’s crit and all it needs is time. Making fully charged shots do 50 damage, but having headshots do the same damage they do now would be something to look forward to.
54 macho // Sep 29, 2008 at 11:50 pm
Really nice ideas, only you missed one important one - buff natascha a little bit, either increase the ammo or decrease the enemy’s fire rate by 25%. Or both :)
Oh and the most important suggestion - just like medic’s ubersaw has a different tune than the bonesaw, the axtinguisher should play ac/dc or something :)
55 steve // Sep 30, 2008 at 6:33 am
One thing that bugs me is that the brightness controls are disabled if you play in windowed mode…
56 Deadly_Dragon // Sep 30, 2008 at 8:27 am
Demoman needs a NERF?
Blasphemy!
The only people who say that are those who play engineer, and if anyone needs a nerf it’s the engy!
The demoman is the only class which can reliably defeat sentry farms at any range at all without an uber and taking this ability away will render engy bengy invincible!!
57 Mr. Brit // Sep 30, 2008 at 9:30 am
@ the morons decrying a demoman nerf,
TF2 has two balance problems. One is scout vs. sentries, the other is Demo vs. sentries. Both of these are wildly unfair situations. No other class is so completely decimated by any one class. Scout needs a way to get past sentries, NOT destroy, but get past. It should still be counterable, for example a burst of speed that works like cloak but means he can use no weapons. He moves at 200% speed and can outrun a sentry but it depleats quickly, about 3 seconds, so he has to be fast.
Engineer needs some way of moving stickies that is more relaible than the shotgun. I’d propose the alt. fire uses up six ammo but acts like the pyro’s airblast without the people effect. This lets him clear the stickies but with a long reload time, a dedicated demo or two can still bring it down but the engineer can defend his sentry against them at a pinch.
Let the hate for these ideas flow.
58 Mr. Brit // Sep 30, 2008 at 9:31 am
^^whoops, I said the scout using his speed boost has to be fast, I meant careful.
59 DM[死神] // Sep 30, 2008 at 9:46 am
here’s a hint for all the people who want a Demo nerf, if you see stickies DON’T stand on them like a moron, there are always alternative paths.
60 Trenchfeeder // Sep 30, 2008 at 11:00 am
“The airblast could put out players on fire, friend or foe to keep it balanced (Mr. Brit). Might step on the medic’s toes with this one, but not a bad idea.”
Disagree. Not that I think TF2 is in any way realistic, wouldnt blasting a burning person with a burst of air intensify the flames? Also, Wheres the air compressor tank on that flamethrower? All I see is a propane tank. So if you ask me the air blast should actualy do damage to burning people.
As for Demos, they ARE too powerful, when one demo can hold off a whole team by launching stickies and exploding them in the air. Maybe just reduce the power of individual sticky bombs, so you wont actualy be losing anything you just wont be able to get as far with one sticky.
61 Trenchfeeder // Sep 30, 2008 at 11:03 am
I would also like to add, that level 3 sentries need thier knockback, well, knocked back. It is VERY damn frustrating, when you have an Uber charge but no matter what you try you cant get close to the sentry because its holding you in place. Im not saying NO sentry knockback, just less, maybe even just lessen the knockback when in Uber
62 Mr. Brit // Sep 30, 2008 at 12:01 pm
@60, I wasn’t really thinking about it, it was a sort of brainstorm. I understand your issues and I reckon it should stay the same.
@61, I’ve never found it a problem while ubered. Just keep advancing and you should be able to negate any knockback but you’re fixed in place which I think is an acceptable trade-off.
63 Salmon (Mooman) // Sep 30, 2008 at 12:04 pm
No, DM. There is no alternate route. That’s what stickies were originally made for. Predicting where a target is going and putting a sticky there. Take the very first area of Goldrush. If confronted, a RED demo can put stickies on the cart’s path, both ledges and the rail/balcony. People don’t “Stand on stickies like morons” and you damnwell know it. The splash damage from the things is enormous with no damage falloff. The demo just needs to shoot in the general direction of which way the person is going.
64 Not Chris // Sep 30, 2008 at 12:36 pm
Wow, a lot of people here are idiots.
Demo needs nerf for this reason:
VALVe has (correctly) said that instant deaths over which you have no control suck. The feeling of helplessness is terrible. This feeling of helplessness is one felt every time an engy sees a stickybomb at the base of his sentry. There’s nothing he can do about it: Even if he could get out from behind his sentry before he blew up with the sentry, he can’t kill the demo before the demo kills the sentry. There’s just no way. Level 3 sentries are insanely easy to take down if you have a medic and know what you’re doing, even without an uber. I think I’ve said it before, but I’ve definietel thought it: that the engie’s pistol should have an airblast. There. If he leaves his sentry alone, it’s toast. But if a demoman’s around, the engie can defend himself and his sentry while help arrives. The sentry knockback is fine: Have your medic run out first to draw the sentry fire.
DM: We don’t get blown up because we see sticky bombs and think we can run over them. We get blown up because there ISN’T always another route, and there’s no way to reliably get rid of them, unless you happen to have a pyro with a flamethrower there.
Buffing the syringe gun crit rate is a good idea.
Alex, you are completely wrong.
I’ve already answered the sentry v demo question above, so I’ll move to the flare gun
A single flare can kill a sniper? Have you ever been hit by one as a sniper? It’s annoying, and that’s it. if you’re at full health, and you should be, bloody camper, the flare won’t even get you into the red before it goes out. And then you just walk over to the nearby respawn, heal up, an come back out. The Flare needs a buff, bevause right now it’s only good for messing with people.
As for the Pyro: He’s overpowered. Him and the bloody demoman. Every other class has a counter (Possible exception: medic, but he’s mostly harmless. No one class is excellent, but he’s not excellent either):
Scout: Engie, Pyro
Soldier: Spy, Sniper, Pyro
Heavy: Sniper, Spy
Engie: Spy, Demo
Sniper: Spy, Pyro, Sniper
Spy: Pyro
Pyro and Demo have no natural predators, so they’re found at the top of the food chain. These two need a foil, but mostly the pyro does, because he’s a straight-up fighter.
SEMIRELATED: Unlockable sapper:
Disabler: Area Sapper (Sits on ground)
Does no damage, but cannot be destroyed (self-destructs after 10 seconds). Disables buildings and stickies.
65 Not Chris // Sep 30, 2008 at 12:37 pm
EDIT: “Sentries are insanly easy to take down WITH ANY CLASS EXCEPT SCOUT if you know what you’re doing, even without an uber.”
66 tom // Sep 30, 2008 at 1:00 pm
The pyro has no counter? Really? Last I checked heavies are a natural counter to the pyro. Those guys take down pyros close range in 1-2 seconds if they can aim worth a dam, and if the pyro gets the jump on the heavy, he should get the kill. He is an ambush class. If you get ambushed by him he deserves the kill. The pyro doesn’t need a nerf. The pyro sucks in straight up combat because of how close he needs to get.
67 Ledundead // Sep 30, 2008 at 2:21 pm
I think sentries should be able to be Kritzed and Ubered.
68 Trenchfeeder // Sep 30, 2008 at 2:24 pm
Also regarding pyro, they have a small amount of health. One good rocket or a few good shotgun blasts and pyros are easy just run backwards and dont get trapped.
Agree AND Disagree about flare gun needing to be more powerful. I think the flares should get to the target faster, as they are most times dodged unless the target doesnt see it coming, and even then if they happen to move a few inches for whatever reason they get past. Why I disagree is this, Pyro (in my view) is a class meant to jump in and create a quick moment of chaos in the enemy line for his teamates to exploit, at least thats how I play pyro. So the flare gun being an “annoyance” in this case is good as its a distraction. I can recount many a time when I charged at a sniper (strafing of course) and hit them with a flare, and even though it doesnt do alot of samage it still made him drop scope and hide, giving me time to get through his field of fire.
69 Ledundead // Sep 30, 2008 at 2:32 pm
Also, on the 360 version, let us assign commands to the D-Pad. I want to inform my mic-less teammates that I spy a spy, and to get on the point. Just give us a list of commands to put on it and we’ll customize. Nobody uses the D-Pad to swap weapons anyway.
70 Das Ganon // Sep 30, 2008 at 4:15 pm
I was busy mowing on dustbowl as a heavy, and got “Soviet Union”. The icon of which gave me an idea. (Two heavies, one with a mullet)
Why can’t the two teams have different looks to the same class? I’m not saying that they should be completely redesigned, I’m talking little facial tweaks; an example of which would be the pyro. Instead of the current look, just change the gas mask format. The heavy would have the mullet, etc. The red classes get to keep the original look, but the only reason for that is the “Meet the” videos. You wouldn’t need to change the voices, just the facial look. This would also make it just a wee bit easier for snipers, because if you can’t see the color, and you can see the head, you can figure out who’s who. Also the build of the classes would be the same so there isn’t a favor to being one team or the other. This wouldn’t affect the spy, seeing as he’s under a ski mask.
71 Mael // Sep 30, 2008 at 5:47 pm
I would be careful about increasing the scouts immunity to sentries at all…
In CTF maps, if one team does not have an sentry at or near the intel, they will almost always end up losing. You need the constant diligence of a sentry to be able to remove shouts or they just keep stealing your intel!
One of the main things to remember when suggesting all these balance changes is that TF2 is supposed to be a TEAM focused game.
If the demoman lays down stickies , one player may run across and get blown up, but the rest of the team will then walk past and kill the demo.
Same thing goes for taking out sentries - if there is an engie at the sentry, it is difficult to take out the sentry as any class except demo singlehandedly - you will almost need two players. Of course given the number of players, two will almost always be available.
Most of the balance changes come down to the fact that the players playing TF2 have over time gotten much better at accomplishing certain tasks such as checking for and killing spies, or destroying sentries.
So there does need to be a re-balance of some of the intricacies of the game. Of course, any balance changes will also change when each classes pack comes out…
72 Baggie // Sep 30, 2008 at 5:59 pm
As a person with 80 hours as pyro, I don’t think the flare gun needs to be buffed. It’s a brilliant weapon for long range, and I’ve taken to using it as a 1-2 punch with the axestinguisher. While it’s not the most powerful weapon it certainly has it’s place and buffing it seems silly.
73 Gravekeeper // Sep 30, 2008 at 7:08 pm
The Demoman’s purpose is of course to demolish buildings, but I agree that there’s a sense of helplessness when a Sticky rolls under your Sentry.. You pretty much just go, “Oh, well, that’s that, I guess…” as you sigh in resignation.
I was actually thinking of what could be given to the Engineer in a future update, because most don’t usually speculate on what he could be updated with.
Instead of giving the Engineer an air blast, I was thinking that the Sentries could have limited ability to track and shoot at projectiles (like they do in Meet the Demoman). That way, they could have some protection, and it would balance itself out because now a Demoman can distract Sentries by lobbing grenades over them, while other people work on taking them out- makes it a team effort.
As for some anti-spyware, the Engineer could have some way of uncovering doppelgangers near him. Maybe something like a trip wire that automatically uncloaks/undisguises a Spy, but that an alert Spy could spot and jump over to avoid. Or, some infrared goggles that the Engineer holds up to his face (meaning that he can’t be wrenching or shooting at the same time).
As for those complaining about Sentry knockback, the only way you’d be suffering from enough knockback to not be able to kill a Sentry when you’re ubered, is if you drop in on it and it knocks you into the sky. I’ve never had trouble with Sentries as an uber.
74 Baggie // Sep 30, 2008 at 7:14 pm
Sorry for the double post, but I’d thought I’d suggest something…
I would like to see a tweak to the appearence of classes once the player has unlocked all the achievements for the class… not anything too drastic that’d give them and advantage or screw with the easily recognising of the class & weapon, but something nice to show people that you’re extremely skilled at the class. E.g. A mullet for heavy, a surgical mask for the medic, maybe a different gasmask for the pyro? Plus it’d be nice to see some variety in the classes occasionally.
75 Mr. Brit // Sep 30, 2008 at 10:39 pm
@71, make it so the scout cannot use his speed boost while carrying intel. It helps him get past sentries but not survive if he is there for a while.
76 Das Ganon // Oct 1, 2008 at 1:08 am
@73 I think what it’s going to be is a sentry variant, like one that does flames instead of bullets, a different shotgun (or pistol) and a new wrench which repairs and does more metal per swing, but does less damage towards sappers and melee.
@74 that would be a fantastic alternative to my idea (different look to both teams)
77 Albob // Oct 1, 2008 at 12:32 pm
It’s true that spaw camping can be very annoying. I remember that in the old Team Fortress, there used to be autoturrets at the spaw, preventing the enemy team to camp. Why not using them again?
78 Albob // Oct 1, 2008 at 12:33 pm
I meant spawn of course (put some “edit your comment” button :)
79 Das Ganon // Oct 1, 2008 at 2:26 pm
Probably because of the nature of the maps, that each spawn is basically the last point on attack/Defend and because of round maps where your enemy’s spawn becomes your spawn if you win.
The only place I’ve ever seen a problem is stage 2, and 3, BLU spawn on dustbowl.
80 Azzen // Oct 2, 2008 at 8:43 pm
I think a nice way to nerf the demo would be to make his sticky bombs charge up to full power over time, like a sniper. This way, it eliminates it being an overeffective close-combat weapon.
And I think Pentadact’s suggestion a while back would work too: that stickies get disabled if shot before sticking.
81 Das Ganon // Oct 3, 2008 at 12:25 am
another thing is make stickies not stick, but roll off spawn areas and buildings.
Also WHY THE HELL ISN”T THE GATE ON STEP II of Goldrush a Blu only? I mean seriously, It doesn’t help spys because theres too many people, and so that means theres only 5 classes that use it to piss everyone off and make them disconnect from server.
Those are:
1. Demoman
2. Pyro
3. Heavy
4. Engineer (must have 1, 2 or 3 or he dies easy)
5. Medic, mainly just along for the ride.
so seeing as its just camp classes that go back there, why don’t they fix those doors? Or better yet, because on low pop servers spys love that area, make it so you must appear to be blu to pass. make it transparent safety retinal doors or something. This way, Spys go in thus ANNOYING the other team, and the main campers just stay put where they should be Guarding the stupid cart/point.
82 n00b // Oct 3, 2008 at 2:17 am
I’d want to see the pyro nerfed way before the demoman. It’s way too easy for it to get kills.
Perhaps the damage gradient could be put back to it’s original value? That made the pyro a lot more ambush/suicide centric compared to it’s current state of W+Mouse1
83 Dwight K. Schrute // Oct 7, 2008 at 8:27 am
I was playing with a couple friends last night and had a revelation on a quick and easy, but cool update:
Change the sniper kill icon reflect whether he scoped or no-scoped you.
A lot of times i will take aim as sniper and squeeze off a headshot on a mostly stationary heavy only to have him not die so i just squeeze off another no-scoped since your crosshairs don’t move. 99% of the time I finish him off. It’d be cool to have it reflected in the message:
Dwight K. Scrute (((/))) I_FAIL!!!!1
Currently it’s always a scope icon if you don’t headshot.
84 JohnMcClane // Oct 11, 2008 at 3:35 am
A small but a welcome addition would be:
Achievement filter for unattainable?
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