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TF New

September 26th, 2008 · 70 Comments · Blather, Games, The Wonder of Tom Francis

Valve is hard at work on our new class pack, and presumably the next update will include not only new weapons and achievements, but other tweaks and fixes and changes to the game, as they have in the past.

Which means it’s time to suggest some stuff we want to see in the next update.  If I mention something I’d like included, and it coincidentally shows up in the update, it makes me look smart, and if you commenters suggest something that shows up, it makes my blog look influential.  Win-win.

So.  Leaving the new unlockable weapons aside for now (I’ll do a separate post on that later), what changes or fixes or additions would you guys like to see?  Here’s my list, somewhat recycled from earlier posts:

1)  A “cancel” button that works even if the next map is already beginning to load.  Mentioned this here.

There’s a point in the process where the “cancel” button just doesn’t do anything, and that point occurs at the same moment you discover which map the server is changing to, which is often the moment you really want to be able to cancel.  You know.  If Gravel Pit or Toy Fort are next in the rotation.

2)  Proving Grounds — a TF2 tutorial.

Mentioned this once before — a little course that teaches you how to use the various classes and their weapons.  I think that’d be fun and a good way to ease new players into the game.

3) Speaking of new players, how about a new TF2 trailer?

See, I was talking to a guy at work, who it turns out is a gamer.  We were talking about various games (he’s mainly a console guy), and I was telling him about TF2, which he’d never heard of (gasp!).  I thought it’d be cool to show him what the game looks like, so I just now went back and looked at the two trailers, the first of which came out in July of 2006 (wow, can that be right?), and the other which was released in August of the same year.

Mang!  They’re still amazingly cool, but the game looks a lot different now.  Weapons, and their effects, are often different.  Uniforms, models, expressions, and animations have changed (and much improved).  Remember the old muzzle flashes, for the heavy and sentry and shotguns?  I never really cared for them — a wee bit too cartoony for my tastes.  But it’s interesting to look at them now.

The soldiers, engies, and spies were dressed in dull brown uniforms.  The scout had a couple different kinds of machine guns.  The demoman had a tossable pack of dynamite.  The spy had a different pistol.  The doctor had a huge syringe and looked considerably less friendly.

Again, the trailers look great and are wonderfully made, but there have been so many changes to the game before and since its release, that these trailers are hardly representative of the game as it is today.  The design still holds up really well — probably the smartest thing about creating a stylized, cartoony world and characters as opposed to going for realism is that if they’d gone with realistic character models and environments, they’d probably look out of date by now.

Of course, the “Meet the…” movies are fantastic, really wonderful (I still get goosebumps at the end of the sniper’s video) but I don’t know how they’d play to someone who had zero exposure to the game.  Most of the fun of the “Meet the…” videos is that we’ve been playing as these characters for months, for perhaps hundreds of hours, and then a film comes out that fills in the background for you, really brings to life this guy whose shoes you’ve been running around in. Take the soldier’s movie.  It’s much more fun to discover how crazy he really is (for instance, suggesting Sun Tzu herded two of every animal onto a boat, and then beat the crap out of them) if you’re already familiar with him in-game.

I have no doubt someone seeing them for the first time would enjoy them and be impressed, and maybe even want to play the game after watching them, but again, they’re not necessarily representative of the nuts and bolts of the game itself.  “Meet the Sandwich” was great, but it wasn’t for newcomers.  I think people who already know and love the game get more by far out of the “Meet the…” movies than people watching them cold.

So, maybe it’s time for a new, updated trailer?  I think so.  Something that highlights the gameplay, all the weapons, the new game modes and environments.

And hey, if you need some dialogue written, I know just the guy.

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70 responses so far ↓

  • 1 ImperialCreed // Sep 26, 2008 at 8:31 am

    I really, really want the music track from Meet the Sniper to be added to the opening menu playlist. And have the damn list loop for heaven’s sake.

  • 2 Christopher // Sep 26, 2008 at 8:32 am

    Oh yeah! I want that sniper music in there too.

  • 3 krautwurst // Sep 26, 2008 at 8:49 am

    Meet the Sniper Music. NOW.

  • 4 westyfield // Sep 26, 2008 at 8:49 am

    It has been suggested here before (I think), but I’ll steal it and say it again:
    When you are on a team with someone from your friends list, and are in spectator mode, it should switch you to spectate on the friend automatically. Usually, by the time I’ve found my friend to spectate, it’s time to respawn.

  • 5 roBurky // Sep 26, 2008 at 9:08 am

    I disagree. I think people who haven’t played the game get a lot more out of the Meet The Team movies, because they haven’t heard the sound bites that make up half the film over and over and over while playing the game.

    Go back and watch Meet the Heavy. That action shot at the end with the shout and laugh and taunt - it sounded fantastic and natural when we saw it before we’d played the game. Seeing it after we’ve been playing it non-stop for months, you just recognise those sounds and how they’ve been spliced together, and it’s not as impressive any more.

    Similarly, the action bits of Meet the Soldier were thrilling when we first saw it, before release, but it’s just generic TF2 action now, like I see every day. And you can recognise the shovel taunt.

  • 6 Fleeka // Sep 26, 2008 at 9:15 am

    New music in the menus as suggested

    Demoman needs to be nerfed. Or enginneer needs a way to defend from sticky barrage.

    Or just making it so stickies have an activation time after they’ve stuck so they can’t be fired, stuck and detonated in about 3 seconds before the engineer can shoot them away or something.

  • 7 Hogger596 // Sep 26, 2008 at 9:16 am

    The animation for the pyro at class selection could use a fix (it’s frozen up for me).

  • 8 ImperialCreed // Sep 26, 2008 at 9:17 am

    Fleeka reminded me -

    Nerf the god-damned demoman. Nerf him now.

  • 9 skippy // Sep 26, 2008 at 9:22 am

    I’d like the music from the menu to continue during loading.

  • 10 Crit Goes Where?!? // Sep 26, 2008 at 9:29 am

    I’d like to see the reset stats button put back up, I honestly don’t know why they even took it off.

  • 11 Denn // Sep 26, 2008 at 9:39 am

    I think it would be cool to see the music implemented into the game somehow. Optional of course, but something to raise the tension even more while snatching and bringing the intel to your base. TF2 has great music, but it only plays on the title screen, where I don’t spend enough time.

    Also, I wish that when someone’s mic is flipping out, it doesn’t end up muting all the sound. Or is that just me? I’ve never really heard it mentioned by anyone, so I don’t know.

    I want support for the 32 player servers. Mostly just so it would somehow be able to display everyone (scroll bars or something).

    Also, I think there should be a way of saving the deathcam shots. I often realize that something would make a great pic, but it’s too late and I accidentally take a picture of whoever I’m spectating. There should be a button that saves the last picture taken.

    I know I have more ideas, but that’s all I can think of right now.

  • 12 Kollega // Sep 26, 2008 at 9:41 am

    I think stickies should be nerfed and grenade launcher needs its 2 extra grenades back so people would use it more often.
    @ 7 and 10:Agreed completely.

  • 13 Smurfy // Sep 26, 2008 at 9:53 am

    I was working on a tutorial map after you suggested one. I never got past the first test, Rocket Jumping, though. I’ll restart it, but it’s mighty hard to think of a reason for the player to be in a large pit from which the only way to escape is with rockets.

  • 14 The Linker // Sep 26, 2008 at 10:53 am

    …reason? It’s a tutorial level! The reason they were put in a pit that they could only get out through rocket jumping is so they could practice rocket jumping! It’s like if the people who made cp_skyscraper stopped and said “Wait. Why is it so tall? Wouldn’t the architects want to put the point down low and accessible to both teams? As it is… *gasp* only two classes can get anywhere! That can’t be right!” *fix, tweak, put control point at bottom*

  • 15 Alex // Sep 26, 2008 at 11:09 am

    Denn, F5 saves a screenshot of whatever’s on-screen. If it’s a deathcam shot, it moves the ‘You were killed by…’ message to the corner. You can then find those in a screenshots folder in the TF2 directory.

    Engineers do not need a Demo defence. Everyone else does. Demos are SUPPOSED to be the main class for killing Sentries, after all - the Soldier’s rocket damage can be repaired faster than it’s dished out and everyone else is shredded before they can do enough damage, so the Demo is the only choice there. It’s the fact that stickies are so damned good against all the other classes that makes Demo whores like me effective despite not necessarily being that good.

    And I wholeheartedly support a training level accessible from the main menu. Perhaps a boot camp of some sort, with the Soldier acting as the narrator, and hopefully a string of simple cases where each class’ abilities are required to make it through the objective, a la Half-Life’s Hazard Course. The developer commentary goes through a significant amount of it, and it SHOULD be everyone’s first stop on getting the game, but people just aren’t interested enough in it unfortunately.

  • 16 Jon Baker // Sep 26, 2008 at 11:54 am

    For the spy:
    Tranq gun… But have it take the place of the sapper AND pistol. That way, if a spy is going to fuck with a players vision, he better do it away the hell from a sentry.

    For the scout:
    Nerf bat. Does little to no damage, but forces whoever he hits to pull out their melee weapon, where the scout has the speed advantage. Great disruption (especially for heavies with the spin-up time), while not being able to kill anyone by himself.

    For the demoman (even though he won’t be updated in like, forever):
    Proximity mines instead of stickes. Demo loses sticky jump and the ability to attack with his mines to get traps that he can just set and forget. He doesn’t need to watch the mines to make the trap effective. Seems like a fair trade to me.

  • 17 Jon Baker // Sep 26, 2008 at 11:57 am

    Oh frack (@16). Serves me right for not reading. God, sometimes I swear I’m illiterate. NOTHING TO SEE HERE.

  • 18 Mr. Brit // Sep 26, 2008 at 12:06 pm

    I’d like an update to the medic call crosses. They should show the amount of health the guy calling has and be on fire if the guy is. A small change to stop the medic chasing down people standing in the spawn screaming for medics and to help medics prioritise their healees.

  • 19 Mr. Brit // Sep 26, 2008 at 12:08 pm

    Also, Jon Baker? My geography teacher has the same name? Do you work in Portsmouth, England?

  • 20 Khaotic // Sep 26, 2008 at 12:10 pm

    Speaking of medics, the E key should have your character say “Activate Charge!” while being healed by a medic with a full charge.

  • 21 Kowl Slaw // Sep 26, 2008 at 12:20 pm

    I second the cancle button idea. It always fails for me.

  • 22 Ishindri // Sep 26, 2008 at 12:21 pm

    I quite like that idea, Khaotic.

    Oh, and Pentadact’s Meet The Spy script is pretty much the best thing ever.

  • 23 Pigbuster // Sep 26, 2008 at 12:37 pm

    The Spy should be able to refill his cloak at a resupply cabinet.
    The Spy currently can quickly refill his cloak by switching to another class and switching back. Seeing as he can only do this in the resupply rooms, which is where the cabinets are, why the heck can’t he refill his cloak from the cabinets? I’ve heard this suggested before, but never with the “you already CAN do it, but it’s obnoxious” part.

    Also, the loadout menu is rather crappy right now. It doesn’t show a menu over part of the screen, like the disguise menu, but fills up the entire screen, which is… not very good.
    You can get out of class/team menus by pressing the keys you used to get into them (comma/period), but pressing “M” again doesn’t do anything in loadout. Only “ESC” will leave.

    I think there should be another key, “K”, let’s say, that would bring up the loadout for your current class. A menu on the right would show up (like what happens when you switch weapons without “Fast Weapon Switch” on), and when you hit the respective key for the weapon, it would be swapped with the next weapon of that type in the loadout.
    I mean, it’s not like it’s that important to switch the loadout that quickly, but it wouldn’t hurt.

  • 24 Wolf the Widowmaker // Sep 26, 2008 at 1:09 pm

    A lethal taunt for the medic, obviously. He’s the only fellow with an update but no awesome killer taunt.

    Perhaps the Needle Gun taunt (Oops! That was not medicine.), because
    1) It’s not the main weapon of the class, thus following with the earlier updates
    2) It looks awesome when people die of fright for the dreaded rubber glove snap.

    Also, it would be nice to have a filter for pure servers, meaning no nocrits, goomba jumping or instant respawn. And a field for tags you would like to have excluded. Because sometimes, vanilla tastes the best.

    Thirdly, it would be nice to get the everlasting firing fixed. For me, once in a while, the flamethrower flame can live on and on without doing any damage or consuming ammo, at least in first person. And sometimes, when I die while firing Sasha, the player I spectate looks like he’s firing the minigun continuously.
    Finally, I’m sure you’ve all seen the flame or rocket hanging in suspended motion long after a lag spike is over. Fix now, please, Valve people. That bug has haunted me ever since the release.

  • 25 Spotacus // Sep 26, 2008 at 2:04 pm

    To the people asking for a demo nerf because they are good at taking down sentries, I laugh at you. Specifically with the Demoman’s laugh.

    For one thing, that is what the stickies are for besides defensive traps. Two, if I live long enough to get three stickies perfectly placed, then you are doing it wrong. You either placed the sentry in a bad spot (I can shoot it, it can’t shoot me; it is too far away to shoot me), aren’t defending it actively with your shotgun, or don’t have a buddy helping you defend it.

    @roBurky
    I still think it is impressive and funny if I destroy a bunch of buildings as a Heavy and hear “More rubble, less trouble” or pretty much any of the stuff the Heavy says.

  • 26 Bobic // Sep 26, 2008 at 2:15 pm

    @7 The pyro animation has never worked for me…

  • 27 Bobic // Sep 26, 2008 at 2:17 pm

    @20 great idea

  • 28 Das Ganon // Sep 26, 2008 at 2:38 pm

    Agreed with all, although a bit of a change of idea with the demo nerf.

    A. he IS meant to be one of 3 anti sentry classes,

    B. his purpose is to look at something from far away and HIDE basically. I mean if he’s in the middle of the action he should be completely RAPED. where as if he plants some sticks, runs like hell and hides in a snipe nest, he fulfills his requirement of lots of damage, far away, really fast.

    Now, I don’t think the sticky’s are too much, however we could amend game play to make him not as much of a sentry bumrusher if we lower the hp a bit. say from 175 to 150. its not much, just 25 hp points, and it makes him stronger than the scout or spy, but those two have major advantages. Speed and stealth. the Demoman has only big bombs and thats about it and if he’s going against a heavy, soldier, etc…. he should just DROP, because clearly he’s not fulfilling his role.

    now, back to Demo Vs. Sentry. He should be able to do more damage than a soldier against a sentry. Much more damage. But this is where the whole health catch comes in. a shotgun, or anything for that matter should basically drop him quite easily with his 150 life now. which means people have to guard him… a team per say. while i don’t know, the other “Team” defends the sentry”

    we could call this “Team Fortress” ……….. (I know the last bit got over the top, but its still funny :D )

  • 29 Mr. Brit // Sep 26, 2008 at 2:54 pm

    ‘team’ fortress?!? But I am teh l33t sniper! Who need team?

  • 30 Pentadact // Sep 26, 2008 at 3:21 pm

    “Retrieving server info…”

    Could that, and every single kick, disconnect, error and alert, please be written in a shade of grey that is in some way actually different to the shade of grey they are written on?

    At the moment, at any serious resolution, the reason I’ve been kicked, disconnected or failed to join is an illegible tint in the center of a tiny dialogue box. I’d have to actually screenshot it and blow it up to the size you’ve got it here to read a single goddamn word it says.

  • 31 Verity // Sep 26, 2008 at 3:46 pm

    For what it’s worth, watching the ‘Meet The’ videos convinced me to play Fortress in the first place. They’re a useful alternative trailer to lure in people who prefer character-driven games, I suppose.

    A tutorial would be a godsend, too, since the current one consists of logging onto a server and being blown up until you disconnect.

  • 32 Stranger // Sep 26, 2008 at 4:43 pm

    RESET STATS, RESET STATS, RESET STATS…

    Weren’t we supposed to be getting this feature a while back?

  • 33 Pigbuster // Sep 26, 2008 at 5:08 pm

    @24

    An idea I had for the Medic’s special taunt was to make his Violin playing heal his teammates, essentially temporarily turning him into a dispenser.
    He couldn’t move or build up an übercharge, though, or else it would be more useful than the medigun.
    I suppose I just like the idea of a group of Medics holding a violin concert near the front lines, healing any teammate that comes to listen.

    No idea what to do about some of the other classes, though. The Spy could ignite someone with his flicked cigarette and the Scout could “boink” them to death, but what would the Engie do? Hoedown people to death?

  • 34 Erased.. // Sep 26, 2008 at 5:16 pm

    I hate people who complain about nerfing classed. You just suck. Get over it.

    Am i the only one that thinks every class is perfectly balanced?

  • 35 AlphaHawk // Sep 26, 2008 at 5:17 pm

    I agree with the first post, we want the sniper music. Maybe a little contest as to who can make a good gameplay montage with it? I dunno.

    And how about this, don’t show servers with a slot reserved when it has one slot open. Make it an option.

  • 36 AlphaHawk // Sep 26, 2008 at 5:22 pm

    @34:

    Yes. No sarcasm either.

  • 37 Jiminy // Sep 26, 2008 at 5:40 pm

    Maybe droping the Demomans hp would help but I’d take it slow and try 160-165 first. Since nailing a solid sentry nest requires an uber anyway, hp is really only for when he’s battling other classes, and he should still be tougher than the medic.

    And yes, the spy should be able to refill cloak at spawn.

  • 38 Jiminy // Sep 26, 2008 at 5:43 pm

    Also, now you mention it I personally liked the other spy gun in the vid, kinda bond-esque. Hopefully its the design they use for the pack ^^

  • 39 madlep // Sep 26, 2008 at 6:58 pm

    The other thing about the trailers is that they don’t really show that much of what the gameplay is actually like.

    There’s a lot of cool exposition of the character classes, but in terms of selling the “this is why this game is cool, and why you want to play this” message, they’re lacking.

  • 40 Core Xii // Sep 26, 2008 at 8:44 pm

    I don’t think they can include the Meet the Sniper music from the video to the game, for legal reasons. You see, it’s an interpretation of the Magnum Force theme. Coincidentally, you’ll find that the real deal may be sufficient for your listening pleasure if you were to find the original song.

  • 41 Denn // Sep 26, 2008 at 9:24 pm

    I thought of another thing that could be nice. I think being on fire should be nerfed a bit. Let me explain, because that alone sounds weird (and awesome). As a scout, being set on fire means retreating. Unless you find water or health, you will very likely die. I think moving around quickly (running, jumping, falling, and maybe rocket jumping in the Demo/Soldier’s case) should shorten the life span of the fire.

    I’ve been barely hit by the flamethrower and I’ve managed to kill the Pyro without getting hit again, but the flames killed me much later because I couldn’t get somewhere safe. Don’t get me wrong, Pyros should be able to kill scouts easily. If they can hit them. The flamethrower tears scouts apart at close range, which is perfectly fair. But they Pyro shouldn’t have the chance to respawn before I die from the flames. It lasts far too long sometimes.

    And I don’t think this would make Pyros less effective at spy checking. If they spy check someone and set them aflame, the whole team will converge on them, so their dead anyway. And if they manage to escape, they deserve to live, because that’s quite the accomplishment. It’s exhilarating to get away from enemies after being discovered and set aflame, but it’s lame to do that, walk outside, and die.

    To summarize: being on fire should be put out faster by moving quickly.

  • 42 Cpt. Falcon // Sep 26, 2008 at 10:51 pm

    1) Nerf the Demo’s stickies. Stickies should not be able to be detonated while they’re in the air. The sticky takes a full second after it’s landed to detonate, after which it will make a beep and flash, then be normal.
    Crits should detonate (not disable, fyi) stickies. This would discourage demo’s from carpeting the ground with them, and encourage hiding them in corners, on walls, and above door ways. Maybe crit stickies should be indestructible.

    2) Like said before, music carries onto loading screens. When you disconnect from a server and are back at the menu, the music plays again.

    3) In the Multiplayer options menu, they’re should be a drop down menu for 3rd person on melee. Your options are: “Always”, “never”, and “except for engineer and spy”.
    The characters and their animations are really fantastic, but you only get to see other people. You don’t really need to aim with melee, so why not go third person?
    When i need to test things out on a server I create, I usually turn on sv_cheats and thirdperson, and run around with my melee for a bit. Scout is really cool.
    One thing I learned is that certain battlecries and cheers with most weapons out will cause your player to pump his fist, or a similar gesture.
    And for anyone who doesn’t know, you give a thumbs up when you say “thank you”.

    4) Bring back the old beta muzzle-flashes / weapon-flares. Make it an option to use the beta ones or the current ones.
    I see your point chris on why you don’t really like them, but I do like the cartooniness. I think it’d look great in game, and I’ve searched all over FPSBanana for them. Unfortunately, I’ve learned that those muzzle flashes were staged for the trailers, they’re not real.

  • 43 Cpt. Falcon // Sep 26, 2008 at 11:00 pm

    Oh, and I forgot.

    5) Spy’s cloak.
    It should instantly refill at resupply lockers, AND replenish maybe 15% per backstab.

    6) Pyro’s flaregun. It sucks.
    Sure it’s fun, but practicality-wise, it’s useless.
    I always enjoy sniping snipers with it, but if I need to do battle, I must have my shotgun.
    I suggest that it has 20, not 16 ammo, flaregun flames must be put out, they don’t go out over-time, and the flares need to act like actual flares. Instead of disintegrating when they hit a wall, they should stay there for 5 or so seconds and ignite anyone who goes close to it. Any time it ignites someone, however, it loses one second, just for balance. It should also have a fair amount of splash damage, when hitting a person or when stuck to a wall. Obviously not as much as an explosion, I’d say half of it.

    7) Kritzkreig needs an overhaul, not just a buff. The 25% charge increase is nice, but it doesn’t help how your supposed to use it.
    I think the Kritzkreig should heal ammo. It can still heal health, but let’s say only to the second health tier. When healing someone, it resupplies their ammo at half the rate of a dispenser.
    When someone is kritzed, they not only have unlimited ammo, but an unlimited ammo CLIP. This changes who medics will want to kritz.
    The ubercharge is good on heavies, but not on soldiers. The main problem of the soldier is that he has to reload. If the soldier could keep shooting over and over again, suddenly he’s the perfect kritz.
    The kritz would become important, Heavies would share the spotlight, and it could still be balanced somehow. Maybe put it back down to 10% charge.

  • 44 Jetamo // Sep 27, 2008 at 1:49 am

    >_> Best part of the trailers is the rocket jump waltz.

    Also, I’m ashamed you didn’t say ANYTHING about more music! Fail.

  • 45 mazzybabeuk // Sep 27, 2008 at 3:03 am

    what is the pyro could jump like a soldier and demo can rocket and sticky jump but with the compression blast I was just thinking

  • 46 Steveru // Sep 27, 2008 at 10:17 am

    I’ve been tossing this around on the forums for a while now, and everyone seems to like it so far, (you can see for yourself http://forums.steampowered.com/forums/showthread.php?t=729671), basically allowing the spy to walk full speed by holding a designated button when he’s disguised as a slow class such as the heavy, soldier or demoman.

  • 47 Miniman // Sep 27, 2008 at 10:17 am

    Stats:
    When you die it should show your stats from that round, your kills, headshots, health healed..etc.

    Spy backstabbing:
    The spy’s backstab is VERY buggy, it misses a lot and is very frustrating…fix it.

    Scoreboard:
    Make it so there is no limit of the amount of players showed on the scoreboard, add a scrollbar or something like that.

    Scoreboard Avatars:
    The avatars are slightly too small. Increase the size a bit or place an option in the options menu to choose the size of them.

    Dustbowl Bug:
    On the 3rd stage of dustbowl in red’s spawn room with the door that connects to the first control point of the stage is bugged. When the blu team have captured the first control point, you can sometimes shoot through the door and kill and enemy if they are pressed right against the door.

    Sniper:
    It seems much harder to headshot heavies and pyros than any other class. I once got 3 headshots on a heavy and he didn’t die…bullshit.

  • 48 Mr. Munchlax // Sep 27, 2008 at 11:00 am

    @47
    Backstabbing does indeed need fixing, but about the sniper headshot thing, if you want to insta kill a heavy with only one headshot then you have to let the rifle charge to 100% Scouts, spies, and other snipers are the only classes that the sniper rifle can insta kill with an uncharged headshot.
    @41
    Running around will not put out a fire, it’ll actually make it worse, and unless you’re on an arena map you can make it to a health pack, your base, or a friendly medic before you die if you didn’t take that much damage from the flamethrower, especially if you’re a scout.

  • 49 Mr. Brit // Sep 27, 2008 at 11:07 am

    @48, but make friendly pyros able to put out flames with the airblast. Make it work for enemies too so as to provide a counter balance. i.e. pyro flames someone then airblasts them and they are no longer on fire.

  • 50 Agiel7 // Sep 27, 2008 at 11:21 am

    To me, the demo man’s stickies need to have a 4 second delay once stuck to something before they can be detonated. It seems kind of unfair for me when I’m charging at him as a scout and all he has to do is put a sticky at his feet and in an instant blow me up without serious repercussions.

    If I wanted to play like how the demo man does now, then I’d play as a soldier instead.

  • 51 Cpt. Falcon // Sep 27, 2008 at 11:27 am

    THE MOST IMPORTANT BUG:
    Locking the spawn door.

    I think if an engineer builds a transporter as close to the spawn as you can get, it will lock the spawn door shut permanently. Detonating the transporter won’t help. The only thing you can do is call in an admin to change the map.
    Another bug: The pyro’s anim in the class select screen is frozen, and has been for a very long time. I can’t believe valve hasn’t picked up on it yet.

    I’d like to see something about the sandvich changed. The primary fire and the taunt shouldn’t do the same thing, and I think the alt fire should do something.
    Primary fire: Heavy takes bite out of sandvich for the 100-and-something health.
    Taunt: Heavy takes bite out of sandvich, AND says one of his lines afterward. It stays in taunt mode (third person, unable to move) for a second longer than usual so you can see him talking. This gives you the normal amount of health + 25 extra, just for taunting.
    Alt-Fire: Heavy eats entire sandvich, for full health and overheal. it takes way longer than usual (maybe five seconds?) so it’s good if you’re all alone, but not for when you’re hiding in the enemy base. The heavy makes more noise while eating it, so in case you are trying it in an enemy base, they’ll find you pretty quickly.

  • 52 Jetamo // Sep 27, 2008 at 12:14 pm

    ^^Win idea. Make it can’t crit, and it’s balanced.

  • 53 Hogger596 // Sep 27, 2008 at 1:37 pm

    What about a voice command warning for snipers?
    “Sniper ahead!” or something similar? Just a thought…

  • 54 Jon Baker // Sep 27, 2008 at 1:40 pm

    Mr. Brit, no I live in Connecticut in the USA. Sorry to dissapoint, but I don’t teach geometry across the pond in my spare time.

  • 55 Mobba // Sep 27, 2008 at 2:09 pm

    Here is my list, I stole some of them from comments from this blog….but I like them so I added them to my own list.

    When in player spectator mode Spectator goes first to a friend on your team, then person with intel, nearest the cap point.

    Reset Record statistics button. Not accumulated or achievements, just most ** as ** in a life.

    Advanced Achievements. Like the general achievements, but with a longer life span.

    Advanced tips on the loading screen.

  • 56 Wonkey Donkey // Sep 27, 2008 at 3:47 pm

    Fix the backburner so the crits actually register properly, im sick of sneak up on heavies and unleashing my lethal flames to find a lack of crits.

    A way to change the characters equipment without having to go to the menu would also be nice.

    id like to se the kritz increase the chance of critical hits by say 5% when a person is being overhealed by it, so that it would be more useful and offer a different tactial approach.

    finally remove the medic achivement for Ubering scouts, its a waste and encorages non-teamplay.

    replace it with something more fun.

  • 57 Jiminy // Sep 27, 2008 at 3:57 pm

    @43 The Flaregun doesn’t suck it’s just very different from a shotgun. Not all the unlocks have to be considered ‘upgrades’, just another option available to the player. Personally I use the flaregun a lot when defending cap C on Gravelpit as it keeps the soldiers, demo’s and snipers busy when they’re trying to spam the cap from a distance.

    On a different note, I don’t run TF2 on full spec and the loading bar covers over the ‘tip’ at lower screen res, and can’t be moved out the way. I don’t need the tip per se, but it’s always annoyed me cos it seems easily fixed.

  • 58 Niko Kruzel // Sep 27, 2008 at 5:51 pm

    I was also thinking of a “tutorial map”… they did a good job for the commentaries and a tut map would be great. I also want the reset stats button and a working cancel button too. :D

  • 59 Grell // Sep 27, 2008 at 8:26 pm

    I would like to see personalized death maps.

  • 60 Gothic // Sep 28, 2008 at 12:15 am

    Demoman nerf nao.

  • 61 Big_Adam // Sep 28, 2008 at 4:20 am

    My biggest problem is the sentry gun targeting system. It’s a bit screwy and will on occasion (say when a heavy is bearing down on you) decide to shoot the scout, behind a wall.

    The sentry just seems to have a problem on occasion with physical objects in the world as they always target the closet target.

    Bar that, a demo man tweak would be nice. Think stickys should be a “run up and place” tool rather than a “flung half way across the map” weapon.

    Oh, and more Lumber Yard style maps. As they are a nice change of pace.

  • 62 Mr. Brit // Sep 28, 2008 at 8:17 am

    @61, I like the idea of changing the stickies from being fired to being placed. That deals with the biggest complaint without making him too weak. He can still deal with nearby enemies but he is more likely to use the grenades if you make it take 1 second to place each sticky, during which he is defenceless.

  • 63 Klink // Sep 28, 2008 at 9:33 am

    “Sun Tzu said that?” I thought he said “Sons who said that”

  • 64 AlphaHawk // Sep 28, 2008 at 10:17 am

    Oh yeah, perhaps make it impossible for someone who is being kicked to leave before the votes are all in? Or would that not be possible?

  • 65 [VGN] Chronos[Ha-G] // Sep 28, 2008 at 10:51 am

    The following is posted without any prior knowledge of the preceding posts, so I apologize if I repeat anyone’s idea here - I don’t have time at the moment to read them all.

    1 -

    Snipers that are zoomed in should not collide with friendly players. Too many times I’ve been sniping, only to have my aim knocked out of line at the very last second by a teammate running past/through me.

    2 -

    Fix that gear symbol for buildings. I’m pretty sure that when it was first thought up, everyone assumed the actual cross SHAPE would become a gear symbol if they changed it, NOT just adding some stuff to the background without changing the immediately visible shape.

    3 -

    Can the demoman PLEASE be allowed to blow up his stickies while he’s taunting? It would be supremely awesome to be taking a swig from his bottle just as he’s detonating a load and killing someone off. Who knows - it could be an achievement for the demoman when the update for him rolls around.

  • 66 Cpt. Falcon // Sep 28, 2008 at 2:13 pm

    @63: Same here. I had to watch the vid again, and then was able to barely make out “Sun Tzu said that”, which does indeed make way more sense.

    @61: I think the charge up feature should be swapped from the sticky launcher to the nade launcher. It just makes more sense that the offense weapon would have that instead of the defense weapon.

    @57: I know the unlocks are supposed to be alternates, which means they’re supposed to be equal. I think the most equalized thing so far is the fists vs KGB, because I’m constantly switching back and forth between them. Right now however, I see that the shotgun is superior to the flaregun.
    When I play pyro, I see pyros with flareguns as easy kills. The only classes threatened by the flaregun is the medic and sniper, and the medic hardly at all. Scouts are too difficult to hit to be effective, and medics can heal pretty easy with the blutsauger.

  • 67 Maxwell // Sep 28, 2008 at 4:01 pm

    Goldrush Stage 3, on the ledge to the right of BLU spawn, there’s a no entry door preventing RED from entering (which is fine). The problem is it also stops RED from leaving through the door from the spawn side.

    I dont know what the problem is exactly, whether there’s another no entry door missing somewhere, or the existing code doesn’t allow one-way walls, but it’s awfully inconsistent and makes no sense practically.

  • 68 Albob // Sep 29, 2008 at 4:44 am

    -I’d really like a kill cam, like in CoD4. I.E, the death should go back a few seconds in the past, from the POV of your killer. So you can improve your skills.

    -the loadout menu is crap. You don’t wanna click on classes that don’t have any unlocks, so they should get rid of it until they get any. Also, just put a single “swap” button for each weapon. I’m sick of selecting a weapon -> click the wrong button -> click the other one -> confirm.

  • 69 Albob // Sep 29, 2008 at 4:49 am

    Oh, and also, +1 on the cancel button. In fact, nothing reacts during loading. The loading screen should be placed in another thread. And alt+tab should switch to desktop and back instantaneously. It’s the same for every Source engine game. So please Valve, fix it.

  • 70 Xilnold // Sep 29, 2008 at 8:22 am

    Add another to the COD4 cam thing, but it should be an option. IE: You can have the current one, or Call of Duty cam.

    And one thing I think’d be cool, customizing the weapons. not anything major, and nothing gameplay affecting, I just mean adding writing or stickers or something to the weapon. Of course it’d lead to dozens of people running around with penis written on their shotgun, but it’d still be cool to have “SUN TZU SAID THAT” written on your rocket launcher.

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