So, there were some nice suggestions in the comments on little tweaks people would like to see made to TF2. I’ll repost the ones I agree with here.
From Tom:
Make it so soldier/demoman suicide works like the “finished off” thing. Its really annoying to burn a soldier down to 20 health only for him to commit suicide so you don’t get the point.
It’s true, when a soldier blows himself up, intentionally or otherwise, it’d be nice if the person who had damaged him the most got at least partial credit.
From Fargmot:
My suggestion would be to change the Engineer’s buildings’ health icon. As a medic, it’s annoying mousing over a constructing building and seeing a red health cross flash on your screen. You mouse back over and oh, it’s just a building.
Totally agree! I think it’s important for your team to know the health of their engie’s buildings (especially if they’re engies themselves), but as a medic trying to find injured teammates in a crowd, it’s frustrating to spot a low health icon, rush over, and discover it’s a dispenser that hasn’t been fully built yet.
Fargmot suggests changing the “plus” icon to a gear icon or something. “For fuck’s sake”, he adds.
From wolfery:
Filter away servers that have reserved slot.. Because I hate seeing a 32 slot server with 31 players and I’d have to go through the whole process of sending client info and everything only to have a reserved slot error thrown in my face.
Or perhaps keep them showing on the list but give you a message that it’s a reserved slot you’re trying to join before you go through the rigmarole or joining, if that’s possible. It is annoying to spend time joining a server you can’t get into.
From roBurky:
When you die, and the game goes into spectator mode while you’re waiting to spawn, it ought to automagically centre on someone on your friends list first.
Nice idea! Especially on pubbies, I like to see what my friends are up to while I’m patiently waiting in heaven. This would save me the time of searching for them.
There were also multiple calls to balance the first stage of Gold Rush, as it tends to weigh heavily in favor of the defense. One commenter who plays on the X-Box mentioned he didn’t even realize there were more stages to Gold Rush, as he hadn’t been in a match that made it past the first stage.
There was also a call from Cpt. Falcon to buff the Kritzkrieg, since it’s being pretty much ignored in favor of the standard medigun, and a request to make the airburst use less ammo since most people are favoring the Backburner. Some tweaks might get people using those weapons more often.
50 responses so far ↓
1 Soundwave // Jul 25, 2008 at 8:27 am
First post. Imagine that. Sadly, I have nothing to add, other than this:
Kumquats.
2 Pixi // Jul 25, 2008 at 8:33 am
Kumquats as well!
3 Pixi // Jul 25, 2008 at 8:36 am
Oh, and Chris, there’s a new blog on the TF2 website about those damn cards again ;)
4 Dan // Jul 25, 2008 at 8:37 am
Reserved slots are controled by add-ons… the best Valve could do is build it in as a standard feature maybe.
It’s difficult to implement such a feature so it works with the existing server browser well. I think the best way would be to show reserved slots as actually used in the browser so players aren’t allowed to join with the GUI. Players who have a reserved slot can use the console to bypass that lockout, and the server can permit them to join.
Also the round time remaining thing would be a bit tough to implement. Right now the server browser sends exactly one packet to query a single server. The protocol woul dhave to be changed in order to add this information to the reply, and in order to make the list update quickly we have to keep the reply information minimal so it can fit in to a single packet (although it is allowed for it to span as many as 16 packets in goldsource, 256 in source). There is a protocol extension for the tags used in the Custom list, and that extension adds room for more info so a few more fields such as round/map time remaining could be added
5 Koslov // Jul 25, 2008 at 8:40 am
Actually all of those ideas are great except for the whole team seeing the health meters for the engy buildings. Just make it eaiser for just the engineer class to see the heath of all the buildings (for just their team). I dont know how many times I have played on a team that had 2-3 engies working a sentry farm, then only to have the farm come under attack and that one engy not helping, just just banging away at his sentry and only his sentry.
6 Mr. Munchlax // Jul 25, 2008 at 8:44 am
The server I usualy play on, most teams make it to at least stage 2 and I’ve seen many games go on to stage 3. Red still wins (though last night I played on a blu team that actually won it all) but still it’s nice to get that far. Really it’s not just stage 1, it’s the entire map that needs to be balanced out. All 3 stages are extremely easy to defend. I think rather than give credit when a soldier/demo blows himself up. Just remove the damage from their own explosives all together. That way they can’t suicide and prevent the person from getting a point.
7 aleggs // Jul 25, 2008 at 8:52 am
quote:
————
One commenter who plays on the X-Box mentioned he didn’t even realize there were more stages to Gold Rush
————
there is still no goldrush map on the xbox version of the game…
8 Sam // Jul 25, 2008 at 8:54 am
Still no updates in general on console version!
9 Thermite // Jul 25, 2008 at 9:04 am
I can’t get enough of the airblast. It’s one thing to kill an enemy, and another to inconvenience them greatly by pushing them off of a tower. The backburner’s health bonus and killability is nice ‘n all, but to lose the ability to play baseball with flares and rockets(even the Engie’s turret rockets! But why would you do that.), and also disable pipebombs just isn’t worth it.
Plus I like rebounding projectiles. It’s fun. Killing people is nice/rewarding, but that deflected rocket is one less rocket in a teammate’s face. I’m helping! In the smallest way possible! If they made it use less ammo I would rejoice… But then again, it would further tilt the Pyro’s effectiveness against the Soldier, which has probably taken enough nerf pain as -is. I think I spent this paragraph talking more about the Pyro update than the actual subject. Whoops.
Koslov: Taking away the ability for non-engineers being able to see health for buildings means they can’t notify an engineer to the condition of their/someone’s building- and I’ve never found the damage-model thing to be very reliable. (It’s terrible when it’s stuck on perpetually smoking and on fire mode, regardless of how max health’d it is.)
Mr. Munchlax: This also means they can walk all over their own explosives, and that’s no good. The Soldier used to take a small amount of damage from his own rockets(for rocketjumping, you know) but what ended up happening is people pointing at their feet and firing rockets, which usually ended up killing the enemy and leaving them with buckets of health.
It was pretty lame.
10 LaZodiac // Jul 25, 2008 at 9:40 am
@ Aleggs: The person Chris is taking about mentioned he just bought the PC version, and that he didn’t know about GoldRush having more then one stage.
11 Shane // Jul 25, 2008 at 9:43 am
I think that, even if you do give the point to whoever did the most damage, the message upon a suicide should be the same, without giving any credit to the person who did the most damage to you.
12 Eathanu // Jul 25, 2008 at 10:02 am
Does that mean you readNo I’m not going to link to the monkey chow again. You sneaky bastard.
13 d@niel // Jul 25, 2008 at 10:11 am
most (all?) add-ons supporting slot reservation are also capable of automatically subtracting the number of reserverd slots from the number of maxplayers and setting sv_maxplayers accordingly. This way reserved slots don’t even show up in the browser.
So the administrators of those servers where reserved slots are not hidden are just jerks and it’s probably not worth the effort of dealing with them.
14 d@niel // Jul 25, 2008 at 10:13 am
oh, just for reference: it’s sv_visiblemaxplayers
15 Mr_Wizard // Jul 25, 2008 at 11:45 am
I still want a small 2 hour episode game for each class, showing how they became a part of Team Fortress.
I still would pay for those episodes Valve. <.<
16 LaZodiac // Jul 25, 2008 at 11:46 am
@Mr_Wizard: Something tells me you want it either because your insane, or because you want to drive the Snipers van thing.
Either way, I agree with you 90%. the 10% is the pay thing. I dislike paying for things.
17 Ledundead // Jul 25, 2008 at 11:47 am
Pentadact once posted a possible solution to the Demoman problem: remove the gernade launcher. I originally thought that idea was silly, but the longer I played and fought demomen, the more sense it made. Maybe replace it with a shotgun, that could work. That way they can’t spam stickies as well. Say you encounter a demoman in the courtyard in 2fort. He’s stickied up the doors and is standing on top of the straight staircase, so you start shooting him with whatever. Unless you get a crit rocket as soldier, he’s going to kill you with his gernades, or he’ll force you to retreat. Replacing the gernade launcher with a shotgun vastly changes the situation. You could shoot at his stickies with your pistol/shotgun/rockets/stickies/scattergun/minigun/sniper/smg/revolver/needlegun, then he could spam you with the shotgun to kill you while you’re distracted. I know that demomen who play fair, like the 350 hours plus demoman mentioned before, would be angry, but a shotgun would be more fair, and would force the players to play how they should. A shotgun demoman in the same position would be forced to move up to kill you, or flank you. Either way, it could work. Maybe give him a health buff to 225 health. I hope you’re still reading these, Chris!
18 Tiler // Jul 25, 2008 at 12:55 pm
The air burst should be an air-stream instead of a burst. Then it might be as useful as +50hp and guaranteed crits from the rear.
19 KoreRat // Jul 25, 2008 at 1:01 pm
As far as the Flame Thrower/Back Burner goes, I say 15 ammo for for an air burst AND only a 25 health buff with weilding the Back Burner. The ONLY reason I use it is because of the +50 to my health. That’s gold over a burst of air…
20 Ledundead // Jul 25, 2008 at 1:17 pm
You mean like an airthrower? It would sort of create a shield in front of you that deflects projectiles off to your sides, but you wouldn’t be able to send rockets back. Maybe the next weapon update wil have that, it has it’s advantages, but it also has it’s own disadvantages.
21 Dorian Cornelius Jasper // Jul 25, 2008 at 1:18 pm
You’ve obviously never gotten the hang of the “burst of air” then.
22 AlphaHawk // Jul 25, 2008 at 1:29 pm
Make sure to blog about the new Pyro card on the TF2 blog. I guarantee Valve made it to fan the flames of the Pyro being a woman rumors. Last sentence that is.
23 SenatorPalpatine // Jul 25, 2008 at 2:26 pm
Decreasing the ammo on that won’t help more people play the regular pyro gun. People play the backburner for the 50 extra health. Nerf that some and more people will play regular.
24 Mr_Wizard // Jul 25, 2008 at 3:13 pm
@LaZodiac: Actually I want to set up a sentry against wave after wave of unimportant goons. It could even bee cooperative episodes! :D
I love mah engineer.
http://img440.imageshack.us/img440/6719/iusebots640×480fw1.jpg
25 Mr. Munchlax // Jul 25, 2008 at 3:25 pm
removing the grenade launcher would not solve the problem. It would probably make it worse. MORE demos would only use the stickies. To fix the demo problem valve needs to find a way to make stickies less usefull in combat. That way more demos would use the normal grenade launcher for combat and the stickes for what they’re actually supossed to be used for. Defense.
26 SADASS // Jul 25, 2008 at 4:23 pm
Leave the demo as it is. The ‘nade launcher got a MAJOR nerf when valvle fiddled with its explode on contact abilities.
as such the pyro’s airblast is rather invaulable <3. love it as is.
27 Cpt. Falcon // Jul 25, 2008 at 5:06 pm
Thanks for the mention!!
I really hope the kritzkreig gets a buff, i really want to use it.
@SenatorPalpatine: I use the backburner for the guaranteed crits. but then again, i havent played with the regular flamethrower in a while, so i probably don’t know how useful the +50hp is.
I dont like nerfing for balance, i prefer buffing. i think that if the airblast was buffed enough, it would stand up to the crits + hp. maybe 50 is a lot though. maybe it should be 35.
i have a suggestion for the airblast: make it separate from the ammo. It needs its own meter that recharges, much like airboat’s gun in hl2. i would definitely use the flamethrower if the airblast didnt eat up my ammo.
i’m also looking forward to a flaregun buff (hopefully mine! the one where flares distract sentries) so i’ll use it again.
28 Jiminy // Jul 25, 2008 at 5:21 pm
The 50% buff is fine by me, but if the air burst used maybe 20 ammo it would help. I tend to use the air burst to keep Ubers from moving forwards, but then I have zero ammo for when it wears off -_-
A continuous stream of air would be broke because a Pyro beside a Dispenser could sit on a point and deflect everything forever.
29 Jiminy // Jul 25, 2008 at 5:35 pm
To make the Demoman more combat friendly you could increase his # of pipebomb shots to 5 or 6. The only reason I end up using the stickys so much is because I constantly have to reload and have to switch.
Maybe the stickys could only stick to certain surfaces? Magnetic mines that can’t stick to wood or rock but good vs sentries and still work on control points for example.
(Okay that’s a totally different gun -_-;)
30 jordan // Jul 25, 2008 at 6:57 pm
ME ANGWY! ME HAVE 360! ME WANNA PLAY NEW MAPS! WAAAAAAH!
31 Eother // Jul 25, 2008 at 9:07 pm
@Jiminy
The grenade launcher used to have six shots, before they changed it. It’s probably not too likely they’ll change it back. I kinda like the ammo where it is, although more ammo would be nice…just unbalancing.
32 raven // Jul 25, 2008 at 9:15 pm
No love for the Engineer’s rendition of “Someone Else’s Song” from “Meet the Engineer”? I think that’d make a cool startup theme as well.
33 Mr_Wizard // Jul 25, 2008 at 9:38 pm
When it comes the the airblast I think it should be a continuous stream, it just uses up ammo 5 times faster. That way a skilled pyro can still deflect while not losing so much ammo, and the unskilled one can still deflect, but loses loads of ammo.
34 Joe Glenn // Jul 25, 2008 at 10:09 pm
Agree on the air burst. It’s already nigh-useless compared to the backburner. Having it cost 10 ammo would be a step in the right direction. Couple that with a nerf to the backburner and you have a winner.
35 Cpt. Falcon // Jul 25, 2008 at 10:11 pm
yea the engi song was alright.
man, how did the six shot demo nade launcher last?
when i first started playing tf2, it was 4 shots. i remember because i always complain about how stupid it is to have a grenade launcher with six barrels that only fires four shots. i just assumed it was to make up for the soldier’s one-barreled multiple rocket launcher. :P
i dont think a continuous airblast would be good, mostly because of what jiminy said. and not that tf2 focuses on realism, but for a compressed air blast to work, it would need a short blast to have pressure. imagine opening a bottle of carbonated something. its not continuous, its a short burst. i think its fine as a short burst, it just needs rechargeable infinite ammo.
bumping my suggestion from before… heavy’s fist crit should be a falcon punch…
:)
valve should make one of the soldier’s shovel taunts say “Incoming shovel!!” as a tip of the hat to concerned!!!
36 Steve // Jul 25, 2008 at 11:05 pm
Make Crits do standard damage to Ubercharged opponents.
Would make the medic’s new medigun more viable.
Also, would throw in a small chance that you could do a little damage to an ubercharged couple, i don’t see how this ISNT an awesome idea.
37 Eikern // Jul 26, 2008 at 11:27 am
I would like to have the deathcam from CoD implemented. The deathcam actually showed a couple of seconds from your opponents POV before you got killed.
Another thing I find frustrating when playing as a medic is that the medigun doesn’t hit the player I’m currently looking at. Let’s say there’s a group of players where just one of them need healing, and this player is in the middle of the group. What I would do is moving my crosshair over the guy so that I would get his nick and health. Now — when I fire the medigun it hits the guy in front of him, not the guy I have “selected”. That’s sometimes really frustrating…
38 JohnMcClane // Jul 26, 2008 at 2:23 pm
For the TF 2 Wishlist Part 3: The Return of the Culled From Comments
How about adding speech bubbles for the “Help!” scream too? Now I know people are going to say “then it will be spammed!”. Not necessarily. The “help” bubble only appears when someone receives damage, thus lessening the spam effect (MAYBE). Anyhow I think it would make screaming for help actually more useful.
Or maybe a spy bubble instead?
Also it couldn’t heart to hear somekind of “bing!” sound when you are starting to break any of your records. You could start to be more careful and it would add some excitement to the play.
One more: Glass respawn doors. I am so tired of 2fort respawn campers.
39 darkripper // Jul 26, 2008 at 2:38 pm
Don’t know if those two came out before, however:
1) simple one: ammo status on primary weapon when you mouse over one of your comrades when equipping the healing gun. So you don’t waste an uber on a soldier without rocket. So instead of just one bar (the health one) an ammo bar too
2) more complicate. Basically some kind of waiting lobby when loading the next map. Team chat, and being able to choose the class and weapon loadout and see what the others on your team are choosing. So for example you see there is already a kritzkrieg and decide to use the good old healing gun (I know very few use the krieg - that was just an example).
40 AlphaHawk // Jul 26, 2008 at 4:15 pm
Kritzkreig idea:
Make the healing beam for the Kritzkreig when ubered 2 times longer than that of the regular medigun. When not ubered, the kritzkreig will have the same healing beam range as the medigun. I think this would be good because we know when a heavy (Or whatever class) and medic hit their uber, they go straight into the enemy. An unubered medic with the kritz is just dead meat, so if his ubered healing beam was longer, he could sit back and let the regular ubered medic and his parter clean up. Of course the kritz medic would be vulnerable to snipers and spies.
Whaddya think?
41 Generic Name // Jul 26, 2008 at 5:43 pm
One commenter who plays on the X-Box mentioned he didn’t even realize there were more stages to Gold Rush, as he hadn’t been in a match that made it past the first stage.
*sniff* I feel special.
42 n00bie51 // Jul 26, 2008 at 6:40 pm
I didn’t have the patience to read all the comments here, so I apologize if this is a reiteration:
This is extremely significant, or if it isn’t now, it will be in the future. I want servers to have the ability to disable unlockables, using only the stock, default weapons and items given at release. That means a player will keep all his stuff, but when he joins one of these plain vanilla load out games, they will be disabled. Players who really don’t like unlockables can come to these servers so they don’t have to deal with it, much like players who go to no Crit servers.
43 Cpt. Falcon // Jul 26, 2008 at 6:52 pm
@AlphaHawk:
i like your idea for the KritzKrieg, where the beam is 2x longer than the heal beam when ubered. i also think that when just healing with the kritzkreig, it should be a little longer than the regular healbeam, and maybe can go through short walls?
i still like my idea more, about the kritzkreig having something to do with giving ammo, whether it be while ubered or even just healing. people need to use the kritzkreig. they’re supposed to be alt. weapons, not just one is better than the other…
44 JoeSnowFoSho // Jul 26, 2008 at 9:42 pm
I think the pyro’s airblast should be able to put out burning teammates.
45 Cpt. Falcon // Jul 26, 2008 at 11:11 pm
@JoeSnowFoSho: now theres an idea.
actually, i do recall thinking up something like that a while ago, but i forgot it shortly after. :\
the brilliant scheme is yours alone.
46 Dante // Jul 27, 2008 at 6:36 am
Looks like I’m a little late to the part on this one, but I’d like to put forward an idea inspired by a great moment in the last game I played:
So I’m playing as a Heavy (like always) and my pal Ludo is a spy, as he sneaks ahead I’m escorting the cart forwards, only to be shelled out by the same bloody demoman every time.
So, just as he finally obtains ‘nemisis’ status, the camera zooms into him with ‘new nemesis’ coming up… only to reveal Ludo, knife raised over his head, about to stab the guy in the back.
I was laughing too hard to capture a screenie, but it set me thinking:
When you kill a nemisis, you get a little ‘revenge’ message, so how about if your nemesis is killed by someone on your freinds list? Surely they should get an ‘avenged freinds death’ notice? Perhaps even with an acheivment thrown in?
It’s a little thing, but I think it’d add a lot of fun, plus a way to get back at nemesises (nemisi?) that are class apposed (ie: snipers for career heavies).
47 LaZodiac // Jul 27, 2008 at 9:20 am
Thats an awesome idea Dante.
48 Pentadact // Jul 27, 2008 at 9:52 am
I have one that relates slightly to your Sniper music request, Chris. I really wish the TF2 theme would kick in when you nab the intel, and cut to the:
DAH! DAH! DAH! Dada da-DUH! Finale if you’re killed while carrying it.
Also, failing roBurky’s friend’s rule - which I’ve also wanted for a long time - I wish it would automatically spectate the Intel carrier if there is one. Or someone on a cap that’s in play. So often it’s so obvious where the action’s going to be, but it takes forever to cycle through everyone and every cam point to find it.
49 AlphaHawk // Jul 27, 2008 at 8:44 pm
@Falcon:
I was thinking about the walls thing. Thin walls would be okay, but thick ones wouldn’t go. I mean you can do that with the regular medigun right now actually, if you know a trick or two. Still, I agree the kritz needs SOMETHING. You’ll have to consider the face that most medics will have to recoordinate, getting used to working with krtiz people. Something that I hoped, and was let down by the update, when it didn’t happen.
50 Lemon Bottle // Jul 29, 2008 at 10:25 pm
Goodness, I don’t even use the backburner, and the axetinguisher is useless to me because the only thing I need to use my axe on is other pyros. Ironic isn’t it?
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