- Joined
- Jul 16, 2008
- Messages
- 1,113
This update announcement sounds like every other announcement, to whit (paint graph FTW):
I imagine we'll have a patch soon that recovers stats or at least doesn't delete total play time stats that give achievements. I imagine the Backpack, once details have been finalized and released, it won't be that bad.
And as long as the weapons stay balanced, I don't care how many there are. Lets take the scout scattergun. In sheer total damage, the guns are similar. A total full scattergun shot into somebody does the same amount of damage as a full FAN into somebody, the difference being fire rate, reload rate, and the push jump. This allows a player to decide HOW they are going to play the scout. Do they like running in, spreading damage over a group and running away, or do they like running in, picking one person off, then running away? Backburner vs. Flamethrower. I'm a pyro that charges at players, so I need something that kills and crits from the front. Others like flanking and running from behind, and for them the Backburner is great. The trade off is you HAVE to get behind to be effective.
I say give them time. We're on Step 1 of the graph above. I don't want all the drama, personally
I'm sure by the time the extra game modes/items/hats are complete everything will be ironed out.
Why do we have commands in the engine now for prospective items that may or may not work the way the commands seem to say they are? Because Valve learned a painful lesson with the multicore rendering: Just because it works in the lab doesn't mean it will work day one. If TF2 keeps working with these dormant commands that don't do anything yet, it's less likely to break on day one when the content packs are released.
- Valve has a new update with a vague feature!
- Valve updated their blog with a description of what they're thinking, and it looks good
- The conspiracy is cracked! Valve is actually evil and is going to ruin the game, and they're lying about it! The game is doomed, World of Sentrycraft, etc.
- HAVE YOU SEEN THE STEAM FORUM? EVERYONE HATES IT TOO!
- Ooh, the beta testers say it's different but fun.
- PATCH DAY! Oh noes, my favourite server is down! I must go to my favourite forum and commiserate with people about how much it's gonna suck!
- O. M. G! Sandman/Backburner/Blutsauger/Sentry Level 4/Snipah Hat is overpowered and has ruined the game. I said I was gonna move to Canada if Bush beat Kerry, and likewise I'm going to stop ever playing TF2 ever ever because this game sucks too much. Right after I actually move. Maybe.
- The class has been tweaked and it's not too bad now. And Sandman/Backburner/Blutsauger/Sentry Level 4/Snipah Hat is actually pretty fun to play with, even with the nerfs.
- BEST GAME EVER. Valve, you rock! The new update makes this a more fun and fulfilling game. And my life is now complete. You know what would be fun, though? A sentry gun with a rotating flamethrower on top that saps spies! I know you think it's gamebreaking, but it'd be great (for me).
I imagine we'll have a patch soon that recovers stats or at least doesn't delete total play time stats that give achievements. I imagine the Backpack, once details have been finalized and released, it won't be that bad.
And as long as the weapons stay balanced, I don't care how many there are. Lets take the scout scattergun. In sheer total damage, the guns are similar. A total full scattergun shot into somebody does the same amount of damage as a full FAN into somebody, the difference being fire rate, reload rate, and the push jump. This allows a player to decide HOW they are going to play the scout. Do they like running in, spreading damage over a group and running away, or do they like running in, picking one person off, then running away? Backburner vs. Flamethrower. I'm a pyro that charges at players, so I need something that kills and crits from the front. Others like flanking and running from behind, and for them the Backburner is great. The trade off is you HAVE to get behind to be effective.
I say give them time. We're on Step 1 of the graph above. I don't want all the drama, personally
I'm sure by the time the extra game modes/items/hats are complete everything will be ironed out.Why do we have commands in the engine now for prospective items that may or may not work the way the commands seem to say they are? Because Valve learned a painful lesson with the multicore rendering: Just because it works in the lab doesn't mean it will work day one. If TF2 keeps working with these dormant commands that don't do anything yet, it's less likely to break on day one when the content packs are released.



















