Team Fortress 2 - Hat Fortress 2: America's #1 War-themed Hat Simulator

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Best class(es) to play as?


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I don't see the problem with making the sandman mark for death instead
>It invalidates the fan o war
The sandman ball doesn't take effect at close range (and ideally the range should be increased) If you wanted close range mini crits without losing your max hp, you could equip the fan o war instead. Even if it was invalidated, the fan o war is already a shitty weapon that barely anyone uses, it wouldn't make much of a difference.
>Too strong
I don't really see why, especially if it's only at a decent range. The enemy can now fight back freely with no movement penalties, and scout gains some extra damage on a single target periodically at the expense of his health. The duration of the mini-crits would also be determined by range.

You could bring back the combo by making the guillotine do full crits whenever it would mini-crit, like the bushwacka. The combo would also be harder to hit now that enemies can move around and fight back. If this was too strong, mini-crit guillotine would be fine as well. You wouldn't be forced to use the guillotine either as you could also combo it with pistols. I would keep the classic stun for moonshots as well, they rarely ever happen anyway.

This would certainly be miles better than what we have now.

A less radical change could be keeping the sandman exactly as it was, but allowing stunned players to shoot back, but not with the shitty natascha slowdown we have now, I mean the old stun. Or maybe keeping the shitty current version and just bringing back the combo. Imagine airblasting the cleaver as a pyro.
 
All I gotta say is they should've kept the moonshot mechanic lol, it still has an achievement for it

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The Old Sandman is only a problem if you take TF2 super seriously. Like a great many things in a game of this wackiness, it ran afoul of the comp players and had to be nerfed. It's fun to hit people with the ball, not nearly as easy to follow up on if the person knows what's happening, and doesn't usually get more than one or two kills a round. It's a game with two instakill classes, insane knockback, invincibility beams, and random crits. The sandman was never a real issue if you're not playing sixes or highlander.
"TF2 is silly" will never be the bulwark argument for blatantly poor balance you think it is
 
Not gonna lie, but this shit made me roll over the floor with the Zoomer Humor

 
Ah, yes. The class famous for his back and forth combat, well known for giving his enemies a chance to engage with him: Sniper
You fully understand why sniper is broken but don't comprehend that his presence (save for long ranges) doesn't remove my ability to fight his teammates?
Like you have some trouble understanding this issue of "gun being removed" as you seem to be so keen on tiptoeing around it and are again
resorting to deflecting about another bad thing that everybody hates to justify another bad thing that everybody hates.

But please tell me how good at TF2 you are for needing unarmed enemies to get kills.

Scout players will have ONE (1) weapon nerfed and we hear about it for a decade while heavy gets 85% of his kit obliterated and it's just another day.

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All Sandman balancing arguing aside, I was watching one of a couple dozen T2Tubers' "analysis" videos of the SDK because I was extremly bored and something piqued my interest while the guy was blabbering on. It related to this tidbit regarding the player items in the updated version of the Steamworks page for "Distributing Source Engine Games / Mods".

SDK.PNG

Now as the paragraph suggests, this means that any TF2 offshoot that is created and decides to have a similar cosmetic system to the base game can, if they so choose, be integrated into the pre-existing Steam market structure that Valve has put in place for Vanilla TF2. What this means is that if you buy or have already bought something like the Tyrant's Helm from an official or unofficial seller like Scrap.tf then the developers of TFC, Open Fortress, etc can use that data to have it unlock unique items within their own games as well as the original.

Feel free to call me a conspiratorial loon, but this feels like a conscious decision to subtly extend the reach of their monetization casinos. If one of these new off-shoots built off the SDK gets super-popular then Valve is right there with the market integration, getting a nice cut from the increased demand that this new player stream would provide. They are essentially doing the old Wild West tycoon strategy of putting an interest or lease on massive amounts of potentially valuable land that could have rare ores in it, and when one of them does turn up gold, then the company comes in to start selling picks and housing to people.

This whole thing might seem far-fetched but there have been many cases in the past where TF2 becomes the guinea pig so that the employees at Valve can test out new ideas that are then rolled out to other products. CS:GO Operations, Lootcrates, and all the other junk had their roots in the gravel pits. If this venture proves successful then we may see Valve looking like Roblox which has this network of universal monetization. If you buy stuff with their "Robux" then you can use them on any other game built off their engine. Imagine in 2030, they give people the ability to purchase a universal loot-crate which can give you things on ANY steam product that decides to support it. Indies, AA, AAA, all being incentivized to work in the Steam market and add more content to it.

It's kind of a scary thought given the implications of the current unhealthy commercialization that the industry is already under. I hope to god I'm wrong.
 
Try getting a crit bauble with the wrap assasin; its the same arc. Its HARD.
It's not the same arc. While initial projectile speed is the same, bauble has more drag, making it harder to hit someone with it than with sandman ball.

But overall yes, old sandman was fine and all valve had to do to break sometimes cancerous sandman+guillotine combo is to change guillotine's trajectory so scouts couldn't just throw one after another without using their only braincell.
 
I haven't played TF2 in years, saw the SDK officially drop the other day and decided to peek in here to see how things were with the TF2 playerbase...yep, everything and everyone is still just as mind-numbingly autistic as I remember it. Glad to know some things never change.

Most of my hours in the game were sunk during like, 2013-2015. I think I slowed down around the Gun Mettle update, and completely gave up after Meet Your Match. Last time I booted it up, half my loadouts were borked from how thoroughly reworked and balanced some of the weapons were.
TBH now that the SDK has been opened up, all I'd really like is a mod that rolls everything back to that era (balancing, mechanics, cosmetics, etc), just for shits n giggles.
 
I would have liked to see the sandman be half of what it used to be, with anti-movement mechanics still attached as sort of a tool against movement heavy classes.

At a short range it could slow you down, which might be useful for a scout v scout one on one, on medium range it would reset your momentum stopping someone blast jumping midair and at a long range it would still have the stun effect if you wanted to go for a moonshot on a sniper to get him off of his scope for a second.
 
TF2 Classic isn't old 2007 TF2. It's more or less a "back to the basics" mod that adds a couple of new weapons that were drafted up during the beta of TF2 while getting rid of most of the new weapons added during development. One of them is a rocket launcher with an arc. You can see the rest here.
Oh, I thought it was a full-on mortar-like thing, or maybe laser guided like it was in HL1.
 
TF2C tried to be an amalgam of 2007-2010 TF2 but also with some prerelease ideas and weapons that weren't implemented in TF2.

This sounds neat but some of these ideas just don't work like the VIP mode; which the entire user base of tf2c will sneed if you imply it's bad. (Imagine a player is the payload cart and if they die time gets removed from the clock)

Then once they scraped up all of valve's old ideas, good and bad, the troon devs started wanting more wacky weapons to appease fellow discord groomers so now heavy has a primary that fires hitscan explosives with splash damage.

Thanks and have fun!
 
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