they're amateurs that are competing against merasmus and the vanilla announcer (and well microsoft sam), it's kind of an expected outcome really
oh right i got reminded, thanks to this new festivizer tidbit this happened, so if you had or have any spare festivizers you can go and sell them to make a few bucks now
The country accent blue announcer they had for that one Brazil map (embargo?) is the only time I've ever felt culturally appropriated, stay away from the country Emporium troons.
I don't think I've seen anyone ever say that they wanted new Festivers as a heavily requested feature. That shit is so low down on the totempole of wants/needs for this game that I genuienely thought I was being trolled when I was messaged by a friend telling me about this patchnote. I am now fully convinced that Valve randomly deciding to add a whole bunch of new community festivers is a preemptive test for them adding new community Australiums in the upcoming MVM update.
It's been a while but two things about Zesty's "You Will Not Play" video keep lingering in my mind. Namely his music choice. It's undisputable he has taste with Daft Punk and Pendulum, but his choices went further than that.
The use of Veridis Quo in the community server death segment. This hit me hard as community servers were the vast majority of my TF2 experience back in the day. Various custom maps, custom server plugins, people having wacky fun. I preferred those way more over the vanilla offering, and to hear that ever since then those places are all but gone with this melody playing on shots of empty maps was heartbreaking.
Propane Nightmares for the outro. Thing is, I don't associate this song with that one TF2 trickshot compilation, to be honest, I don't think I even watched it back then. What I do associate this song with is the entire Internet of that era, as well as the entire TF2 community of that era. Having that final montage with that song was like a WMD to emotionally damage everyone who remembers those times after going through hours of explanation how that era is gone forever.
So uhh, where's that MvM update? The one that was supposed to come out before Halloween?
Frankly what they should've done is just implemented already existing community missions and maps. The stuff that already exists is significantly better than whatever rushjobs are currently on the Workshop awaiting consideration.
Community MvM is so great that I don't trust Valve to properly implement anything without somehow managing to break pre-existing tours and maps. If the drops are the same as Two Shitties or even more aussies, I'm expecting it to be mainstreamed and meta'd to the point of no fun for anyone except paypigs and gambling addicts.
Propane Nightmares for the outro. Thing is, I don't associate this song with that one TF2 trickshot compilation, to be honest, I don't think I even watched it back then.
So uhh, where's that MvM update? The one that was supposed to come out before Halloween?
Frankly what they should've done is just implemented already existing community missions and maps. The stuff that already exists is significantly better than whatever rushjobs are currently on the Workshop awaiting consideration.
being cooked, and considering they've decided to do three posts over it it means that they'll have to make it be worth something or they'll probably piss off a fair amount of people or something, i want to see how badly it gets botched and the soon-to-be shitflinging over it
being cooked, and considering they've decided to do three posts over it it means that they'll have to make it be worth something or they'll probably piss off a fair amount of people or something, i want to see how badly it gets botched and the soon-to-be shitflinging over it
I'm not even sure what I should be excited for anyway if I'm being honest. MvM is in need of serious balance changes and bugfixes but I doubt Valve will do anything more than copy & paste community content. Still, at least it would be more "official" MvM content and I guess there's the possibility of new aussies and botkillers?
I'm not even sure what I should be excited for anyway if I'm being honest. MvM is in need of serious balance changes and bugfixes but I doubt Valve will do anything more than copy & paste community content. Still, at least it would be more "official" MvM content and I guess there's the possibility of new aussies and botkillers?
MvM is a create your own fun kind of experience. Play with the Huntsman or punch bots with Fists of Steel as Heavy in Boot Camp. Balance changes will not fix it, because everything turns into cancer AIDS when there's an incentive to grind and grind fast. Not to mention that, at its core, it's a glorified match against regular TF2 bots with barely modified TF2 bot AI. Unlike, for example, Left 4 Dead, there's no difficulty variation as you progress and no Director entity to keep it fun. A single .pop text file is the game loop.
Most of the fun things you see in custom missions are made with VScript and a very involved TF2 plugin, although there's an effort to port the latter to VScript as well I think. Slim chance of Valve getting involved with this, they're lazy niggers.
I disagree. I think most people would prefer to take their time and enjoy a game of MvM. Most people aren't using ScoRes and memorizing giant spawns. Most people just want a mission to go smoothly. You can see this in community servers where people don't really give a fuck about using suboptimal loadouts as long as they're effective. You can't say there's no incentive to grind either because many players are trying to get the event medals. It only becomes cancer AIDS when the hype dies down and all you're left with are turboautists and noobs who've never played before and who can't be trusted with anything other than the most optimal loadouts. All I want is for there to be more variety.
There's nothing wrong with there being stronger and weaker options, but most of the weapons in TF2 become basically useless in MvM. For example, the baby face's blaster becomes useless because there is no way to play scout and not take damage constantly, which makes the upside pointless. The direct hit is useless because you're sacrificing any splash damage for a $400 damage upgrade.
Then you've got upgrade balance. Some upgrades are way too expensive for what they offer (like spy's sapper power or the disposable sentry). There are also upgrades that pretty much only exist to be noob traps, like knockback rage. Some upgrades are just straight up broken like minigun fire rate.
Some balance changes would be hard, such as reworking the direct hit into something usable. I don't know what you'd do there, other than maybe buffing the damage to an insane level. Others, like adjusting stats and upgrade prices or adding upgrades to weapons that don't have them, would be as easy as changing some numbers. Something like removing or reducing the BFB's on-damage speed penalty in MvM would instantly make it a good sidegrade. At the very least they should fix the bugged upgrades. They bothered to fix the huntsman, so clearly bug fixes aren't out of the question.
I disagree. I think most people would prefer to take their time and enjoy a game of MvM. Most people aren't using ScoRes and memorizing giant spawns. Most people just want a mission to go smoothly. You can see this in community servers where people don't really give a fuck about using suboptimal loadouts as long as they're effective. You can't say there's no incentive to grind either because many players are trying to get the event medals. It only becomes cancer AIDS when the hype dies down and all you're left with are turboautists and noobs who've never played before and who can't be trusted with anything other than the most optimal loadouts. All I want is for there to be more variety.
While it is true for community missions, I'd argue this is because most people are playing through them once (maybe a few times at most). The medal requirements are also very lax. Even there, Mann Up cancer creeps in the more playtime people acquire across the tour after completion, but you'd have to be deep down the autism pit to see it.
An incentive to use the weapons would be nice. For example:
Make the stun upgrade available only on the Direct Hit for the Soldier. Now the other rocket launchers don't have its damage falloff buffs or the stun mechanic.
Scout gets no movement speed upgrades as a character. If you want to go fast, equip the BFB. Make the upgrade that removes the on-hit penalties of the BFB cost the same as 1 tick of movespeed. Now for your starting 400$ you can buy the upgrade and 2 ticks of jump height to not suffer from a lack of double jumps.
Spoiler: re:balance An incentive to use the weapons would be nice. For example:
Make the stun upgrade available only on the Direct Hit for the Soldier. Now the other rocket launchers don't have its damage falloff buffs or the stun mechanic.
Scout gets no movement speed upgrades as a character. If you want to go fast, equip the BFB. Make the upgrade that removes the on-hit penalties of the BFB cost the same as 1 tick of movespeed. Now for your starting 400$ you can buy the upgrade and 2 ticks of jump height to not suffer from a lack of double jumps.
rejected, you'd force players to metafag even harder
removing the rocket specialist on soldier's launchers won't give an incentive to use the dh, it will pidgeon-hole him into playing beggars, splash is THAT important on him and the range of the other launchers means nothing if they're subjected to falloff
scout needs the extra speed upgrades to exist full stop, hurting his mobility in any way is practically speaking a death sentence for him
the way to give an incentive for the other weapons is to remove arbitrary limits like the 520 h/u speed limit or the upgrade ticks going away on innate bonuses (ex. the dh has three dmg upgrade ticks instead of four) and to buff the irredemably/conditionally bad ones (like the liberty, the loch and so on)
some weapons can't be salvaged though, the scorch/FaN are an inherently bad weapons since their strong suit (knockback) require too much to be made practical
While it is true for community missions, I'd argue this is because most people are playing through them once (maybe a few times at most). The medal requirements are also very lax. Even there, Mann Up cancer creeps in the more playtime people acquire across the tour after completion, but you'd have to be deep down the autism pit to see it.
An incentive to use the weapons would be nice. For example:
Make the stun upgrade available only on the Direct Hit for the Soldier. Now the other rocket launchers don't have its damage falloff buffs or the stun mechanic.
Scout gets no movement speed upgrades as a character. If you want to go fast, equip the BFB. Make the upgrade that removes the on-hit penalties of the BFB cost the same as 1 tick of movespeed. Now for your starting 400$ you can buy the upgrade and 2 ticks of jump height to not suffer from a lack of double jumps.
The last things we need in MvM are Soldier damage and Scout speed nerfs.
The only things that need a nerf are the gas passer (it needs a full rework frankly, both in PvP and in MvM), and maybe beggar's, explosive headshot, and sco res. Those are the main drivers of metafaggotry. Even then they only need slight nerfs to stop them from being unambiguously the "best" options.