Indeed. Voicing concerns over gameplay here is not likely to garner a
response from the tf2 dev team.

Though, I wonder in what way we (server owners) can affect the changes on
our end regarding the heavy? I know that there was a hidden cvar
(tf_stickydamage_ramp or something like that, can't remember) for the
demoman since projectiles = entities, however there is no hidden cvar for
heavy since his weapon is hitscan and those do not generate entities, so
its more or less an attribute of the weapon I believe.

Is there a plugin that could potentially find/modify the attribute of the
weapon itself or just a way to figure out where/what to change on our end
to affect the ramp up for the heavy?


On Wed, Jun 25, 2014 at 12:16 PM, evan otten <[email protected]> wrote:

> Just want to point out to everyone that this mailing list is NOT for game
> play changes. It is for server owner discussion
> On Jun 25, 2014 2:35 PM, "Darius Pirestani" <[email protected]> wrote:
>
>> Or sticky trap his feet while he's taunting, and detonate as soon as he's
>> done.
>>
>> On Jun 25, 2014, at 2:23 PM, Justin Kim <[email protected]> wrote:
>>
>> You can also kill the pyro after the taunt. This is a thing.
>>
>> On Jun 25, 2014, at 2:21 PM, Jordan Olling <[email protected]>
>> wrote:
>>
>> http://wiki.teamfortress.com/wiki/Phlogistinator
>> "During this taunt, the wielder has 75% damage resistance and full
>> immunity from taunt kills."
>>
>>
>> On Wed, Jun 25, 2014 at 11:17 AM, James Haikin <[email protected]>
>> wrote:
>>
>>> You most definitely can kill a phlog pyro as he's taunting. Aim better.
>>>
>>> -James
>>>
>>>
>>> On Wed, Jun 25, 2014 at 11:13 AM, Bruno Garcia <[email protected]>
>>> wrote:
>>>
>>>> The only thing that needs nerfing is the Phlogistinator.
>>>> It is extremely stupid that you *can't* kill a pyro that's taunting
>>>> with four rockets at a really really close distance...
>>>> Then the pyro after finishing the taunt turns around and kills you with
>>>> crits.
>>>> It's stupid how they gave uber charge and critical hits to a pyro
>>>> weapon.
>>>>
>>>>
>>>> On Tue, Jun 24, 2014 at 3:01 AM, Emil Larsson <[email protected]> wrote:
>>>>
>>>>> Sorry to taking the mailing list further offtopic, but the heavy nerf
>>>>> didn't affect the gameplay flow as much as the demoman sticky launcher 
>>>>> one.
>>>>> The axtingusher nerf is arguable done to make it more intresting sidegrade
>>>>> than the upgrade it used to be (somewhat similar to the equalizer nerf 
>>>>> they
>>>>> did awhile back where they split it into two weapons).
>>>>>
>>>>> They are still intending to rebalance the sticky launcher, just not in
>>>>> a way that probably affects the gameplay flow as much. There is plenty of
>>>>> community discussion on alternate ways of doing this already anyway.
>>>>>
>>>>>
>>>>> On Tue, Jun 24, 2014 at 3:47 AM, Darius Pirestani <[email protected]>
>>>>> wrote:
>>>>>
>>>>>> So you revert the demo changes, but not the heavy & pyro changes?
>>>>>> Jesus Christ.
>>>>>>
>>>>>>
>>>>>> > On Jun 23, 2014, at 8:55 PM, Eric Smith <[email protected]>
>>>>>> wrote:
>>>>>> >
>>>>>> > We've released a mandatory update for TF2. The notes for the update
>>>>>> are below. The new version number is 2294473.
>>>>>> >
>>>>>> > -Eric
>>>>>> >
>>>>>> > -----------------------------------------
>>>>>> >
>>>>>> > - Reverted the recent stickybomb damage ramp up change. We will
>>>>>> continue to evaluate the use of stickybomb air detonations and potential
>>>>>> changes to that mechanic.
>>>>>> > - Fixed being able to taunt with enemies between spawn room doors
>>>>>> > - Fixed a problem with The Senguko Scorcher's materials
>>>>>> > - Updated the Towering Pillar of Summer Shades so they are
>>>>>> marketable
>>>>>> > - Updated the attribute description for the Back Scatter to better
>>>>>> explain what it does
>>>>>> > - Updated the localization files
>>>>>> >
>>>>>> >
>>>>>> > _______________________________________________
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>>>>>>
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>>>>>>
>>>>>
>>>>>
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>>>>>
>>>>>
>>>>
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>>>>
>>>
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