Basically modifying gameplay with such plugins goes against the Valve's
Policy of Truth but it's not enforced anymore as it used to. Valve
rather directs quickplay traffic by default to their servers, leaving
ours empty so it doesn't really matter anymore what you run on a server.
-ics
Silencio Delgato kirjoitti:
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]
<mailto:[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]
<mailto:[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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