Indeed, I am aware of Valve's Policy of Truth, but I'm not too
concerned with it since it mostly (if not solely?) applies to
Quickplay. Non-QP servers are a different story in that regard,
correct? As long as it does not interfere with that feature and the
players being sent to servers by it, I think it should be fine, or at
least, that was always my understanding of policy.
On Wed, Jun 25, 2014 at 1:25 PM, ics <[email protected]
<mailto:[email protected]>> wrote:
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]>
<mailto:[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]>
<mailto:[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] <mailto:[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]
<mailto:[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]
<mailto:[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]
<mailto:[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]
<mailto:[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]
<mailto:[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]
<mailto:[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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