Team Fortress 2 Update Released

Nov 2, 2010
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I wonder if Valve would ever remove the snow from maps to optimise them for competitive. Better performance is always welcome but I can't picture Valve updating the first official snow map without the snow.
 

EArkham

Necromancer
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Aug 14, 2009
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They could adjust the snow textures themselves and remove the particles that are kicked up from walking on snow since they're not very visible anyway. If it's hardwired in Source, change the $surfaceprop settings to something else that gives a similar crunch sound but has no particles.

I never really noticed any fps drop from the ground particles myself, but it's what a lot of the comp players complain about. Seen an fps drop with some weather effects though.

Weather effects are easily disabled if the mapper's set the particles up correctly ("flag as weather").
 

Vel0city

func_fish
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Dec 6, 2014
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Are you sure? My chat box seems to be working perfectly fine. (Hope this doesn't sound condescending, but are you sure your cursor is in the chat box?)
It happens from time to time. Not always, but I've had it happen 2x already today.

They could adjust the snow textures themselves and remove the particles that are kicked up from walking on snow since they're not very visible anyway. If it's hardwired in Source, change the $surfaceprop settings to something else that gives a similar crunch sound but has no particles.

I never really noticed any fps drop from the ground particles myself, but it's what a lot of the comp players complain about. Seen an fps drop with some weather effects though.

Weather effects are easily disabled if the mapper's set the particles up correctly ("flag as weather").
Oooooooooooor spend a bit more time on actually properly optimizing (you know, proper multithreading, whackload of bug fixing, offloading more work to the GPU, etc) this game instead of removing particles because the game runs poorly on people's (sometimes fairly high-end) machines.
 

Zed

Certified Most Crunk™
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Aug 7, 2014
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It happens from time to time. Not always, but I've had it happen 2x already today.
Have you been Alt-Tabbing out of the game?
 

Vel0city

func_fish
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Dec 6, 2014
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Have you been Alt-Tabbing out of the game?
Nope. Wanted to give away a matchmaking beta pass, asked the chat, chat didn't close and I couldn't do jack apart from using wasd. Mouse control was completely inoperative, hitting esc didn't do anything either, neither did hitting enter.
 

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
4,701
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Please no _pro update please no _pro update please no _pro update
Maybe this will finally be the catalyst for Valve marking kicked up snow particles as "weather" so framerate minmaxers can disable them. And adding in a real colorblind mode for people who complain about contrast in snowy environments.

...Nah, Valve will probably just read that comp hates snowy maps, not bother to learn why, and make the _pro versions of every map official or even flat-out replace the snowy ones.
 

Zed

Certified Most Crunk™
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Aug 7, 2014
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Why not contact Valve directly about that kind of thing anyway?
 

Lain

lobotomy success story
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Jan 8, 2015
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Why not contact Valve directly about that kind of thing anyway?

They will not read what you've sent them, and they do not care. The 6on6 community has been trying to contact them about matters like this for years.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Sep 5, 2010
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They will not read what you've sent them, and they do not care. The 6on6 community has been trying to contact them about matters like this for years.

They read what you send them, they do care, get that stupid idea out of your head right now you nincompoop.

Do not interpret no response as not caring. Maybe the 6's has just not be asking/talking about it correctly, or maybe Valve just doesn't feel the need to say something.

EDIT:

Oooooooooooor spend a bit more time on actually properly optimizing (you know, proper multithreading, whackload of bug fixing, offloading more work to the GPU, etc) this game instead of removing particles because the game runs poorly on people's (sometimes fairly high-end) machines.

Do you understand the amount of work you are suggesting?
 

Vel0city

func_fish
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Dec 6, 2014
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Do you understand the amount of work you are suggesting?
First of all, I didn't get a notification of you quoting me, probably because your post quoting me is not a new post but an edited post with my quote added in later. I happened to browse this thread and came across you quoting me sort of by accident.

Second of all: yes I do. Problem is that Valve knows it too, and because of the company's flat structure they're allowed to work on whatever they want. The dirty work required for the things I posted earlier that is purely coding, coding and even more coding on a pretty deep engine level isn't as fun to work on as lets say weapon skins or maps or designing campaigns so it gets post-poned over and over again with the occasional "performance improvements" here and there (Tough Break is the latest example with things like reduced memory consumption on non-Windows platforms (which isn't actually working but oh well) and "improved particle performance") without actually looking at the problem itself, which is Source. It was build and released in an era when Pentium 4's and Athlon 64 were the top-end CPUs with a single high-clocked core. Later Valve did add multi-threading support but in what, 2007 or something with the Orange Box? The best thing you could have back then was a Pentium D or Core 2-series chip. Now we have things like quad (or more) core CPUs with things like Turbo Boost and Hyperthreading, things Source can't take advantage of because of its age, and it's beginning to show.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Sep 5, 2010
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First of all, I didn't get a notification of you quoting me, probably because your post quoting me is not a new post but an edited post with my quote added in later. I happened to browse this thread and came across you quoting me sort of by accident.

Second of all: yes I do. Problem is that Valve knows it too, and because of the company's flat structure they're allowed to work on whatever they want. The dirty work required for the things I posted earlier that is purely coding, coding and even more coding on a pretty deep engine level isn't as fun to work on as lets say weapon skins or maps or designing campaigns so it gets post-poned over and over again with the occasional "performance improvements" here and there (Tough Break is the latest example with things like reduced memory consumption on non-Windows platforms (which isn't actually working but oh well) and "improved particle performance") without actually looking at the problem itself, which is Source. It was build and released in an era when Pentium 4's and Athlon 64 were the top-end CPUs with a single high-clocked core. Later Valve did add multi-threading support but in what, 2007 or something with the Orange Box? The best thing you could have back then was a Pentium D or Core 2-series chip. Now we have things like quad (or more) core CPUs with things like Turbo Boost and Hyperthreading, things Source can't take advantage of because of its age, and it's beginning to show.

That doesn't show me you understand the problem or the amount of work. You're telling me that people are lazy and don't want to do work, not that you understand the amount of work, or WHY these things don't happen.

If you're going to bash on Valve (which you have in the past. You've also been warned by staff to curb the non-constructive attitude, multiple times) at least have the courtesy and respect to Valve to know what you're talking about.

EDIT: and yes, my apologies. Instead of double-posting I just added it to my post because I saw what you said and also wanted to directly ask you the question. I should have done a ping. Sorry.
 

nickybakes

You should've played Rumbleverse
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Jul 28, 2015
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They read what you send them, they do care, get that stupid idea out of your head right now you nincompoop.

Do not interpret no response as not caring. Maybe the 6's has just not be asking/talking about it correctly, or maybe Valve just doesn't feel the need to say something.

EDIT:



Do you understand the amount of work you are suggesting?
The problem is that Valve doesn't really talk to us, we have no idea what they are going to do next. I trust that they are smart about their company and their decisions, but they need to give us answers, to confirm something. Instead were left theorizing and guessing about what's coming next while we wait a couple of months for the next major content update.
 

killohurtz

Distinction in Applied Carving
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Feb 22, 2014
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The problem is that Valve doesn't really talk to us, we have no idea what they are going to do next. I trust that they are smart about their company and their decisions, but they need to give us answers, to confirm something. Instead were left theorizing and guessing about what's coming next while we wait a couple of months for the next major content update.

I wouldn't call that a "problem." Valve is not obligated to be transparent about everything they do, nor should they be. Theorizing and guessing is perfectly fine and I don't think we should be expecting answers handed to us for every little speculation.
 

Lain

lobotomy success story
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Jan 8, 2015
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They read what you send them, they do care, get that stupid idea out of your head right now you nincompoop.

Do not interpret no response as not caring. Maybe the 6's has just not be asking/talking about it correctly, or maybe Valve just doesn't feel the need to say something.

To be completely honest, you're going to have to back up your words with facts. Because the contrary has been shown to be true on far too many occasions.

- Nerfing Demoman (One of the main 6v6 classes) so that his main form of attack did 75% less damage
- Not moving Granary forward spawns back to their original position to fix extreme stalemate problems (the map is hardly ever played in pubs, and i doubt that heavies really care about not getting to last 3 seconds quicker which was the original reason for the change)
- In general not fixing very very common bugs on maps, sometimes even inciting pro versions (Viaduct, Granary, Badlands)
- Constantly adding weapons that are seriously broken, making us ban weapons that are too overpowered, since even if we did abuse them they would not have banned them. (Air Strike, Loch n Load, BFB, Gunslinger, Wrangler to name a few)
- Setting up a github account so people can find and report bugs, but they haven't checked it in over a year.
- Valve litterally just not supporting 6v6, we have to fight against every update, using cvars and whole configs just to play the game we want to play. We are so far away from the actual game now because Valve has simply neglected even the smallest amount of attention towards us, constantly throwing a mode that has been passionately championed by members of the community years and years as a true competitive masterpiece to the likes of Dota, CS and LoL to the wolves. We have to push to get even the smallest update to be made in our favor. And while we have been sitting and waiting, wondering what amazing thing Valve is going to do with this matchmaking update to finally bring 6v6 gameplay into its rightful place in the game it has tried so hard to be a part of, it's just a glorified pub mode with nothing in the way of balanced gameplay, 4 heavies on last with a quick fix medic is a thing and it's pure tripe. 6v6 has already done a lot of the balancing in the game for them, the need to look at how 6v6 is played and of course not balance exactly like it is because there are a lot of dumb things in 6v6, but they need to at least take some queues. Look at how engineer and heavy effect last pushes and why having multiples of them is overpowered, make sniper not the only useful offclass, make pyro not the useless mess of a class it is now, make weapons that are still dumb in 6v6 balanced, it will be better for the game as a whole.

I know this post is probably just going to be cast off as just another 6v6 player whining but we really have tried, consistently. It just seems like Valve hasn't cared about the game in years, despite it being consistently in the top 3 most played games on Steam. I just feel like if someone from Valve with some power to change things had a deep look into why things in 6v6 are as they are right now, and didn't become some dumb 6v6 evangelist (i'm not pushing for this by the way, i fucking love highlander and pubs, maybe even more than 6v6) they would see why they do things the way they do and would be able to gauge the changes they are making to the game better. Because to be honest, the Tough Break balance update was the best update we've had in a long time, and they need to do more of that good work if they want the game to succeed as a competitive game.
 

TyeZenneth

L6: Sharp Member
May 31, 2014
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- Nerfing Demoman (One of the main 6v6 classes) so that his main form of attack did 75% less damage
Sticky bombs were never meant to be the demo's main form of attack, and the fact that good demos could constantly hold down an entire area in pubs on their own is reason enough for it to get nerfed.
- Constantly adding weapons that are seriously broken, making us ban weapons that are too overpowered, since even if we did abuse them they would not have banned them. (Air Strike, Loch n Load, BFB, Gunslinger, Wrangler to name a few)
Well, Valve's thing is all about balance changes, rather that straight-up scrapping their work. It's not their fault that you guys want to play with a limited set of options.
4 heavies on last with a quick fix medic is a thing and it's pure tripe.
And you could totally overcome that with a good kritz medic and a solly/demo. The whole point of these weapons is that they play off each other.
 

Lain

lobotomy success story
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Jan 8, 2015
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Sticky bombs were never meant to be the demo's main form of attack, and the fact that good demos could constantly hold down an entire area in pubs on their own is reason enough for it to get nerfed.

"[Wade Schin] The Demoman is the most versatile combat class capable of rapidly switching from strong offensive pushes to defensive area denial. He has the only indirect fire capability in the game allowing him to take out Sentry Guns around the corner and his sticky bombs give him the ability grenade jumping ability similar to that of the Soldiers' rocket jumps. His sticky bombs can also prevent enemies from moving through doorways, cover a retreat, and cover control points even when the Demoman is somewhere else."

While the commentary is running it also shows the Demoman sticky spamming a pyro, as well as piping another player. Also if demoman's main weapon is supposed to be the Grenade Launcher then it needs to be DRASTICALLY buffed, it's a very very weak weapon.

Well, Valve's thing is all about balance changes, rather that straight-up scrapping their work. It's not their fault that you guys want to play with a limited set of options.

We do NOT want to play like this, we have tried these weapons and have found that they are the dominant strategy, knowing Valve will never change them in a reasonable amount of time (if at all), we have banned them for the sake of competition. (This game is consistently played a high level, you know?)
You really can't justify the wrangler being unbanned, sentries are already a large focal point of last pushes in their current form, making them do more damage and taking nearly double the damage to kill will just completely slow down the game, and there is no realistic counter to it other than committing both of your soldiers to killing it.

And you could totally overcome that with a good kritz medic and a solly/demo. The whole point of these weapons is that they play off each other.

Yeah dude, you have to build uber faster than the quick fix medic (impossible), make sure they do not push out (unlikely) then you have to switch your medic from the uber you've been building since the mid fight. The main issue with how you've stated this is that you've said it like the Kritz and Medigun are easily switched between, when they are not. To switch a medigun in most maps means killing your medic, being without heals for a while, or backing off and letting your medic walk back to your spawn to switch to the kritz. In this time the enemy team WILL PUSH OUT and you will be back to square one. Plus you have to kritz PERFECTLY and hit EVERY SINGLE stickybomb and rocket to kill this combo. Even if you have been on Kritz since mid, if you lose mid you've just lost the possibility of having a defensive uber on last since if you escape, you have a kritzkrieg which is terrible on last. See why it's a issue?
 
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TyeZenneth

L6: Sharp Member
May 31, 2014
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While the commentary is running it also shows the Demoman sticky spamming a pyro, as well as piping another player. Also if demoman's main weapon is supposed to be the Grenade Launcher then it needs to be DRASTICALLY buffed, it's a very very weak weapon.
That doesn't prove anything. The sticky launcher has always been demo's support weapon, his means of movement and area denial. Making it his primary damage weapon would negate the point of the grenade launcher in the first place, which would make no sense to even have anymore. The mere existence of the grenade launcher proves that the sticky launcher isn't his primary weapon.
We do NOT want to play like this, we have tried these weapons and have found that they are the dominant strategy, knowing Valve will never change them in a reasonable amount of time (if at all), we have banned them for the sake of competition. (This game is consistently played a high level, you know?)
So some weapons ruin the current meta, and rather than alter the meta to better suit the new range you're choosing to just limit player options? This is my main problem with 6s. It's not even TF2 anymore, not really. That's the reason Valve doesn't want to support you guys.
Hell, pretty much every single 6s league bans the GRU, the Disc. Authority, and the Powerjack, despite 6s all being about 'speed' and 'skill'. Rather than adapt the meta to classes like Heavy and Pyro, you guys are just choosing to cover your eyes and ears and continue one with this imaginary gamemode you have. That's why Valve's not listening. If Valve's gonna take any advice on comp. and how to balance the game, I hope to god it's from Highlander.
Yeah dude, you have to build uber faster than the quick fix medic (impossible), make sure they do not push out (unlikely) then you have to switch your medic from the uber you've been building since the mid fight. The main issue with how you've stated this is that you've said it like the Kritz and Medigun are easily switched between, when they are not. To switch a medigun in most maps means killing your medic, being without heals for a while, or backing off and letting your medic walk back to your spawn to switch to the kritz. In this time the enemy team WILL PUSH OUT and you will be back to square one. Plus you have to kritz PERFECTLY and hit EVERY SINGLE stickybomb and rocket to kill this combo. See why it's a issue?
Then get a spy or sniper in there and take out their medic first. It's called Team Fortress 2 for a reason.
 

Lain

lobotomy success story
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Jan 8, 2015
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Okay from these answers I can tell you've never played even low level competitive tf2. You're seriously so ignorant to the facts of the matter that me saying anything else will be futile, You've already made up your mind on the matter.

That doesn't prove anything. The sticky launcher has always been demo's support weapon, his means of movement and area denial. Making it his primary damage weapon would negate the point of the grenade launcher in the first place, which would make no sense to even have anymore. The mere existence of the grenade launcher proves that the sticky launcher isn't his primary weapon

>I give actual facts and citations from a what a developer has stated about the game
>You just say "The sticky launcher has always been demo's support weapon"
Do you see the issue with this answer? I do not see any "Strong offensive pushes" happening with the Grenade Launcher, a very very limited weapon that only does damage given a small window of opportunity.

So some weapons ruin the current meta, and rather than alter the meta to better suit the new range you're choosing to just limit player options? This is my main problem with 6s. It's not even TF2 anymore, not really. That's the reason Valve doesn't want to support you guys.
Hell, pretty much every single 6s league bans the GRU, the Disc. Authority, and the Powerjack, despite 6s all being about 'speed' and 'skill'. Rather than adapt the meta to classes like Heavy and Pyro, you guys are just choosing to cover your eyes and ears and continue one with this imaginary gamemode you have. That's why Valve's not listening. If Valve's gonna take any advice on comp. and how to balance the game, I hope to god it's from Highlander.

Okay seriously cmon, you don't actually believe we just banned those weapons because LALALA NOT LISTENING. You are the kind of people that 6v6 players have to constantly try to refute because you spread the most stupid strawman arguments about them. We didn't just fucking close our eyes and ears to the fact, we have TRIED all of these weapons. And for your information the Powerjack is allowed, and Pyro is still dogshit. The matter with Pyro isn't speed, it's range.
And the Whip and GRU allow the Heavy to get to mid before most classes, and shuts down ALL skill based jumping, which is a big part that makes the mid points in 6v6 so FUN. It might be 'diverse' and 'interesting' to have a Heavy played to mid, but it is not FUN to play against a 475ehp monster of a rock class, speedy as a medic, destroying all of your demoman / soldiers that want to play middle. It's also to do with the fact that Heavy is the least skill based class in the game, he has less of a skill ceiling that pyro. If they really want to make Heavy anything other than a situational pick they need to make him based on more than two skillful abilities (Aim and Positioning) and make him less of an absolute monster when he DOES get that speed. It will be like having a level 3 sentry that is constantly getting healed on mids. If they really wanted to make Heavy more skill-based but keep his identity, they could make him like Fragger from Dirty Bomb he might even become a fun to play against Demoman replacement, or a good offensive / defensive offclass for pushing into lasts that need that little bit more aggressive damage.

Then get a spy or sniper in there and take out their medic first. It's called Team Fortress 2 for a reason.

And how are players to switch to these classes may I ask? The only reason that you see Snipers and Spies on last now is that a Soldier can bomb in and do enough damage to delay the enemy team so they can switch classes. But when the enemy has a quick fix there is no chance to switch, since you bomb in and die they will use one of their two ubers to heal everyone up, and the second uber to switch all their heavies to normal 6s aggressive classes and push into your 5v6 team and destroy you.
 

TyeZenneth

L6: Sharp Member
May 31, 2014
340
294
Okay from these answers I can tell you've never played even low level competitive tf2. You're seriously so ignorant to the facts of the matter that me saying anything else will be futile, You've already made up your mind on the matter.
Well I'm glad you're taking time out of your busy schedule to call me out on this stuff.
>I give actual facts and citations from a what a developer has stated about the game
>You just say "The sticky launcher has always been demo's support weapon"
Do you see the issue with this answer? I do not see any "Strong offensive pushes" happening with the Grenade Launcher, a very very limited weapon that only does damage given a small window of opportunity.
The quote was literally "sticky bombs give him the ability grenade jumping ability similar to that of the Soldiers' rocket jumps. His sticky bombs can also prevent enemies from moving through doorways, cover a retreat, and cover control points even when the Demoman is somewhere else." There's nothing in there about 'strong offensive pushes', the sticky launcher is a support weapon that gives demo mobility and ambush capabilities.
Okay seriously cmon, you don't actually believe we just banned those weapons because LALALA NOT LISTENING. You are the kind of people that 6v6 players have to constantly try to refute because you spread the most stupid strawman arguments about them. We didn't just fucking close our eyes and ears to the fact, we have TRIED all of these weapons. And for your information the Powerjack is allowed, and Pyro is still dogshit. The matter with Pyro isn't speed, it's range.
Really? I just checked whitelist.tf and only 2 of the 8 current 6v6 whitelists allow Pyrojack. And it's not just the Jack. There's a lot of weapons that are banned because it wouldn't be 'fun' or 'fair', with no regards to what that actually means.
Case in point: the Heavy.
And the Whip and GRU allow the Heavy to get to mid before most classes, and shuts down ALL skill based jumping, which is a big part that makes the mid points in 6v6 so FUN. It might be 'diverse' and 'interesting' to have a Heavy played to mid, but it is not FUN to play against a 475ehp monster of a rock class, speedy as a medic, destroying all of your demoman / soldiers that want to play middle. It's also to do with the fact that Heavy is the least skill based class in the game, he has less of a skill ceiling that pyro. If they really want to make Heavy anything other than a situational pick they need to make him based on more than two skillful abilities (Aim and Positioning) and make him less of an absolute monster when he DOES get that speed. It will be like having a level 3 sentry that is constantly getting healed on mids. If they really wanted to make Heavy more skill-based but keep his identity, they could make him like Fragger from Dirty Bomb he might even become a fun to play against Demoman replacement, or a good offensive / defensive offclass for pushing into lasts that need that little bit more aggressive damage.
Heavy's skill is tactical skill: knowing when and where to get the drop on people, where to set up, when and where to move. But in 6s, apparently that's not good enough. Tactical skill is too 'slow' for this fast-paced, team-based competitive game. The idea that the heavy isn't fun to play against using the current 6s meta, and thus we shouldn't have him, is kind of absurd.
And how are players to switch to these classes may I ask? The only reason that you see Snipers and Spies on last now is that a Soldier can bomb in and do enough damage to delay the enemy team so they can switch classes. But when the enemy has a quick fix there is no chance to switch, since you bomb in and die they will use one of their two ubers to heal everyone up, and the second uber to switch all their heavies to normal 6s aggressive classes and push into your 5v6 team and destroy you.
If Quick-Fix Medics on last are such a big deal that you're complaining about them, then you should come to expect them and even, to anticipate them. The second you cap second, have someone go Sniper or, preferably, Spy. They might have a QF Medic, or a sentry nest, who knows. As for having most of a team stacked into one class, yes, it's unbalanced.