TF2 Tightrope

Trotim

aa
Jul 14, 2009
1,195
1,045
Gonna quote the website: http://www.tf2tightrope.com/

Tightrope is a project that aims to be a community-run alternative to the official TF2 Beta. We decided to start it because we felt that the Beta wasn’t being used as best as it could, and now we’re a team of 4, all dedicated to making it awesome!

We try out balance changes, new weapons and anything else that deserves to be tested, and all changes come directly from suggestions and feedback from you. So, if you have some thoughts on how Team Fortress 2 should be, some cool new weapon ideas, or just enjoy trying out interesting and exciting stuff, come along to one of our servers one day. You might like it.

It just had its relaunch after toying around to see if the plugins work etc, now it's in full gear.

List of preliminary current changes: http://wiki.teamfortress.com/wiki/Tightrope
There's a EU, a US and an AUS server: http://www.tf2tightrope.com/servers/
(when the player count is low you can vote to activate/deactivate bots so you still get to test the tweaks)

I for one am going to monitor and support this as it's the closest anyone's come yet to actually improving the gameplay again.
 
Last edited:

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,820
Have a nice TFWiki page now: http://wiki.teamfortress.com/wiki/Tightrope

[...] Anything else you'd like to see tried out?

Balancing the game. By which I mean, make the weapons sidegrades, and not upgrade compared to the stock.
Stock weapons are the basics, they do damage and very little else, any sort of effect/feature on a weapon needs to be powerful enough to be fun and allow a new style perhaps, but if they get that feature for free, on top of the stock damage, it's a pure upgrade.

And then it's just a matter of comparing the unlocks against the stock, which will take forever
Weapon | Buff or nerf | Comment
Scattergun|-| Stock
Force-a-nature|-|Higher damage and knockback effect justified by having only 2 loaded shots.
Shortstop|v|Unlike the other primaries, this should not be a high Burst damage weapon. The shortstop has a sustained DPS through it's clip-based reload. Increase the interval between shots by a fraction.
Soda Popper|V|Needs a nerf badly, Make the hype always charge (not only when active) and limit the amount of hype-crits to 2 or 3 shots (not a time duration, store them like revenge crits, so you can build them up over time if you use only pistol). Remove the +25% reload speed stat.

Aaaaand so on.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
Yeah, balancing stuff is a big part of it.
The items with priority at the moment are Enforcer, GRU, Pomson and Atomizer afaik. If there's anything you wanna say about those, do go ahead.
 
Mar 23, 2010
1,874
1,699
Suggestion for GRU: healing from medic provides speed boost, not health. Ubercharges make invulnerable, but do not apply speed boost.

one of the "rules" for the heavy update was to not increase synergy with a medic. besides the downside not being as good as the upside, the medic thing is the problem.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Why are they not testing a nerf for the Phlogistonator? Is it just because it's painfully obvious what needs to be fixed with it?
 

Trotim

aa
Jul 14, 2009
1,195
1,045
Why are they not testing a nerf for the Phlogistonator? Is it just because it's painfully obvious what needs to be fixed with it?

Actually no... afaik it's because there still isn't really a consensus what to do with it, and since it's not overpowered per se either it doesn't have priority. There are a lot of broken weapons with obvious/already discussed fixes we have to focus on first unfortunately.

Anyway: Week 3 – Hoovy VS Spah
Now with reverted spin up time buff and -15 cloak on shot Enforcer!
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Actually no... afaik it's because there still isn't really a consensus what to do with it, and since it's not overpowered per se either it doesn't have priority.

Huh. 'Cause everyone I know has been saying it's overpowered and that making the pyro invulnerable during taunt plus refilling his entire health bar was overkill. Then again, I pretty much only play on TF2M's server, so it might be one of those things where it only feels overpowered to the people who get killed by it.
 

tyler

aa
Sep 11, 2013
5,100
4,621
No, everyone I know hates it for that reason too. Except the people that use it, who are just assholes.
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Actually, you're not invulnerable during the taunt, you just have a bunch of damage reduction.

I know I've been killed during the taunt.
 

Harribo

aa
Nov 1, 2009
871
851
I don't see what's the problem with the Phlog, it's a reward for sustained damage just like the buff banner is, the only difference being that the soldier attack are ranged and being the pyro has to get in close to do his work (mostly) he get a health buff so he can survive the taunt. he loses his airblast which is basically the pyro's 4th weapon making he/she less versatile. It's the exact same weapon imo, I don't get the hate. Also for reference I rarely use the Phlog.

The buff is waiting for is the enforcer, I hate all the bad spies making us all look bad. I quite like Watyurdeal's idea of making the gun honour-bound being it's part of the man of honour set, i.e. cannot use your watch or switch weapon until you get a kill. It stop spies DRing out if they fail to hit their mark, and will stop people just spamming it wildly.

oh and the mannmelter could do what it's stats said, "Projectile cannot be deflected", when atm it can be, and could do with a proper reload animation not just a still pose between shots, it makes it so hard to know when it's ready to shoot.
 

tyler

aa
Sep 11, 2013
5,100
4,621
The reason I hate the Phlog is that once, as Heavy, I was shooting a pyro point blank. After a few seconds--the pyro had been overhealed, and was probably near dead--the pyro taunted to activate the crits. At this point my medic Kritzed me. For the duration of the taunt, I point blank fired critical bullets into the pyro without stopping, each one doing 1 point of damage. When the taunt was over, the pyro looked at me and I died almost instantly from crit fire through the overheal.

I know Heavy is considered easy and arguably overpowered, but I definitely do not agree with anything living through sustained critical minigun fire.
 
Mar 23, 2010
1,874
1,699
90% damage resist anywhere at anytime is pretty much retarded. (excluding ubers)