valve servers have sv_pure set to 1 (or whatever the value is) certain mods get blocked from working on sv_pure 1 servers, with the server operator setting a whitelist for certain types of mods.
Valve servers are set to sv_pure 1 which restricts lots of stuff. You need to first load up a custom game and then it'll work anywhere, I have an autoexec that does this and setting one up is really easy, here's a tutorial: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-1aT7kFj7ZGI.html @@notfound3089
at 2:25 im pretty sure this is domi's scout animation pack, id recongnize that cleaver anim anywhere lol, maybe im wrong tho not to familiar with kylul's packs
Really good video, especially the points about Medic. I've honestly never had an issue with Medic being the only healer just because I find his core gameplay loop so damn enjoyable, but the lack of diversity relative to games like Overwatch is definitely one of TF2's shortcomings. None of his unlocks deviate from the whole "point and hold your heal beam at the best player on your team" shtick and I feel like there was a lot of lost potential in interesting healing mechanics because of it. Always liked those ideas of Engineer taking a portable dispenser around for quick in the moment area of effect healing but don't think we'll be seeing something like that anytime soon. Also, I really agree with your point that it's good you never feel like you have to pick a certain class in TF2 (obviously there are optimal picks in certain situations) except when it comes to Medic. Because he has a monopoly on healing and you are at such a severe disadvantage if the enemy team has one and you don't, I usually feel obliged to swap to Medic because of the impending steamroll if I don't. Very lame. Also every joke in this video landed so damn well, had me giggling like a little girl. Awesome stuff.
No to the Engy backpack idea, Engy as a class is already obnoxious, no need to make him more annoying unless backpack replaces sentries. Now MEDIC, he can definitely get this unlock to create a subclass for medic, aoe healer
This has been the first team fortress 2 video that I have watched in a number of weeks that I actually enjoyed watching, instead of it just being brain rot that I listen to while finishing my breakfast. Good on you, thanks for making a good video :3
I think there's a conflict between "make the game not require you to always pick a certain class" and "make every class extremely unique". The more distinct you make a class, the more likely you are to introduce a source of power that outshines every other option. And the more likely you are to produce a threat that will require a specific response from the other team. In either case, a team without the powerful class will probably lose. And a team without the appropriate counter will also lose. Medic is extremely unique among the TF2 classes. His entire focus is on healing and buffing his team-mates, something no other class focuses on. This makes playing Medic feel wildly different to playing any other class. But his unique focus also makes him vastly more valuable than any other class. The very principle that you praised earlier in the video, is the cause of Medic's dominance in the metagame. I don't think there's a solution to this problem. I think it ultimately comes down to where your priorities lie, as a designer. Do you value making as many options viable as possible? Or do you value making as many distinct options as possible? Where on the spectrum do you fall? The extreme end of viable options is the modern shooter landscape, with its hundreds of functionally interchangeable guns. And the extreme of distinction is Rock, Paper, Scissors, where every option is so distinct that it only has one viable counter. Pick your priorities - no matter what, you won't please everyone.
no people dont want to play medic because 1. they dont care enough about winning to switch to medic 2. they dont want to rely on their shit teammates 3. medics gameplay is holding m1 on teammates
I think giving scout ability to pickup medcits and ammopacks and then throwing them at teammates would be a good first step. It is still worse than dedicated medic at healing, but it's half-way there.
@@dkskcjfjswwwwwws413 Medic's gameplay isn't just "holding M1 on teammates". As a Medic, you have to constantly switch between players to keep everyone topped up. And you have to pay attention to the battle so you can prioritize people who are actively fighting, over people who are safe and can seek other healing sources. That's triage - something real-world medics and first responders have to do. You also have to constantly watch your back, in case an enemy player tries to flank around and get at you. Staying alive is hugely important as a Medic. Not only is your presence on the field a massive force-multiplier, but staying alive long enough will eventually grant you Ubercharge, which is an incredible tool for shifting the balance of a fight. But you also have to weigh up when it's the right time to use Ubercharge, because building it up is such a long time investment in the first place, and it can easily be wasted. And if you have the Crusader's Crossbow equipped, you also have to weigh up when to pull it out and try to heal someone at range, versus staying close and using your more reliable medigun. Same with the Ubersaw, to a lesser extent. If you're in the right spot, and feeling bold, you could potentially shave off 25% of your time spent charging Uber in a single hit. Judging when to use these tools is a huge part of good Medic play. Playing as a Medic is not simple, by any means. It's just different, which frankly is a good thing.
@@tbotalpha8133 It isn't, it can be fun, but the point still stands even the most dyanmic gameplay will get stale eventually if you play the same thing over and over. In terms of viability only his mediguns and sometimes his melees are worth swapping. But all the mediguns mostly differ in how their uber works. The healing itself is exactly the same: hold m1/click on teammates to heal them, but your bar charged up and wreck the enemy team. The only exception would be the vac sinc eyou constantly switch around bubbles and pop them at the right times to counter whatever.
@@mariustan9275 If "even the most dynamic gameplay will get stale eventually", then you could levy these exact same criticisms at every other class in the game. It also renders any discussion about loadout variety meaningless, because any loadout will get stale eventually too. Being able to switch up a loadout is not functionally any different from switching classes. You're just changing your toolkit, and your role within a team. That doesn't support your point at all. It undermines it completely.
Honestly, really interesting point about the taunts offering some sort of "reprieve" for the newer players, though I would argue this extends more to the sillier nature of TF2 in general. When I first picked up this game in the middle of 2020, my first game was on 2fort, and I was getting absolutely shitstomped. But then, a few of the other team decided to start a heavy boxing ring in the sewers, and suddenly the entire server was in the sewers taunting as two heavies tried to beat each other up with their fists. It's still one of my favorite memories of TF2 today, and it's what convinced me to give this game another shot. As for where the taunts come in, their inherently goofy nature definitely contributes heavily to the friendlier tone of TF2, but I would argue that taunts by themself aren't enough. Looking at Fortnite, they have these similar dances and an even goofier premise, yet they have no where near the same type of playerbase. And maybe that's just because of the kind of people who play these games: most shooters these days are competitive af, and naturally that'll carry over to Fortnite. But I feel like there's a missing part to why taunts are so effective in TF2 yet not in other games.
I disagree on the Fortnite part. The want to use emotes in a friendly manner is why they got group emotes and other such things. It even resulted in a new game mode where the entire point is to chill with your emotes. It's true that Fortnite still lacks something that TF2 does right, but I wouldn't say they completely failed. A good #2 to TF2s #1.
@@PretzelSage the fact that Fortnite had to make a completely separate game mode to force the friendly emotes says a lot about the friendliness in the game. The appeal of TF2’s sillier nature is the fact that I can go from getting shitstomped to boxing in the sewers in the exact same round: not have to queue up for a friendly chill community server.
@@faya5429 the unexpected factor is what makes it fun, afterall it's funny to dance in an active warzone and not being fragged instantly by everyone else
i think a pretty big part of it is that the vast majority of people play tf2 in an environment with no rank system, so there is no real punishment for do badly or losing in a game where losing a match will make your rank go down, people would get pissed if one of their teammates spend the whole game dancing in the corner, but cause winning or losing doesnt really matter, its just quirky and fun
Very good video. I've always felt a spiritual successor to tf2 by a different and more caring company would be better than a valve-made TF3 or TF2 Source 2.
*different and more caring team. it doesnt have to be a company. a lot of games could benefit largely from being opensource, and tf2 is most definitely one of those
IMO I think it would be better for them to just go the route of TF2 Source 2, people are really attached to all the characters and it's be a shame to let them go.
Loved the video! However I very much disagree with the medic part (I might be biased tho, being a medic main myself). I don't think the over-reliance on medics is a bad thing, combos are a great consequence of it, and that balances the fact medic can't survive on his own. If the rest of the classes would be consistently self-sufficient, nobody would take care of medics. And a big argument you make is that medic is boring, which is very subjective, although I think more variety would be beneficial for sure. But this needs to be done carefully, because if you give medic too much independence, you can create by far the most broken class.
Medic in TFC is a good example of what happens when a support is made a bit too self-sufficient. But genuinely? Doesn't matter because he's so fun to play there.
@@bluedogz1624 Medic in TFC was never designed to be a full on support Class. He was designed to be a "Battle" Medic and he has the highest skill cieling there. TF2 medic is so much worse for the game.
@@average_pyro Yeah I can understand that. Especially now that it seems there are less and less options for budget pcvr headsets, now that windows mr, and oculus have left the scene.
@@christian908 The budget isnt the only issue. I dont want to put a headset on and wave some kinect controllers around in my living room to play a video game. I want to play with a mouse and keyboard. Its what im comfortable with. I have had 3d glasses and a high refresh rate monitor since 2010. I dont get motion sick. I just dont like VR. I want to be able to have a drink while playing or talk to people in the room.
everything else aside, thank you so much for using the chapters feature to show what music you used when, that's really cool and I wish more people would do it
21:25 And real life! Fun fact, in war, snipers are killed or tortured rather than captured more often than other troops. This is because soldiers rather dislike being shot by someone they can't fight back against. Imagine how awful snipers must be, that they can make an intrinsically enjoyable activity such as war become unfun.
3:26 I think it's strange that I completely loved Half-Life Alyx (Best game I played in 2020), but am still wholeheartedly hoping they don't make another VR game
Sniper also frustraights me because his design completely overtakes all map design. I love goofing on maps like Harvest and High Tower, but you really can’t make any fun and open arena maps cause you have to accommodate sniper. Snipers balance dictates map design above all else and that kind of blows. I can’t act like I have a solution, but just a problem I notice with the vlass
It's very interesting to hear a TF2 player's perspective on what they would change on a future team fortress game, thanks for making the video! I'm a long time team fortress player, and worked on some past fortress mod projects (like "Fortress Forever). You hit on a disturbingly high number of things that I'm trying to address in the team fortress inspired game I've been working on over the past few years (you must be my team fortress spirit animal). It definitely emphasizes the goofy 'fun' side of TFC/TF2, and some monday night combat sprinkled in. Gotten a lot of positive reviews from playtesters so far - If you are interested in a future playtest I'd love to get your feedback! Funny you mention roblox as I chose roblox as the platform to develop on due to the built in playerbase/infrastructure, f2p etc. Otherwise, looking forward to future videos. Cheers.
I think the dragons fury is an amazing development for pyro and definitely not like the huo long heater. Also the phlog/scorch shot isnt a problem, the scorch shot is the problem. The phlog is extremely weak and basically dependent on the fact that the scorch shot is overpowered. The exception is when you give them a pocket medic, in which case the phlog actually does become the problem. But in casual this is pretty rare so as far as the "phlog/scorch shot combo is a problem" goes i don't think that quite captures the situation.
The only real problem is the weird stun mechanic of the scorch shot, you remove that and the weapons becomes way less annoying. To compensate for the lack of stun, it should get a small damage buff. 35%->30% is enough.
@@ghoulbuster1 the scorch shot actually deals more damage than the flare, since it can hit twice and mini crits on the 2nd. +huge aoe letting you light multiple people on fire from afar, it does crazy damage. I think the stun is actually one of the lesser problems with the weapon and i'd like to see it stay as part of combo setups.
i think one of the scariest obstacles to making a tf2 successor is tf2 itself. so many charged expectations. tf2 feels like a game that was made because its creators wanted a game like that. any game shackled by the expectations of what a tf2-like shooter should be probably has even less chance to be something great, but paradoxically has less opportunities for success by being something too different. indie games struggle with this even more. many indie passion projects are all-or-nothing gambles. you desperately want people to bite the hook, but not at the cost of being shallow or derivative or fizzling out. why risk a market that's already cornered? its like starting a fire in a blizzard. and im all too familiar with that sentence that comes after you fail: "the game is fun but no one's online so i don't play it." oh, that one hurts every time.
This whole video is so well executed, real quick tip though the advanced camera gmod addon lets you keep the fov consistent even if you're on the physgun, just kinda noticed alot of empty space during the segments
When it comes to medics, Dirty Bomb had my favorite versions of medics. Aura had a heal station that created a zone of constant healing, Sawbonez threw large healing packs, Phoenix (my favorite) could charge up bursts of healing and can revive themselves if not gibbed, and Sparks threw out small healing packs and had a revive gun that can deal large amounts of damage (it was nerfed a couple of times).
Yknow, I did hear Uncle Dane suggest that maybe dispensers should be buffed to actually *compete* with Medic's healing, making Engineer viable as an *alternative* to Medic who, rather than mobile healing and Ubercharge, gives his team stationary healing and strong area denial. Probably works better on Defense than Offense, but there's still the Battle Engie playstyle or you can still hang back from the front line kinda like a Medic usually does. If executed correctly, I think that could actually be a compelling choice to have people make and might help decentralize TF2's support role. Of course, that's obviously not happening in TF2 itself, but hey, if they make a TF3, there's an idea.
with snipers you either have to make them like real snipers meaning wind and bullet drop as well as weather conditions can affect bullets and require a spotter or you make them easy to use with just light bullet drop or make people really fast
Or maybe make headshots to deal 99% of your max health (excluding overheal), so that is kills you only when you are not at full health. It would make snipers much less frustrating, because the worst death by sniper is when you get killed before even getting to the combat. Or maybe have a quicker respawn time if killed by sniper.
Honestly making SNipers have to factor weather conditions and time and all that like a real SNiper would make him a lot more interesting of a class and make all those montages much impressive.
@@Drunken_Hamster that would defeat the whole point of sniper and map designed for sniper spots. He has low skill ceiling - it does not take long to learn how to aim and click on heads. They have tried making more subclasses, huntsman kinda works, Sydney sleeper not. Longer reload would help, as well as not one-shotting overhealed classes. Maybe some mechanic that sniper needs to adjust his scope for different distance would help (like seeing blured on wrong scope adjustment)
The point about not being able to make friends random queuing does not apply to Sydney servers because there's only like, 3 people in NZ, and 14 in Australia
Loved this video. Really insightful and interesting takes on TF2 and game design in general. I've got a couple things to add: 1) RE: Classes and reducing class pool. I do actually like this idea, but it has a few problems in practice. You can look at Darktide as an example: There are four classes in that game, but each class has 3 "builds" that can be mixed between depending on which perks you pick up in the perk tree. This means there are a lot of builds available for small teams, but also means that you can't understand what your teammates are doing at a glance. When you see a soldier's silhouette, you know it's a soldier and what items he might have. When you see "frontline class" you have no idea if he's got a rocket launcher or a flamethrower until he pulls it out. I think the solution to this is to have each weapon give some difference to the character's silhouette. For example, equipping a shotgun might put a bandolier on your character, and a flamethrower might put a gas tank on the character's back (that is visible from the front) etc. You might say to have no classes at all; have a single character that can equip every item and just let players go nuts. That's possible, but I think there are weapons you want to stop being used in combination. If everyone can equip anything then soon enough you'll end up with there only being 2 or 3 viable loadouts. To me, 4 classes seems pretty good (Healer, Assassin, Tank, Fighter). 2) RE: Medic. I think I totally agree with you. We can all agree that old maps are outdated with choke points and that certain changes were for the better, but Medic is kind of stuck in a rut as a side effect of this era of the game. Having more """mediguns""" that emulate OW healers (for example) would be a really cool way to mix medic up. Hell, the idea that mediguns *need* an uber is outdated. Why not move the crossbow to the medigun slot? It'd make it an actual tradeoff to take and give the syringe guns some time in the sun again. 3) RE: Sniper. Also agreed. The argument isn't really with Sniper as a class, but with sniping as a playstyle. In TF2 itself the only real solution is maybe to hit all sniper melee weapons with -50% damage, and maybe put a laser down where he's aiming. This would encourage the sniper to stick with his team to stay safe, or he can snipe at a weird angle to get a few picks but be extremely vulnerable when run down. 4) RE: Catering to casuals. Always important, I think this is where Valve really dropped the ball with TF2. The comp update offered a lot of things to the comp scene and nothing to the casual scene - in fact, it took things away from them. That's when I stopped playing habiutally; but I can say if they brought back quickplay in its old form I'd be playing TF2 again like it was 2013. Anyway, great video. You've got a sub from me. Looking forward to your videos on movement and map design.
One big issue with any sniper class in a game is that certain maps will just make the issue worse, and TF2 has a lot of maps with huge sightlines only he can contest
Community servers once did the "any class any weapon" thing with TF2. The meta quickly became Scout with Direct Hit and Gunslinger(for more HP) with the secondary weapon being unimportant.
The big thing TF2 picked up from an early start is, everything needs an answer. Rockets? Airblast. Spy? Mini sentries. Stickies? Quickiebomb Launcher. Adding a new weapon for a few years was just the devs going through abilities and picking out what didn't have a counter and then making a weapon with one.
that's what i've been saying for years now about sniper the sniper rifle should have a reverse-ramp-up where at close-medium ranges it deals low damage, and at long ranges it deals full damage
The points about medic say exactly what has been on my mind lately. I hate that if your team doesn't have a medic and the other team does, you HAVE to pick medic most of the time if you don't want to get shut down.
My problem with spreading the healing out of medic: He would be a waste of a slot (as you NEED to nerf him if you want other major healing sources) and tf2 would lose its major thing of choosing which fights to take or which to not take, like tf2 would become a mini-COD, OR he would be busted, as overheal is the most important thing of medic (which would REALLY distance it from uber, as you would overheal people A LOT more, and crit heals would be WAY more important).
My favorite idea was to make Medic an insanely high damage melee character. His bonesaw is now a massive DPS chainsaw. This does infringe on other classes and kinda expands Medic's role too much, so there would have to be a lot of other changes, but I thought it was amusing regardless.
While it does need stating... apparently that water is wet. That's what so many modern TF2 videos say. I clicked this one expecting the same but it actually held my attention up from start to finish. Good points and well put together
As a game designer and a long-time TF2 fan, I agree that a sequel would be a great way to shake off some of the sticky design choices made in TF2. However, the game being so iconic will pose a HUGE issue if someone tries to succeed it with their own game. I think you underestimate the draw of TF2's characters. One of the biggest game companies in the world made Pixar-tier animations and yet TF2's characters are still more easily recognized in the gaming community. TF2 does have some design issues, but these issues are not severe enough to create a significant demand for a successor. Class-based FPS games are already a crowded market, and a TF2 successor would be trying to poach one of the most stubbornly loyal communities ever. TF2 is not a perfect game, but it's still too good and too iconic to beat. While TF2 does still have some outstandingly poor unlocks, it's relatively speaking the most balanced the unlock meta has ever been. Handing the keys of weapon balance to the community would be the biggest train wreck possible, just spend one minute going through the TF2 reddits and you will see a glimpse into the apocalyptic future of community balance. Even the youtube essayist scene come with some wack ideas. Specifically there's a huge tendency for inexperienced game designers to add complexity to controls without adding depth. And generally speaking, people have a poor understanding of why something feels unbalanced. Don't try to "fix" sniper by making Sniper "objectively bad" in close encounters. That would just be doubling down on the one-note nature of the character. I agree that just excluding Snipers entirely from FPS games is the more appropriate course of action going forward. If anything, I think TF2 Sniper needs damage fall off at very long distances. This way, map designers aren't scared to open up map designs. After I complete the games I am currently working on (in about a year), I am seriously planning to apply to Valve and request to work on TF2 full time. Of course with the way life works there's no guarantee it will happen, maybe Valve has given up on the franchise and won't hire new team members regardless of qualification or dedication. But if I do get on the team, I will try to get true major updates back with balance changes and new weapons. And if a big Team Fortress project is considered, I would advocate for a sequel over a source 2 port, because I think it's what the franchise needs.
God bless you man. Good luck to get into Valve. I honestly want to do the exact same thing. IN fact, maybe I will start learning game design and game programming and all that. I'll join you on your mission.
Also as for Snipers I heard once of a rework for Sniper thatw ould make sense for both tf2 and Sniper's character. Imagine Sniper but his unlocks were all based on the Huntsman ir similar. A ranged precision based projectile class that would force the Sniper to mostly play at mid range, maybe behind friendly lines but still much closer to hist team. He could use things like spear throwers, crossbows, darts, etc. It also makes so much sense that a bushman from the outback would use all that stuff.
@@mariustan9275 Thanks for the well wishes. I disagree with your take on sniper. Firstly, the sole purpose of a Sniper class is to out-range all other classes. There's literally no way you could rework him to be a mid range class and keep his identity intact. He's called the Sniper, not the Australian. Your ideas would be great for a subclass, but it makes no sense to replace all his rifles with spears to "force" him to play mid-range. Secondly, I disagree with the use of projectiles. TF2's engine like old arena shooters uses separate hurtboxes between hitscan and projectiles, with the projectile hurtbox just being a massive box that encompass the entire body. This means, all projectiles are imprecise, with the Huntsman having the most unfair hitbox in the game. The huntsman is hated just as much as Sniper Rifles, arguably it's even more hated by competitive players. So it's not something I want to inspire a Sniper rework around. Lastly, I disagree considering how it betrays the player's time. Even if a mechanic is deemed to be janky, as long as it has skill expression, people will put in a lot of time and effort to master it. So removing that mechanic would be an insult to the player's time and investment, and I think good developers should respect the time of players. A great example is Spy's backstab, an extremely janky mechanic. However, removing backstabs from TF2 would be a terrible idea because the people who learned to be skillful with backstabs would literally never be able to express that skill again. This is why sequels is more appropriate than a rework, because if TF3's spy didn't have backstabs, then players who love backstab mechanic will always have a place (TF2) to use that skill.
@@Skoomar-sg7ej I don't think the Huntsman is as hated as the rifles. And at the very least it has more counterplay since a huntsman player is usually VISIBLE and you can see him. The thing that would arguably make it hated is the janky hitbox. Without a janky hitbox, it would probably be seen as more fair. Maybe just reduce the huntsman headshot hitbox specifically. Also I don't remember ever suggesting that all the jank should be removed. In fact I don't think I said that. Though honestly I understand why you don't like the rework. But at the same time the range itself is why a lot of people in fact don't like Sniper. He plays so far away that the counterplay is to "not get seen" AKA don't walk into sightlines. And it doesn't feel fair to die to someone who you couldn't even see. The range IS the problem, or at least lack of indication that a Sniepr is there. If you have something like a sightline glint where the Sniper is scoping that would at least give the player an idea of WHERE the Sniper is without having to die first. Also didn't you just say that the best course of action would be removing snipers from FPS games? What's wrong with replacing Sniper then?
@@mariustan9275 "Maybe just reduce the huntsman headshot hitbox specifically" As a programmer who is also very familiar with TF2's inner-workings, this is impossible. Well, by that I mean hit registration would need to be rewritten from scratch. I could give a very detailed explanation if you want, but here's a summary. When it comes to detecting a hit from a projectile, a player only has one hitbox, meaning a head hitbox literally doesn't exist for projectiles. How does the Huntsman headshot? Well, after it hits the projectile hitbox, it finds the nearest body part and snaps to it, and if that body part is a head, it's a headshot. If you put a limit on the distance the arrow could snap, that could result in a weird situation where you shoot over their head and hit them without getting a headshot. And you can't reduce the size of the entire projectile hitbox because the problematic parts are the corners, the hitbox is already a good size for the center of mass. And doing so you would have to give every player a separate projectile hitbox just for hunstman arrows, because reducing the base one will affect all projectiles. That said, if I do get into the TF2 team, I will look into the possibility of rewriting projectile hit detection code so that certain projectiles detect hits via bullet hitboxes rather than the projectile hitboxes. I think the Huntsman would be a lot less hated if it had good hit detection. I wish it was as simple as "reducing the headshot hitbox", but again, headshot hitboxes literally do not exist for projectiles. "Also didn't you just say that the best course of action would be removing snipers from FPS games? What's wrong with replacing Sniper then?" Clarification, I think future FPS games should be built to exclude Snipers, I do NOT believe Snipers should be removed from existing games. Removing Sniper would be far too disruptive and disrespectful to the community. That's why I brought up Spy's backstab as an allegory, it's a janky mechanic that shouldn't be placed into any other game, but removing it from TF2 would be a betray player's investment. Let's look at a very simple investment, the australium sniper rifle. This is an expensive weapon in the game that players have invested not only a lot of money into, but also time practicing. If you were to remove Sniper OR remove his rifles, you would essentially just be robbing the player. So I do not support removing Sniper or removing Sniper rifles from TF2.
This would have been a good video were it not for two glaring faults: 1. the Sniper Rifle from Halo (before Halo 4) is possibly the most well balanced sniper rifle in any modern FPS series. Relatively low ammo count, you actually have to reload, the massive smoke trail and incredibly loud gunshot sounds revealing your location to everyone on the map, and the fact that only 1 or 2 spawn on any given map at one time, and have a lengthy respawn time in between uses. 2. I decoded all of the Wingdings 2 font you put on screen and felt very bamboozled, one might even say I felt betrayed. 9/10 video I hate your guts now
@@dkskcjfjswwwwwws413 Halo is as much of a modern FPS as it is an arena shooter. The map design is reminiscent of arena shooters, but its movement and game pacing are much closer to those of modern FPS games. With the shield system, players typically have a longer time to kill one another in each encounter, and you don't have the same extreme mobility like in other arena shooters, further contributing to the slower pace. That is until you have a power weapon like the sniper. It trumps every other weapon in how quickly it can kill, and can do so from any range, but it has never been overpowered or unbalanced. Halo sniper is good
i swear if valve makes a game that has the number three in it and doesn't put in "we finally counted to three" im gonna become the human torch inside the valve building
I think a good example of a well designed medic class is the Planetside 2 medic. The ways they themselves become a more powerful combat threat also helps their nearby allies. Using the regen field on themselves to get quick recoveries in CQC also heals surrounding teammates. Using the shield booster defensively also makes the position they hold more defensible for their allies. They are generally going to be generalists that will lose most engagements against a specialist in any scenario so they are highly incentivized to tag along with their team but aren't useless if they get separated. They ultimately work well because even when they act purely within their own self interest they help their team, they would have to actively avoid helping their team to not be a decent support. In comparison the TF2 medic you just follow your teammates around and give them health so they can have fun, cant even play with your nerf gun without your teammates screaming at you. Of course there are the clinically insane healsluts who actually do enjoy this, but looking at the team composition of the average game, they aren't many enough.
i can't believe that you're the first dude who mentioned community servers in the good way, thanks for telling this. all the times some crybabies is talking about "muh 24/7 2fort, rtd, uncletopia wah wah" but prefer sitting for 2-4 HOURS to connect for non-bot inflated server, than actually play the game on community servers. there is a lot of server on vanilla settings of the game, without rtd and with map rotations, BUT FOR SOME REASON people still hurting themself and wasting their time on valve servers. just because they cant scroll down and look on ready-for-play vanilla servers. its actually important to start telling people that playing on valve servers is not worth it, it will never will be fix or will be fix like for 2 weeks and then bots gonna start appear again, and play (or make themselfs) a community vanilla servers. tf2 for a long time already on the root of another "forgotten" valve games, like cs1.6, cs:source, ricochet, hl2deathmatch etc. it's basically only on community hands now (if we not mention hats and creats).
20:30-24:57 Typical Colors 2 (roblox knockoff) balanced the sniper by giving the sight a solid laser, not just a dot at the end. I mean a laser that is a direct line from the sniper's aiming location to the sniper's position.
Re: movement speed and weapon precision I have this theory that the clunkier/slower the player character is, the "worse" their weapons must be at snap shots. Mainly from experiences playing Tank games, and then trying out another game with similar movement but classic FPS aiming. In older quake like games, it was quite possible to dodge hitscan through pure speed, and you needed very good precision or a lot of splash damage to get at least some damage sometimes. As player characters slow down however, you still have high precision weapons fighting characters who can't really get out of the way. The exception tends to appear in Tank games, where it would be very strange for a big heavy turret to zip around like its made of plastic. This makes ambushes a pretty viable tactic, where you can get around the gun in a faster vehicle. TF2 is pretty similar in this, with damage fall off and its plethora of shotguns. You can reliably get hits at range with the shotgun, but you're not going to do a lot of damage until you get close, in which case both players can do a lot of damage, and move enough to cross a decent portion of their opponent's field of view. Two games that didn't do this are Crossout and Robocraft, games that let you assemble your own custom fighting machine with block like parts. Their default and most versatile weapons are machine guns, and they can aim practically as fast as you can move your mouse. Outside of rare exceptions everyone's movement is very car like, so doing anything except fighting head on means you expose your, usually, weaker sides. Neither are you really mobile enough to dodge the stream of hitscan projectiles, so the meta kinda became who can build the most damage resistant front, with layers of guns that all point forwards. Battlefield is also really weird with how they design tank mechanics, with their turrets being able to spin like a helicopter rotor. The big, slow, armored juggernaut, can 180 no scope blast you even if you try to sneak around them.
Honestly I think you could probably pull off a TF3 with only 3 or 4 classes-flanker (Scout, Spy, Demoknight), frontliner (Soldier, Pyro, Demo, Heavy), and foundation (Engi, Medic). Everything else can be accomplished with very diverse loadout options.
I liked this video a lot. I think comparing TF2 to modern games was extremely valuable in developing your point and taking an introspective look into the community as a whole isn’t talked about with as much care as you put into it. Well done.
Personally I'd implement a way for all players to heal teammates in a way that feels like rescuing them from death, and I'd like to find a way of rewarding the player more depending on how dramatic and difficult the save was.
So how is your Aunt handling Math? She might find calculus a bit difficult at first but I believe she will fight it through. Thanks to you she is not an alcoholic any more
I looked at the Team Fortress 2 fandom on AO3 (the best fanfiction platform), fully expecting to see shipping to the moon and back, but surprisingly, there are a LOT of fics where the mercs are just one big deranged murderous family
Also another (rare) good thing about Roblox is e/dance, even if emotes disabled in a game you can still use them.Also they are important at beating hard,long,annoying and cryptic puzzles,fights and parkours
I rewatch this video from time to time, and not only is it really funny, it is making me cook up some evil plans. Kinda wish making multiplayer games wasn't such a PITA (anti-cheat/deterrence, live-service expectations/upfront pricing, netcode, etc etc etc)
biggest issues keeping valve from doing anything other than just make bank off of steam is due to the veterans in the company with majority say in what happens have become content with waiting every month for a new paycheck from steam sales
#1 lesson from TF2: Server browsers are good and every multiplayer game should have them. #2 lesson from TF2: Casual gameplay needs casual mechanics (rocket jumper, conga, etc.) #3 lesson from TF2: Elo-based matchmaking is bad, actually, for 90% of players.
I believe the "Meet Your Match" Update completely destroyed Valve's willingness to do any more for TF2. I see "Jungle Inferno" as what was left over and what Valve would do in the future. They do pull a ton from the community, including fixes and the like. The map designs vary based on what kind of main you like to play as. A map with a ton of flank routes, tend to be made by scout mains. A map with huge sky boxes tend to be made by demoman and soldier mains. A map with chokes tend to be made by heavy, and pyro mains. No one plays on a map made by a sniper main. Medic and engineer mains tend to just deal with these. Shoot, that is why so many competitive maps are long with huge sky boxes and flank routes as the 6s meta is so heavily tilted towards demoman, scouts, and soldiers. But most community maps with interesting gimmicks tend to try and incorporate more geometry for the other classes. Class variance tends to heavily limited due to how ingrain certain playstyles are. With any other class gain a similar mechanic as a demoman? No. Shoot, heavy could see more variance if every minigun did not have a hard set alternative fire of a spin up. (Tangent, one of the changes I would make the the flame minigun, is to make the flame effect tied to the alternative fire and it would spin up slightly faster than the stock minigun.) But, most weapons that the community tries out tend to follow stock's hard designs a bit too closely. As for support roles, I do see it as a consequence of the simple gameplay loop the designers for Team Fortress set out for. A continuous back and forth with pauses in between to allow players a chance to rest and recover. In essence, medic uber pushes the offense forward, while the engineer's sentry holds the ground for the defense. The time difference for setting up both is that interval where order of some peace takes place. This can be boiled down to something more fundamental: each player is narcissistic thus when two work together, they will beat any one player. But, most who don't like this, tend to want the game to be more selfish where a single player can dominate the entire round. This already happens in 12 v 12 games, and possibly more so in 6s. I believe only in 32s and 50s are the only locations where a singular excellent player does not make a difference. Getting back to that support issue, how can you make medic and engineer more engaging? Part of it is trying different ideas. Engineer has three different possible playstyles enabled through wrenches: ninja, offensive, and defensive. Ninja can be fun, as you can set up teleport exits behind enemy lines fairly easily, then teleport to them and set up a small base at their spawn to delay or stop pushes. Offensive can be fun with level one or mini sentries holding down an area, while you continuously set up teleporters where they need to be. (Best down with the Eureka Effect as you can teleport back to the new spawn room, set up a teleporter entrance, then teleport back to your exit.) Defensive boils down to wrangler or no wrangler. Wrangler if you can handle being as tunnel vision as a sniper, or no wrangler if you prefer to fight with the pistol and shotgun while the sentry plays defense. Most who play engineer don't bother with ninja or offensive engineer. Medic lacks these capabilities, but that is more due to how limited the community seems to be on what a medic's weapons can do. (Tangent, one change I would like to see to the quick fix is an area of effect heal on uber, and a fast cleanse effect for removing debuffs with the regular beam. Plus the ability to toggle mirror movements with the reload button.) His primary tends to be forgotten due to how warping the crossbow is. From there, he really only has three melee options that most players will use: ubersaw, amputator, and stone head. So what sort of playstyles does this leave him with? Either making an oppressive combination, a moving group healer, or forcing an offensive push, which aren't really playstyles at all.
Good points, and a very well made video to boot. On the subject of medic, some of the downsides you list are exactly the reason I main him. The fact that the most important guy on the team is somehow NOT the guy dealing the most damage should at least pique one's interest. The fun of playing medic is in managing the battle, in knowing how vulnerable and powerful you are, in constantly gauging a number of variables to determine the who, when, and where for every heal, push, retreat, and uber. Medic is useless alone, but indispensible in a team. I'm not getting kills - that's peasant work! I'm running the whole goddamn WAR here! I decide who lives and who dies! I am a GOD!
Yes. Most of the Valve's hits are very much Avant-Garde, which TF2 actually leads on their cartoonish, phong, cel-shading and comic inspired art style. TF3 needs to be even more advanced in regards to Avant-Garde imo
"i will probably ever add anyone i've randomly queued with in any game" he has a point, but jokes on him, i found my best friend from the same city in random casual match of tf2