x
ETF2L is looking for new Staff to recruit! Are you interested in supporting the league? Then click here for more details on what we can offer and how to apply! 

Forum

Recent Patch Bugs (157 nade) Fragga

Created 17th December 2008 @ 09:57

Add A Reply Pages: « Previous 1 2 3 4 ... 11 Next »

Fragga

FRAGGA`s
RIP

the time has come for a custom pro-mod

AnAkkk

Email to Robin Walker sent.

And I don’t think a pro mod will ever come. When I used to be admin and did that suggestion, so we could remove the random damage and use static, about 90 % of the admins were against it. It’s different now so it might change something…Anyway this might get fixed soon if this is a bug.

Dave

Mafia
wMiC?

Advantages to a Pro Mod:

– Gives the competitive community a game they can control
– Gives the community what they believe to be fair damage handouts per weapon

Disadvantages to a Pro Mod:

– Someone/people have to spend time working on this for no money (unless they get paid, from where?)
– If the creators stop doing it, unless they pass it on, the Mod is stuck in a particular stage
– Loads of players would not want to have to miss out on free Valve updates (even if they do mess things up, they can introduce new things to the game which can be fun)

I personally don’t want a pro mod. I like TF2 the way it is, it just needs Valve to recognise the competitive community exists and put in some cvars that enable competitive settings – ie no damage variables.

Shrapnel

Renegade has a point….maybe with this patch and the crits showing in the kill icons they broke the tf_weapon_criticals setting so that it just removes the crit effect and we are now playing with crits at all times!
Either that or they have piss-poor source code control at valve and started this update with old code.
Or…its not a mistake and they just want to piss off the competitive community.

Renegade

Imperial

There are a lot more advantages and disadvantages

A promod allows things that have been forgotten to be relooked at. Valve wont be spending large amounts of time rebalancing the new heavy weapons, but the players could, because as we all know, the new weapons suck in 6v6 (and so no1 uses them). We could go over them and change them, allowing for heavies to be more useful in 6v6, and making the game more varied (something it lacks atm, considering it is class based).

Yet who decides what is right? Top players? Vote? Only those that work on the mod, and their friends? Arguements would break at, like should div5 and div1 players get equal say, should div5 players get any say at all, should their be an elected group of experienced players?
Another negative is that it hinders new player input. Having to change from one game to the next depending on public/ private would become annoying, and players with no experience of the new game would become frustrated in pickups trying to relearn the game.

dunc

infs
dp.

A “pro mod” would certainly NOT be an ideal situation.. so many potential problems. Christ all Valve really need to do is fix the recent damage values then give us a variable (like the nocrits var) which allow random damage to be turned off. That would make for more than satisfactory competitive play IMO, even if the random damage was just a mean value of existing ranges. I don’t even think it’d be that complex for them to do and it wouldn’t break the existing public play.

Saying all this though, I still think it’s just a bug, so hopefully this discussion is irrelevant :)

F2

Danmark

I like the idea of a pro-mod… A server-side one. Kinda like TF2Turbo – you can join a TF2Turbo server in TF2 without having to install anything. I think it’s very naive to think that Valve suddenly will begin to do more for the competitive community – especially a year after the game’s release.

Christ all Valve really need to do is fix the recent damage values then give us a variable (like the nocrits var) which allow random damage to be turned off

It really isn’t that easy. If it should not be random damage it should be static damage… So answer the following questions:
– Should a grenade do 124 (or less) damage or 125 (or more) damage?
– Should the “distance” of the grenade affect the damage? How much?
– How much damage should one sticky do if you stand on top of it?
– What should the damage range be for the scattergun?
– What about rockets?

It really isn’t as simple as just making a cvar to disable random damage. There are a lot of decisions that needs to be taken, and whatever is decided there will always be a lot of people that won’t be happy about it.

dunc

infs
dp.

They released the no crits variable after what.. six months.. then tournament mode a month later? My figures will inevitably be wrong, but where my attitude is optimistic, yours is pessimistic.. “very naive” is a tad excessive. Mildly at most ;)

Of course the single variable would require in-depth contemplation with regards to balance.. but they have to do that with most of the changes they make, especially so every time they bring out a new class update. It isn’t beyond their powers ;] As I said, using a mean average of the existing damage tables (keeping range and circumference as it is atm) wouldn’t be so awful – and certainly wouldn’t require a huge amount of work on their behalf. Soldiers would be regularly hitting for 70s or 80s, pipes for 100 and they’d have damage tail off exactly the same way as they do at the minute.

Those values might not be appropriate.. they may not be entirely balanced.. but is the game balanced in its current state? :)

AnAkkk

Actually, there is already a CVar to remove random damage. But it is hidden, so you need a plugin to unlock it or it’ll say “Unknown Command”.

The problem is then with how VALVe made the random damage. They did something like this:
-Set the base weapon damage
-Random damage code is enabled, it higher the base weapon damage + make it random (with a range).

So, that means that when you disable the random damage with this CVar, some weapons make less damage.

Example:

Shotgun makes usually 80-90 damage in 1 shot at point blank range, and the REAL shotgun damage value is 60. It is the random damage making it 80-90. So if you disable random damage with the existing CVar, it’ll set the damage to 60.

Same for some of the other weapons.

Static damage value for grenade launcher : 112
Static damage value for stickies : 120

EDIT : The BASE damage value for the grenade launcher and stickies didn’t change after the update, I’ve checked.

Fragga

FRAGGA`s
RIP

so they increase the random damage levels for scouts and demomen

Mole

DCSB
Hey dats!

Thing is. We played this for a day and have seen these issues already. They make a small update and don’t even manage to notice it in testing. If they can’t notice this in testing, how can you expect them to fix the other issues and balance it better?

Priority will always be what people on publics think, and there is no real issue about random damage on publics. Emphasis will be on making new class weapons and features for 24 player servers.

dunc

infs
dp.

Yeah.. yet they still introduced the tournament mode which benefits the public players in absolutely no way. It’s not all doom and gloom you pessimistic fucks :D

Renegade

Imperial

id prefer a balanced game to a tournament mode tho

Fragga

FRAGGA`s
RIP

dunc = closet demoman?

byte

lol i’m with dunc on this one :x

Sure the damage is ott , as for a MASS RIOT PROTEST OMG PRO MOD REQUIRED etc…just wait and see if they do a update. It happened to the demoman before when they upped the sticky damage IMMENSELY and then changed it back…

I’m sure some player out there will post a message to one of the valve moderators on the forums and then someone will consider etc blah blah…

Cheers

Byte

Add A Reply Pages: « Previous 1 2 3 4 ... 11 Next »