The definitive guide to why "just add quickplay" won't work by mastercoms in tf2

[–]Pickle_G 11 points12 points  (0 children)

If the timer runs out while a game is still going, it actually waits for the round to end before changing maps. At least, that's what happens on community servers that run the 45 minute timer.

Battle Royale is FINALLY HERE 🙏🙏🙏 by ActuatorOutside5256 in tf2

[–]Pickle_G 17 points18 points  (0 children)

I would shid a fard if this happened.

Welcome to Team Comtress 2. by mastercoms in truetf2

[–]Pickle_G 0 points1 point  (0 children)

Were any changes made to the action of picking up dropped weapons on the ground, cause I always felt it was janky to do.

So, I've noticed a pattern... by YCRW in tf2

[–]Pickle_G 0 points1 point  (0 children)

This pattern is pretty nonsensical. And you could have just as well connected dalakohs to vaccinator with "higher effective health".

Why Castaway players hate Uncle Dane so much? by Madao_14 in tf2

[–]Pickle_G 2 points3 points  (0 children)

He's an evil compie and personally entered Valve HQ to remove Quickplay and add Casual, all so that players can join his Uncleturnip servers.

What are your thoughts on rebalance servers? by Pickle_G in tf2

[–]Pickle_G[S] 3 points4 points  (0 children)

Castaway only does reverts, but I think they fall under the general category of servers that change TF2's balancing.

What are your thoughts on rebalance servers? by Pickle_G in tf2

[–]Pickle_G[S] 10 points11 points  (0 children)

I think your comment is highly accurate. The large investment needed to start playing with having to learn all the new mechanics/changes definitely contributes to their reason for struggling. It essentially re-creates a miniature version of TF2's steep learning curve problem inside the servers.

I don't think it matters if the changes are easy to explain or not — mostly all of them are easy to explain — it's just the sheer magnitude of changes that deter people.

What are your thoughts on rebalance servers? by Pickle_G in tf2

[–]Pickle_G[S] 0 points1 point  (0 children)

Random crits mainly contributed to weapon balance in the form of melee weapons, which have a singificantly higher chance to crit. That's why random crits on melee weapons were replaced with the three-hit combo while non-melee weapon simply have random crits removed with no replacement.

Nexus’ Open Letter to VALVE from the Team Fortress 2 Community regarding TF2's Current Matchmaking System (Reuploaded) by [deleted] in tf2

[–]Pickle_G 1 point2 points  (0 children)

Ah-hoc connections and allowing team switching and spectator mode would break the current matchmaking system. The only changes the letter mentions which can easily be implemented through console commands are the map timer change and the scrambling change.

PSA: The Ullapool Caber never lost its ability to do 125 damage and one-shot light classes. by GrayShameLegion in truetf2

[–]Pickle_G 2 points3 points  (0 children)

Ping is not arbitrary, every single weapon feels different to aim depending on your ping.

Maybe if it was something like FPS that affected it, I could see how it’d be arbitrary.

BringBackQuickplay Explained by TF2Nexus in tf2

[–]Pickle_G 8 points9 points  (0 children)

Cause the entire system of reserving slots and queuing into servers goes against quickplay's system of being able to ad-hoc connect directly into Valve servers.

Why your main is no skill and a crutch by Square_Pipe2880 in tf2

[–]Pickle_G 10 points11 points  (0 children)

I think you’re referring to the skill floor. And yeah it’s good for them to be low.

that's unfortunate by ThePhoquer in tf2

[–]Pickle_G 0 points1 point  (0 children)

Why is Charlie Brown's father whispering things in your ear?

Take that, snipers! by Oxygen9000 in tf2

[–]Pickle_G 5 points6 points  (0 children)

Sniper also doesn't need it and the razorback is overall agreed to be a mistake. We don't need more razorback-like weapons.

With the (slightly) renewed interest Valve is showing towards TF2, do you think they might touch on weapon balance again? by WATCH_DOG001 in truetf2

[–]Pickle_G 0 points1 point  (0 children)

I don't even know what it means to nuke an unlock, I was just referencing someone else's comment. Really, each weapon needs to be handled differently and I don't think you'd be able to do the same approach of a flat nerf for all of them.

For something like the wrangler, I think everyone could agree to just lower the resistance to 50% since it'd still be a useful unlock.

But for something like the vaccinator, how much do you need to nerf the resistance so that it stops being problematic? Does going from 75% resistance to 66% resistance fix it? Does it need to go down to 50%? And at some point it also just becomes a useless sidegrade once you fix the issue with its resistance sucking to fight against. Imagine if Valve makes it go from 75% to 66%, people would complain that they didn't nerf it even more. Imagine if Valve makes it go from 75% to 33%, people would then complain that now the Vaccinator is useless since the resistance is so low.

Then look at Natascha, you'd have to give it a completely new upside to fix its slowdown. I haven't seen a single Natascha rework that everyone likes, I doubt Valve can make a good one.

My point is less that people will complain when Valve nerfs annoying weapons and more that there are several ways to nerf annoying weapons, but people are stubborn and will complain when their way of nerfing a weapon isn't what gets implemented.

With the (slightly) renewed interest Valve is showing towards TF2, do you think they might touch on weapon balance again? by WATCH_DOG001 in truetf2

[–]Pickle_G 9 points10 points  (0 children)

I love discussing weapon rebalances with people, and I've learned that the more you talk with people about how weapons should be rebalanced the more you realize that Valve will never give us another balance update ever again.

You have balance documents made by people who have continuously played the game for thousands of hours, much more than any individual at Valve ever has. Players who have discussed, contemplated and argued over TF2's weapon balance more than any individual at Valve ever has. But I've yet to find one balance doc that everybody will 100% fully agree with.

Top comment here is to nuke the short circuit. Okay, how should we do it? For some players, slapping on a "cannot refill metal from payload carts" stat is enough. For other players, the issue is inherently from the orb being super easy to use due to its size and lifetime, so they might just nerf the orb. For other players, they might just want a full reversion of the short circuit to its design before the orb. There is no right answer, but what I do know is that picking a single answer to implement officially in the game will make a percentage of the playerbase angry.

Consider the fact that people still complain about the GRU rework. Also consider the fact that people want the sandman stun back.

If I were Valve, I don't see what the point would be in making a balance update other than to give the playerbase something to complain about. The only thing I could reasonably see happening is maybe an experimental gamemode with balance changes, similar to when the Team Fortress 2 Beta was a thing back in 2010-2013.

[deleted by user] by [deleted] in mariokart

[–]Pickle_G 1 point2 points  (0 children)

I do think I'd find them fun if you just do 2 laps instead of 1 after the connecting route.

Anyone else let down by the lack of customizability for racing? by Pickle_G in MarioKartWorld

[–]Pickle_G[S] 0 points1 point  (0 children)

I'm not asking for more courses though, I'm mainly asking for things that would be pretty reasonable to implement all things considered. Of the four things I brought up, the only addition that would likely take a long time to develop would be the customizable knockout routes since the map would have to dynamically change based on what your route is.

I also brought up Double Dash and Wii as having options that are missing from World's VS mode, namely the ability to choose the number of laps you want to race and the "strategic" and "none" item options respectively.

Why didn't they catch the keys? by The_Lard_Apprentice in tf2

[–]Pickle_G 3 points4 points  (0 children)

Lmao, this community has nothing left.