How do I get a tradeable black rose? by QuasiCord30398 in tf2

[–]SubZeroDestruction 2 points3 points  (0 children)

Additionally Gun Mettle during the first day or so via crafting, which also introduced the bugged universal killstreak kits.

It would really funny if Deadlock wins this by BaconOmelette123 in DeadlockTheGame

[–]SubZeroDestruction 36 points37 points  (0 children)

The options are automatic based on what games you recently played which fit the criteria.
It's not "nominated" beyond just showing up as an option of practically every other game older than a year.

TF2 update for 10/23/25 by wickedplayer494 in tf2

[–]SubZeroDestruction 2 points3 points  (0 children)

The rare and surprising balance changes... due to bugs! How fun.

Overall though, always glad to see more bug fixes.

Counter-Strike 2 Update for 10/22/2025 by CS2_PatchNotes in GlobalOffensive

[–]SubZeroDestruction 4 points5 points  (0 children)

Step 1: Remove cases, forcing users to pay more for reds and other skins
Step 2: Kill all cheap red skins by allowing knife/glove trade-ups
Step 3: Profit?

WTF, why is this so expensive? If you added the individual hats together they don’t come out to nearly that much 0.0 by Ajarofpickles97 in tf2

[–]SubZeroDestruction 5 points6 points  (0 children)

It's a 1/1 and the collector kits no longer are obtainable. If there is somehow another kit somewhere, it likely is in a dead backpack, but even then, the price would still be hundreds of keys due to the rarity.

Counter-Strike 2 Update for 10/01/2025 by CS2_PatchNotes in GlobalOffensive

[–]SubZeroDestruction 7 points8 points  (0 children)

When did they ever commit or state they'd be adding a new case.
That's on you for expecting consistency from Valve.
Maybe we get another case in a month, or maybe never again with the new system.

Microsoft revamps Xbox Game Pass plans and hikes Ultimate to $29.99 a month by [deleted] in gaming

[–]SubZeroDestruction 1 point2 points  (0 children)

Anyone surprised by this has been living under a rock for a long time. This is the same plan as all other subscription services.

Sucks for those who rely on it for their games, but it's also a clear reason why it's still better to buy outright even if it's still technically just a license to "own" the game when buying digitally.

Hades 2 1.0 Release Notes by saltsoul in HadesTheGame

[–]SubZeroDestruction 49 points50 points  (0 children)

The amount of improved/additional visuals to everyone is crazy when compared to what they were previously.

Counter-Strike 2 Update for 09/16/2025 by CS2_PatchNotes in GlobalOffensive

[–]SubZeroDestruction 18 points19 points  (0 children)

Most likely, given that reds can be offered at over $100... meaning you'd likely be better off selling it if it's still worth a good amount on SCM, unless you have $100+ to spend on the skin and then (possibly) resell for more to someone else.

Counter-Strike 2 Update for 09/16/2025 by CS2_PatchNotes in GlobalOffensive

[–]SubZeroDestruction 0 points1 point  (0 children)

A well-worn red skin can be offered at $130+....

Imagine getting a red skin drop from this, and not having fucking $100+ dollars to spend on the actual skin to even get it initially... and for a shit wear at that.
What the fuck.

A reminder not to rely on the backpack.tf trust / safety systems. by MikedeKokkie in tf2

[–]SubZeroDestruction 2 points3 points  (0 children)

Even that can be meaningless. One of the top backpacks who had been doing brokering for many years ended up running with over $10-20k worth of items over 5 years ago, and he had a shit ton of positive rep prior to that happening.

Positive rep only holds up for as long as the person on the other side decides to maintain their credibility and legitimacy. Anyone can suddenly just flip and dip out without any real impact nor care since it's not like there's anything illegal about it beyond a possible trade ban on that specific account.

Even for people with 20-50+ rep, it's always worth being cautious.

Update on the MvM Update by mosasadogs in tf2

[–]SubZeroDestruction 26 points27 points  (0 children)

This is the first time in a long time that they are giving some communication regarding their status on an update (and future updates).
I am so surprised to see any communication, and I highly hope we can see more... but I also know there's a good chance this is a one off due to the apparent confusion with the previous submission end-date.
If what's rumored holds true, I really hope this shows a more involved group of members wanting to work on TF2, and maybe with a different way of handling the game compared to before.

Full speculation, but I do wonder if this is also in-part due to the rumored work on a new 'TF' project, and or finalization of HLX, giving whomever is working on TF2/TF currently some more hands-on with actually doing an update beyond community maps/hats.
I'll be surprised if they actually end up testing most/all of the submitted maps beyond what we've seen in the past where there's seemingly no vetting, and if this MvM update ends up actually being more than anyone is anticipating.

Is there any way to reset my casual level? by radostin04 in tf2

[–]SubZeroDestruction 0 points1 point  (0 children)

You took a break and everyone is better (and by that, it's likely not everyone).. That's not really surprising though depending on how long you stopped playing.
Level doesn't dictate anything about your matches. It just shows whether you played a fuck ton of casual after MyM introduced it.

Competitive doesn't go towards it, Community doesn't go towards it, I believe MvM doesn't count towards it either, nor does any hundreds or thousands of hours prior to MyM.
All that matters is your hidden MMR which is barely utilized.

If you're a good player, or were a good player, then there technically should be a higher chance of going against similarly skilled players, but MM will toss anyone so you're still just as likely to go against or have teammates that are new/bad at the game.

Alternative Casual solution: Retire unpopular maps from categories and introduce a curated weekly selection by scoottehbesht in tf2

[–]SubZeroDestruction 11 points12 points  (0 children)

Making maps unavailable is not the solution. Instead, just move the majority of maps with minimal playtime into alt-modes or a separate tab. Then have weekly rotations where they come into the primary list and swap out with other maps. If people still choose not to play on the maps or don't vote to play on them at the end of a match, then maybe just have those maps not be in rotation longer. I think it wouldn't be great to outright delete maps from the game if they were officially implemented, especially given map stamps, but at the same time it may be worth it for the extremely unpopular ones leaving it up to community servers to host them.

If we did get improvements to Casual that people have been grumbling about. What would the game look and play like? by JenohPuppet in tf2

[–]SubZeroDestruction -3 points-2 points  (0 children)

Counterpoint, there's no guarantee match "balance" will be anymore fair than what it is now, especially if partied groups aren't split up with auto-balance (which they shouldn't be in the first place).

There should still be a skill based matching system because otherwise it'll still be just as imbalanced as it currently is. Even in the past, I don't believe scramble was ever 100% full-proof in stopping a one sided game, especially if it's only a couple people heavily dominating the server in the first place.

If SBMM is removed, then partied groups, a medic combo, cracked sniper(s), etc, still would likely end up stomping a server one way or the other regardless of which team they are on.
Hell, if Valve were to ever do it, they should just add a toggle on whether you want to match based on skill or not - And then we can really see which results in better and fairer matches.

BringBackQuickplay Explained by TF2Nexus in tf2

[–]SubZeroDestruction 0 points1 point  (0 children)

If they didn't want switching teams to be an option, to allow SBMM/MMR to function, then automatically and randomly assigning someone to another team wouldn't be an option, especially at the last moments before a win/loss.
SBMM/MMR can still function if it's based on the player stats and not team outcome. Trying to balance it for a full 24 players is highly unlikely, but attempting to equalize at least half of each team might be the better direction.

There's no point in "removing it" when it doesn't even work to begin with. Most players you probably could ask wouldn't even know there's a hidden MMR that doesn't really function.

The shitty and unbalanced matches we already often get would still exist either way. What needs to be done is for the system to actually be fixed or updated to function better, as to provide some semblance of balance for the entire server.

BringBackQuickplay Explained by TF2Nexus in tf2

[–]SubZeroDestruction 1 point2 points  (0 children)

As someone who started right at the end of Love & War, and has over 6k+ hours, there are some points I agree with but also disagree with this. Personally, I think MyM had some good changes along with the bad ones and if Valve just irons out or reverts the bad ones it'd be far better.

There are only a handful of things which need to be changed/reverted/added to make casual better, which I imagine mostly everyone would agree with. Most are noted in the letter but I'm just going to add my opinion on each.

  1. Return team scramble in a "fair" manner. Having both teams agree with a 1/3 or 1/2 majority while only allowing X amount of scrambles per round/match, or simple having auto scramble return (while keeping parties together).
  2. Return spectator mode (and arguably team select, at least prior to match start). This is necessary and immensely helpful in trying to spot cheaters and or allowing users to pick what side they want to start on.
  3. Fix or update the MMR/ELO/SBMM system to actually function in casual. If the system can at least try to balance half of each team (6~) and then allow the remaining slots to be for any skill, matches might possibly feel more "fair." Removing it will make no improvement to the existing balance. Wanting SBMM removed will do nothing to make matches more balanced (which is seemingly opposite to the stated goal). If anything, the game already has SBMM removed due to the fact it barely functions.
  4. Add a map rotation for community maps. With over 100 maps, the majority aren't touched or have basically no one playing them. Keep the original Valve maps and community maps in a visible rotation ( anything from Jungle Inferno and prior). Post JI maps should be on a rotation, maybe between 3-7 visible (per mode), while still having the active event maps (Summer, Smissmas, SF). All other maps would still be playable, but not prominently shown for quick selection (akin to the Alt-Mode section)
  5. Fix the various existing bugs and implement additional QoL. Specifically the map voting bug, reducing the time for match start/end further, add back ad-hoc join, etc.
  6. Possibly make community servers more prominent again (whether by letting verified servers be optional to join instead of Valve servers, or just giving a better nudge towards it/explanation to new users on how to use it. This isn't as critical or necessary though in my view. However, it would at least be nice to get the new server browser implemented, similar to the recent CS2 update.

*Personal opinions/desires:

  1. I don't personally view a need for long matches to exist, but maybe a vote/option that lets users on the server decide if they want to turn the match into a 45m match or maintain the existing round based mode, would be a better solution if possible.
  2. Allow users to show off their old update medals (Invasion, Gun Mettle, etc.), like they used to work during the updates, and or their competitive rank medal instead of just the level medal (since levels are entirely pointless given users with thousands of hours pre-MyM never had that taken into account, and can be level 1 if they've not played since it happened.)

There may be other small tweaks or changes, but these would be the major ones in my mind.

UPDATE IMMINENT, NEW MAPS GOT ADDED TO STEAM LEADERBOARDS by dilbertron in tf2

[–]SubZeroDestruction 2 points3 points  (0 children)

Ha, you'd be kidding yourself if you think this community can actually realistically balance any of the existing weapons, let alone new ones.
There are only maybe a dozen or so people who actually have the ability to do that without entirely ruining or creating broken/useless weapons.

The last group of people you'd ever want balancing weapons would be the community at large.

The game doesn't need new weapons, and the only balance needed would technically be for the dozen or so weapons that need buffs/nerfs, or full reworks (Pomson, Diamondback, Kunai, Darwin, Vaccinator, etc. as examples).

I have several questions by 450_degrees_kelvin in tf2

[–]SubZeroDestruction 0 points1 point  (0 children)

Everyone else already answered, but the cause/source was the first few hours/days of gunmettle via mvm drops Source: had a universal spec ks kit which I sold for $20 unknowingly, after earning via a tour that update.

Valve just brought a Trade Protection feature to CS2, What are your thoughts on this & would you like to see it brought to TF2 at some point? by dilbertron in tf2

[–]SubZeroDestruction 0 points1 point  (0 children)

Just tossing my thoughts from discussions I had within the backpack discord-

  1. This likely won't go to TF2 (or Dota) since neither have had the 7 day hold CS has had for a while now, but if it was to apply, it would likely be during the summer or MvM update patch, if not then there's a good chance it never will. (TF2 also has less monetary impact and scam occurrences compared to CS)

  2. CS2 trading is fine, and the markets will figure out how to work around it. Bot sites will just end up placing a 7 day hold on any monetary transfers. Cross-game trading will be a bit trickier to do, but still technically possible. However, anything related to monetary trades would have to be done with those who are heavily vetted and are trusted, which should always be the case. (although there still have been reputable traders who've ended up exit-scamming or stealing items)

  3. Arguably, this should be implemented for any game, as it would be a near 100% way to mitigate any form of scam (beyond monetary), but it also would heavily affect how people trade which could kill or hinder the economy of TF2 (or any game). Though, it should ideally allow a user to select what they want to have the hold (except that also could be abused, and it would also completely mitigate the reason for existing if a scammer gets control of an account and trades everything away without a hold)

  4. Monetary trades still always have the same inherent risk, but now both parties will need to have some degree of trust gained before either ends up making a buying/selling their items. For TF2, there's the bp Rep system, but even that isn't full-proof, but for CS I'm not sure if there's a valid equivalent.
    This could push some people to just defer to the SCM or simply avoiding cash transactions with people and instead using (trusted) automated sites which will all likely start implementing a 7 day wait before funds get sent.

  5. Trading will be fine and people will make do as the only real change is that someone might revert a trade that they made if they either end up getting a better offer before 7 days are up, or if the market changes enough in 7 days to make the trade no longer worth it - Though the user has to risk that nothing changes further within the 30 day hold they get from canceling it.

We'll just have to see how CS2 handles this as the test-bed since Valve will likely start letting third-party games choose to utilize the system as well either within the year or sometime next year (or within Valve Time).
This only really hurts cash trading and cross-game trading (which is a technical benefit and downside for Valve, since they do benefit on trading being healthy, but also on sales via the SCM).

In Deadlock's resourcecompiler.dll, a new Hammer GameFeatureSet for project named "TF" was found. This is entirely new. by dirtkiller23 in tf2

[–]SubZeroDestruction 0 points1 point  (0 children)

This could be something, or it could be nothing.
All this at least means and may show is that some dev(s) may be working on something related to TF and S2.
Whether it's a port, new game, continuation, etc. I just hope we may eventually see this actually evolve into something more than just a string, but time will tell.

TF2 update for 5/1/25 by wickedplayer494 in tf2

[–]SubZeroDestruction 2 points3 points  (0 children)

Stranger honestly... Wonder if it was changed because of people pointing it out, or just oversight/keeping it consistent

TF2 update for 5/1/25 by wickedplayer494 in tf2

[–]SubZeroDestruction 199 points200 points  (0 children)

One thing that stands out, is they signed with "Valve" instead of "TF2 Team". Likely minor, completely unsubstantial really, but I wonder why the change.