HONORABLE MENTIONS BECAUSE MY EDITING SOFTWARE HATES ME: - Unboxing tiers (arbitrarily affects rarity of items) - Skin wears (cool in concept, lame when you consider facnew is usually the only good one) - Halloween ghosts (pain) - Crit pumpkins (I LOVE DYING TO CRITS I LOVE DYING TO CRITS) - Random crit snowballing (yes let's let the Soldier on a 28 killstreak one-shot you more often) - Slowdown effects (this is TF2, not Overwatch) - Explosion truncations (hard to explain, but it's what makes your explosions do no damage on stairs) - Sniper (Sniper) - Manual interp adjustment (telekinetic backstabs are for losers) - Physics differences for throwable reskins (ah yes, the $20 item that gives you a 3% upgrade) - Snowballing weapons (I don't care what you say, fighting a Sniper with 5 heads is annoying) Sorry the list wasn't in the video, I got hungry and ate it :(
8:00 Imagine walking into a walmart and hearing the intercom come on and just "A GARGOYLE HAS APPEARED SOMEWHERE ON THE MAP!", and 5 minutes later it just comes back on and "THE GARGOYLE... IS GONE!"
I think it's worth noting that Truces were not originally added when the Halloween bosses were introduced. They were introduced in 2015 when Merasmissions were added as people complained that it took too long to do the boss contracts because people would just kill each other instead of the boss. I remember the general attitude at the time was that people were for this change but that did not last long.
I think it also has to do with how contracts also changed through the years; you used to be able to submit a contract as soon as it was finished but now you have to wait for the round to finish for it to count
Maybe truces should only apply until the boss is killed for the first time that round? That way people can do their missions, but rounds don't take an hour. Plus it's kind of funny that the first time Merasmus shows up everyone is like "Oh shit, time to team up and work together!" but by the 3rd time they're like "Fuck off wizard, we have better shit to do!"
If you want a hilariously bad example of Tf2s melee Hitreg, boot up a Zombie Survival map and watch as the last survivor is unreasonably immortal because the entire team of zombies can't stop punching each other on "accident" because Hitreg logic
Kinda the same for Zombie Escape, the last player gets a massive melee damage buff and reduced melee damage taken from every zombie present The last player one shots zombies fairly easily despite having over 10000 HP when there are exactly 32 players on the server (Spies rarely solo win as they can one shot zombies by swinging their knife around, you have to surround the last man standing in order to avoid getting one shotted) (Wonderland doesn't have this feature, Skial does in fact)
I rately saw a "last man standing" moment that lasted more than 1 minute at best. The rare times a last player won by himself is in map heavily defender biased Edit : woops I’m 1 year late 💀
CTF Capture crits are one of the few reasons why youd want to cap in the first place, in a game mode notorious for having no incentives to cap in the first place. It also makes lopsided matches end quicker. Like, if you backcap you can coordinate with your team to crit roll through a spawn camp. Or the enemy is competent and you can die with crits but atleast someone's capping. Oh and the Mannpower Dev is Dario Casali. Yes, the creator of Plutonia. You ain't gonna get past him ever. He's been trolling fps players before half of tf2's playerbase was even born.
"No incentives to cap in the first place" the incentive is winning, because that's the point of the gamemode. The reason people don't cap isn't because there's no in-built incentive to cap, it's because the gamemode isn't fun when you try to play it normally.
The problem is that while you're being spawncamped, a scout can just steal your intel and cap FIRST, since half of your team is being spawncamped, and the spawncamp gets even worse and the enemies can cap again since the teammates that were free got killed by a crit and are being spawncamped even harder now. And what is that "no incentives to cap" argument?It's just for fun, people don't get crit boosts on control points when they capture a point on a cp gamemode or attack/defend, players don't get crit boosts on payload upon reaching a checkpoint. The crit mechanic on ctf just ruins every fight and makes them one-sided for a few seconds, and make it even easier to cap and usually start a Capping chain
As an Engineer main, the thing I hate most about truces is how you're forced into two bad corners: you either wait for the truce to end to rebuild any destroyed sentry nests destroyed by the boss OR rebuild your nest and have a Demoman notice this and set up a sticky trap, causing you to restart or quickly move everything out of the way depending on how much time is left
Conversely during Truces engies are allowed to build sentries on the point itself almost ensuring their team caps unless said Demo sets the trap There's also the Carnival of Carnage map which depletes your sentry ammo every time Merasmus uses a spell and also causes any built sentries to have 0 ammo if the spell is still active
at least you aren't the engineer main who builds near the point on ghostfort and whenever merasmus gets defeated and everyone else is in the underworld moves a level 3 right next to the point to make it imposible for the enemy team to cap
to be fair, engineers will often put their sentries into an annoying spot while everyone is distracted, giving their team way too much of an advantage while the other team can only watch and wait
Surprised that you didn’t mention another frustrating part of truces: your temporary teammates still collide with you, and so any attempt to cooperate just results in unintentional bodyblocking and ceaseless anger.
"At least it's not as bad as *real life,* where killing *one* person gets you put in Dominant status for *80* years." This is why I watch your videos. I can't unthink jail time like that now, thank you.
I love the melee hit detection actually! So many times when playing soldier I land an epic multi rocket jump market garden and get that nice satisfying hit sound, but then the hit doesn't register anyways and I close tf2 and go outside. Melee hit reg has really helped me with my life goals.
fun fact about melee hit registration: In MVM, the robots you faces doesn't get registered as "players", therefore, when several of those are gonna melee you..well..you end up more mashed than a potato purée in no time. this also applies..to the infamous skeletons.
@@Mima_the_vengeful_spirit They're not, MvM robots are NextBot fake players while skeletons are NextBot combat characters, i.e. they're not derived from player code and don't occupy player slots.
Melee blocking teammates does have some benefit in that it prevents you from instantly dying when 3 or more people attack you with melee in a swarm. The risk of accidentally hitting a teammate is meant to force you into attacking one person at a time. A lot of fighting games work specifically because when you're in a swarm, only one opponent is allowed to attack you at a time. I guess the TF Team wanted to make the melee system work more in that way? It's a mixed bag, honestly. On one hand, you have badly designed maps and bad teammates which can make this mechanic an annoyance. On the other hand... Imagine trying to play Spy or Demoknight, only for 2 or more enemies to swing a melee weapon in your general direction, killing you instantly.
well you have to find an opening, as much as i would like to charge in against an army and come out victorious, it's not really a smart thing to do, but melee hit priority allows you to do just that and not receive a punishment, in Degroot Keep at least you can't control your teammate and waiting for him to fight him and die is not always a good thing if the enemy has a Half-Zatoichi or the Skullcutter, he gets extra health or extra crit rate just because you couldn't apprach until your teammate died, you would need to go behind so both of you hit from different positions, but on the last point of Degroot Keep it's almost impossible
The problem with Halloween bosses is that they're just slapped haphazardly into existing modes and shut the whole game down for a while to make you fight them. I think they should be given more complex sets of abilities (especially Monoculus) and given their own mode where there's no truce and you're fighting to deal the most damage. You could even have some sort of secondary objective like dropping a Payload cart on them or capturing a control point to deal extra damage, which would compliment the primary objective of the mode rather than be an awkward side dish to it.
Not to mention bosses that DON'T have truces tend to skew the battle towards the offensive side. It happens far too often where someone will lead HHH back into the defender side and he just...doesn't leave. Or when Monoculus appears over the defending spawn or on the cart and wipes the defending team out...
@@dastyp4771 No, VS Saxton Hale has a player be the boss and doesn't have a goal beyond just killing the boss before it kills your whole team. This hypothetical mode would still have two distinct teams who can kill and sabotage each other while fighting to deal the most damage to the boss before it dies. Respawning would be enabled.
@@SnivyTries I thought the same thing about monoculus on PL maps, but he can be an advantage if the underworld has strong (purple) spells, or if the underworld teleports you close to the objective. The defending team has to intentionally make use of it. On this one match of Hellstone, the enemy team couldn’t get close to the last point because I just kept spamming spells and critting them. But then when we were offense and monoculas spawned, I didn’t see very many spells or buffed played, and we capped pretty easily.
There was a time when the Halloween gift functioned like the gargoyle, where one would spawn specifically for you that nobody else could get, which was a much better system than having it be a free-for-all for who got it.
Great Blue, if you must know, the only reason the Dominant status exists is because SolarLight broke the mode in one of his videos, so valve nerfed him in response.
Nope, this change was made after solarlight made his video, they essentially gutted demoknight after that video. Edit: I mean't to say this. Solarlight's video on getting an 84 Killstreak was after the Scream Fortress 2020 that added the Dominance Status, Valve/janitor and plant nerfed demoknight in a November update.
@@juckya9660 @ Arensic Flask: My bad in that he's right about demoknight being gutted in another updated, but I mean't that the Dominant Status was implemented before Solarlight's 84 killstreak video.
The thing that really does irritate me is how TF2 registers hitting someone from behind where in some cases, going for a backstab against someone who is clearly not facing you won’t die to a backstab while in other cases, you die to a backstab even though you’re directly facing them. Same goes with other weapons like this such as the Backburner and the Back Scatter.
This video does an amazing job of showing what the conditions for a backstab are, and how when combined with a bit of ping you can get some unfair looking stabs ua-cam.com/video/gh5Fg5d_uBU/v-deo.html
The backburner's hit reg is just confusing sometimes. I managed to get killed by another player only to finish him off when a few particles apparently went through them and hit their back post-mortem. The annoying part was that they were facing away from me when I started to burn them, but the crits happened long after they'd turned around.
As a medic main I really enjoy playing spy, but the amount of time I heard a hitsound plays whenever I click on someone's back but it did nothing happens too often (longest I've gotten was 4 in a row). What's worse is that I couldn't find any other game that would make me do the same backstab mechanic spy does which sucks alot
@@Mirthful_Midori The backburner's crit box is very narrow and doesn't cover the 180 degree backplate the spy's knife has. I would say, aim for the butt with the backburner and attack from the left (aka, the hand holding the enemies weapon since everyone is right handed in TF2) with the knife. However, the backburner is further nerfed because the crit box is dependent on the direction the target is facing in proportion to the direction the fire particles are going. So if the enemy is strafing, it's much harder to get a good angle for crits. Contrary, if you strafe and the enemy is facing away from you, its much easier to get crits.
i still think truces are a good thing but they definitely need to lower the timer to 3 minutes like normal, and limit boss spawning to 1-2 times max per game (not sure about the specifics of when)
I thought the gift system was really fun and represented the chaotic nature of TF2 perfectly. AND, if you didn't want to go through that chaos to get it, you could always just go to gift farming servers, which actually worked.
I remember back in the day when the game was kind enough to offer you the choice. Now, it only warns you 5 seconds ahead, or sometimes it just decides "fuck you, switch team"
“Oh man, I am having so much fun! This battle is so close and I think we might just pull through if we all work together!” You will automatically balanced to the BLU team in five seconds if the teams are not even. “Never mind, I guess I’ll go stub my toe on a rusty nail” And all because Xx_d3ath_sh@d0w_xX couldn’t handle the idea of losing a video game
Well, maybe if everyone didn't just refuse anyways we wouldn't have this issue. Seriously, autobalance was reimplimented because the prompt didn't work. There were too many snowballs of people leaving and nobody switching. Now we're forced to because nobody wanted to.
Loose Cannon seems to be the best weapon against skeletons, it's like shattering glass with an actual cannon. It crushes them in hoards with the cannon ball, as it kinda penetrates thru and tiny skeletons are no problem with it's bigger projectile or a charged fuse. Despite being the worst grenade launcher, it's hella fun. Have fun with it on halloween.
@@brickbattlepro9862 It kinda is since it doesn't have near the dps of the other launchers. And anyway, it being the worst launcher doesn't mean it's bad, the others' are just really good lol.
@@WiiWarrior933 Exactly, being the "worst" of something doesn't necessarily mean that it's "bad", just that the others are better. Doubledonks are goofy and funny yes, but a direct pipe to the brain is objectively higher DPS and easier to pull off.
I remember the headshot immunity bonus being used in a clip to troll someone who was using a tool to make all their shots headshots. Dunno where to find that clip, but that’s how I as an outsider learned that tf2 had cosmetics with gameplay bonuses. The fact that it came from a set I didn’t learn until several years later
SUGGESTED CHANGES TO TRUCES: - Make the capture timer and capture progress pause instead of reverting to neutral. It feels unfair, both to a team that already owns the point and a team that had nearly captured it. - Make stickies fizzle out or have a cooldown after the truce, and potentially disable sentries for a moment too. Having 2 classes that can use the truce to set up is STUPID and unfair to other classes (even though I main engie myself).
honestly, the kills-reset-spray-cooldown would make sense considering you'd only want to put down a humiliating spray either on some random wall or next to a guy you just killed
damn. having actually watched more than the first few minutes of this video... Jesus I can barely handle the amount of copium radiating off of your voice
7:44 there were special idle spell servers that teleported you around the spots where the gifts appeared. Me and my bros used to leave it for the night and it would drop a few spells the next morning. We still have an old alt account with 12 unused spells. F
I honestly think the halloween gift boxes were the reason I got into the game, I liked having to hunt down a cool cosmetic I had never had before. It was like a fun easter egg hunt every few hours
back when i was like 14 i remember getting super panic/adrenaline at the gift announcement but rarely ever got one. I did eventually get a headless horseshoes spell though once. Little did 14 year old me know that i'd end up selling that item for $400 in a few years
I actually liked the present mechanic. I would always get it first by memorising each of its spawn points off by heart and keeping the bonk on me so I could get around sentries and whatever else was in the way to get to it first. I got a lot of cosmetics, including one I still have to this day which I remember very fondly getting, the haunted hat which gave me extra cool scout voicelines. It's been tradition ever since to ALWAYS wear the haunted hat whenever it's halloween for me again.
When you play demoknight and you go to a resupply closet to recharge your meter, the game randomly decides not to recharge it for some reason, forcing you to walk back to the closet right after you walk away.
I agree with you on the truces as there are some bosses that completely neglected that mechanic and it’s hard to determine if you don’t look at the small notification in the big and fast game (also you make a great grandpa impression)
You didn't talked about the fact that during a truce, engineers can still build sentries, so if the ennemy team is like 12 engies, when merasmus dies, you need to fight 12 sentries no matter what
And to counter that, (this is from a comment higher up) demos can sticky literally everything without worry So the engineer is also not having a good time when he’s setting up his sentry while the demo sticky traps it.
I like how you used a clip of Zesty Jesus to represent the people who hate random bullet spread with a passion, even though he made a 20 minute long video that conveyed almost the exact opposite.
melee doesnt use the hitbox, it uses the bounding box. since the bounding box is a square this also means that melee is inconsistent depending on angle
I've been playing TF2 for years, and this is the first year I've actually played more than one Halloween match at a time (it's hard enough for me to play non-holiday maps as it is). Thank you for explaining why Truces can be seen as bad; I was legitimately wondering why some Halloween Payload maps made defending even more difficult than it already is thanks to Monoculous spawning, sometimes at the same time as another Monoculous is already floating around blasting everyone.
Hellstone is garbage for defense, the map literally spawns the Twins from Terraria and the payload stuns on you on red. Fuck bombing the payload amiright
Okay, I'm just saying, I loved the Haunted Halloween Gifts. I was a new player back then and didn't know what was going on, but god dammit, the scavenger hunt for that box was fun. I do wish they would bring this back in a sense, where they use the same thing for Gargoyles to spawn specialty gifts, but increase the time so only one spawns per match per person and has a shorter window of time. This creates an interesting and twofold solution to current problems: Gargoyles are useless if you aren't doing contracts so why not create a special one that gives you a cosmetic for once you complete all your Merasmissions and beyond that, it incentives people to play the longer gamemodes beyond contracts and their own personal enjoyment. Long Halloween maps are rarely fun in my experience because all the bullshit of Halloween, so why not give people a better reason to play on them other than contracts and random queue?
Actually he was wrong about gifts. It was a thing that gifts were spawning for the entire server untill the halloween of 2012 iirc, later it became an individual thing and tbh it was the most fun thing about halloween events for me. Its even makes me nostalgic about past times. So I completly disagree with his statement of haunted gifts being an annoying mechanic
6:55 I actually loved that mechanic I used to play all day on helltower because it had only 2 spawn locations for the gift and would rotate around those 2 spots the whole game
Want to know something else about Melee hitreg priority? Valve fixed it... in Mvm mode. Yes, hordes of robot demoknights can all hit you at once. That means this mechanic is *very very very* much intentionally enabled in pvp... for a reason I'm sure none of us will know for our whole lives
Most of the time when I get the Dominant nerf in Mannpower I'm not even doing that well but I just happened to get too many kills in that 5 minute time period. Then of course I get a free pass to the bottom of the scoreboard for the entire game.
I gotta say truces on Eyeduct are much better than those on ghost fort since on eyeduct you only fight Monoculus once or twice a round and it doesn't take 7 minutes before a team wins.
TF2 is a game that should be viewed as a party game. Take any Nintendo party game, Absolutely riddled with random BS that can be frustrating, but that’s also some of the charm.
Some say skeletons are the most annoying part of the Halloween maps, some say Boss truce, some say Crit pumpkins, but I think the GHOST, the godforsaken GHOST is what makes me absolutely hate some Halloween maps. Ghost randomly spawns without proper notice, has a gigantic effect radius, triggers near instantly, and turns you into a punching bag for 5 seconds when spooked. Pretty much impossible to predict, and there's no counterplay to it. Seriously, who thought it was a fun mechanic to play with? It feels extremely fucked up when playing on pl_hellstone, the map where the CART ITSELF is a ghost. Playing RED Spy on that map is nearly impossible. It tortures your soul. I wish Valve remove that map from the Halloween map pool, tbh. Actually, making a video about Halloween maps that needs to be vaulted can be an interesting idea.
10:12 Incorrect. It is a snowball mechanic. Which is a surprising thing for anyone to complain about, given that TF2 has lots of them, and given that CTF is notoriously stalemate-y.
i actually quite like the truce mechanic. maybe it does happen way too often for its own good, but i think it can be really good if tweeked a bit. also i'm bad at the game, so the dominant thing is not something that'll bother me much.
Truces need to exist because pyro and and any weapon that does splash damage would make working together a lot harder. If bosses spawn a few minutes into the match and had a 15 min cool down it would be much better
Thnx for coving more obscure stuff (specifically relating to Mannpower and random dmg spread). I didlike that the Boston Basher's "foregiveness check" doesn't work when you're crouched\standing on top of an enemy player.
@@GaymingForFun they never reverted it, it's caused by having a different interp value in console. Valve fixed it for the default interp value, but most players eventually find their way into the console to make the game more fluid for themselves and that is where the problem lies.
Backstab. Hitreg. Sometimes you randomly stab someone in the face and they die, sometimes you click hoovy back 4 times before they turn around and slowly charge up their lmg and Lazer you.
10:22 that's exactly why it was added; pacing. Without it, CTF rounds would last even longer than they do already. Granted, most people who enjoy CTF nowadays like it specifically because of how long they take due to Meet Your Match replacing the efficiency of quickplay with a matchmaking system that causes players to spend significantly more time waiting for a new map to load, even if everyone voted for the map that's already loaded.
The biggest problem with truces is how it makes it's too easy for engineers to abuse. It's not too common to find one or more level three sentries outside your spawn, but when it does happen it is quite aggravating. Random crits are aggravating for obvious reasons, but the issue I have is how easy it is to fix it. Disabling random crits is a server config that would take exceedingly little effort to disable.
Or lowering the random crit chances for the problematic weapons or in general. I heavily disagree with getting rid of them because even with all the times I died to them I still have fun. I will respawn. I can avoid them. I can kill them. If it comes to it I can leave for another server. Restrict them to melee if need be. Truces I agree with. They could be changed so that as soon as they end any sentries on the map disable for a few seconds like a wrangler charge shot.
My guess as to why it's still they're is because it's a core component of tf2, so they probably don't want to do something drastic as that They did remove random damage spread though, but random crits are probably more bigger
Melee being stopped on friendly hit was only added with the medieval mode update. This change was probably made to stop the team stacking into the corner in the final point and basically being unkillable.
*Laughs in caber* *Laughs in huntsman* *Laughs in skullcutter* *Laughs in crossbow* Seriously fuck whoever thought teammates eating melee swings was a good idea.
Here's some suggestions that I think could fix Ghostfort (and other boss-spawning halloween maps) if implemented together: - Bosses spawn much less frequently, often just once, sometimes two if the point is stalled. - Either stop the countdown timer and keep the point capped when a boss spawns, or uncap it and have it automatically cap to whoever owned it when the boss dies. - Reduce the objective time to match the regular map versions.
7:18 If this veteran mechanic was still somehow bugged today, if it was working, who knows it would be different in 2 ways. Of course Valve would fix it.
1:23 Not true, you could craft each of those hats using 4 refined metal + a single weapon from the item set. Granted refined metal was a bit harder to come by back in those days but if you were patient you could get them all for free. I actually kind of liked this mechanic because each of the sets really fit tf2's aesthetics and the set bonuses were usually tradeoffs rather than straight upgrades. Milkman set was OP though lol.
9:11 Okay, so, in theory, this could be fixed by 1 to 2 lines of code, saying that players of the same team color as you (team1 and team2 code wise) would make that invisible line pass through that player
11:00 This is fine, because of two phrases: Power ups, and grappling hooks. Fighting the Regen phlog pyro that is constantly hugging you is fucking cancer, so this makes it better for everyone except that fuckin weasel
one mechanic that is NOT inheriently bad but for some reason valve just can't make it work are the mini-crits. almost every weapon with mini-crits falls to one of the following categories: -they got rebalanced at some point and lost their mini-crits (soda poper, flying guilotine) -they are either underpowered or trash(backs catter,buffalo steak) -they are good but the mini-crits are their most forgetsble stat since it rarely if ever comes into play(direct hit, atomizer).
Honestly I like truces, they make fighting the boss more of a part of the map than just a massive nuisance to run from and pray it starts harassing the enemy instead. The biggest problems with them are really just how the maps they're in (at least valve's) don't accommodate for the fast boss spawn times at ALL with the actual point cap times, and how enemies get free positioning due to the truce in most cases (which is notoriously bad whenever some greasy engi sets a level 3 up in your team's face and a demo with stickies doesn't just babysit that encampment for when truce ends)
Heartbroken you didn't talk about domination. Like, regular domination, where the soldier who spammed assist damage all game and then shot a crocket into a hallway and killed you by accident gets rewarded with a jingle and a flashy icon over his head.
Everything about the Holiday Punch. - It does not get Spies generous 270 Degree back detection - Does not work on disguised Spies - Does not work on Robots - Does not work on jumping enemies
I really liked the halloween gift mechanic, I played on helltower all the time during Halloween 2013 and ended up with multiple pages of halloween hats.
I’d say quick-scoping. It should at least have reverse damage falloff until you got at least a little charge. Makes Sniper weaker at close range but still lets high skill snipers have long range deleting.
For the Halloween gifts, at the very least they changed it after a while to be client based instead. Aka, only you got the gift spawn and you only had a timer until it despawns to fight against. Remember even fondly grinding hours of Hell Tower because it was the one map that only had two spawn spots for the gift so it was easy.
A note about item set bonuses: I think their original intention was to make subclasses more viable. Nobody used the sydney sleeper or shortstop without using the rest of the set, because they didn't work well on those classes (chip damage scout and no-headshot sniper). Buffing said weapons would mean they are too powerful when used with other specific secondaries, like crit a cola and the smg. The biggest problem was pyro's set. It already used some of the most popular and versatile weapons for pyro, but then went ahead and gave bonuses for it. You also couldn't tell if someone actually had all the weapons for it, so people donned the croc hat for sniper to make other snipers not try to headshot them. I think it was an interesting attempt at balancing even if it ultimately failed. edit: the necessary hats are also craftable with 4 ref + one of the set weapons. The criticism of the mann co store is just that - it is not necessary to get the hat (or anything) through the store. Why this isn't made clear to players is another issue entirely.
HONORABLE MENTIONS BECAUSE MY EDITING SOFTWARE HATES ME:
- Unboxing tiers (arbitrarily affects rarity of items)
- Skin wears (cool in concept, lame when you consider facnew is usually the only good one)
- Halloween ghosts (pain)
- Crit pumpkins (I LOVE DYING TO CRITS I LOVE DYING TO CRITS)
- Random crit snowballing (yes let's let the Soldier on a 28 killstreak one-shot you more often)
- Slowdown effects (this is TF2, not Overwatch)
- Explosion truncations (hard to explain, but it's what makes your explosions do no damage on stairs)
- Sniper (Sniper)
- Manual interp adjustment (telekinetic backstabs are for losers)
- Physics differences for throwable reskins (ah yes, the $20 item that gives you a 3% upgrade)
- Snowballing weapons (I don't care what you say, fighting a Sniper with 5 heads is annoying)
Sorry the list wasn't in the video, I got hungry and ate it :(
Might do a follow-up video over these at some point, I surely have a lot to say about them
Wait, what throwing reskins have physics differences? All I can think of is festive jarate
I like crit pumpkins 😢
@@Sypitz Mutated milk, self aware beauty mark
bro left off half the vid 💀
11:51
"Your honor, my client is not a murderer. He is simply dominant."
When your lawyer watches andrew tate
8:00 Imagine walking into a walmart and hearing the intercom come on and just "A GARGOYLE HAS APPEARED SOMEWHERE ON THE MAP!", and 5 minutes later it just comes back on and "THE GARGOYLE... IS GONE!"
I think it's worth noting that Truces were not originally added when the Halloween bosses were introduced. They were introduced in 2015 when Merasmissions were added as people complained that it took too long to do the boss contracts because people would just kill each other instead of the boss. I remember the general attitude at the time was that people were for this change but that did not last long.
Mhmm ESPECIALLY when everyone got their contracts done either for the bosses and or the missions for the map.
I think it also has to do with how contracts also changed through the years; you used to be able to submit a contract as soon as it was finished but now you have to wait for the round to finish for it to count
Maybe truces should only apply until the boss is killed for the first time that round? That way people can do their missions, but rounds don't take an hour.
Plus it's kind of funny that the first time Merasmus shows up everyone is like "Oh shit, time to team up and work together!" but by the 3rd time they're like "Fuck off wizard, we have better shit to do!"
BOOOO NOBODY FUCKİNG CARES SHUT THE FUCK UP
Bosses should have their own maps and not be shoved into PVP. The way VSH has been doing it for years.
If you want a hilariously bad example of Tf2s melee Hitreg, boot up a Zombie Survival map and watch as the last survivor is unreasonably immortal because the entire team of zombies can't stop punching each other on "accident" because Hitreg logic
Kinda the same for Zombie Escape, the last player gets a massive melee damage buff and reduced melee damage taken from every zombie present
The last player one shots zombies fairly easily despite having over 10000 HP when there are exactly 32 players on the server
(Spies rarely solo win as they can one shot zombies by swinging their knife around, you have to surround the last man standing in order to avoid getting one shotted)
(Wonderland doesn't have this feature, Skial does in fact)
@@corvus1221 the last player plugin is unique to skial only
I rately saw a "last man standing" moment that lasted more than 1 minute at best. The rare times a last player won by himself is in map heavily defender biased
Edit : woops I’m 1 year late 💀
Due to popular request, i'll be adding skeletons into every future halloween map I make. Thanks for the feedback.
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*demoknight mains screaming in the corner*
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CTF Capture crits are one of the few reasons why youd want to cap in the first place, in a game mode notorious for having no incentives to cap in the first place. It also makes lopsided matches end quicker. Like, if you backcap you can coordinate with your team to crit roll through a spawn camp. Or the enemy is competent and you can die with crits but atleast someone's capping.
Oh and the Mannpower Dev is Dario Casali. Yes, the creator of Plutonia. You ain't gonna get past him ever. He's been trolling fps players before half of tf2's playerbase was even born.
YOU FOOL! I HAVE NO GODDAMN CLUE WHO THAT IS!
Ah, Plutonia. Where the mappers knew how best to use the strengths & weaknesses of each monster to screw you over
Man I love Dario Casali.
"No incentives to cap in the first place" the incentive is winning, because that's the point of the gamemode. The reason people don't cap isn't because there's no in-built incentive to cap, it's because the gamemode isn't fun when you try to play it normally.
The problem is that while you're being spawncamped, a scout can just steal your intel and cap FIRST, since half of your team is being spawncamped, and the spawncamp gets even worse and the enemies can cap again since the teammates that were free got killed by a crit and are being spawncamped even harder now. And what is that "no incentives to cap" argument?It's just for fun, people don't get crit boosts on control points when they capture a point on a cp gamemode or attack/defend, players don't get crit boosts on payload upon reaching a checkpoint. The crit mechanic on ctf just ruins every fight and makes them one-sided for a few seconds, and make it even easier to cap and usually start a Capping chain
As an Engineer main, the thing I hate most about truces is how you're forced into two bad corners: you either wait for the truce to end to rebuild any destroyed sentry nests destroyed by the boss OR rebuild your nest and have a Demoman notice this and set up a sticky trap, causing you to restart or quickly move everything out of the way depending on how much time is left
i love placing my sentry nest on the second floor in the house on ghost fort. this place would've been almost undefeatable if truce didn't exist.
Conversely during Truces engies are allowed to build sentries on the point itself almost ensuring their team caps unless said Demo sets the trap
There's also the Carnival of Carnage map which depletes your sentry ammo every time Merasmus uses a spell and also causes any built sentries to have 0 ammo if the spell is still active
at least you aren't the engineer main who builds near the point on ghostfort and whenever merasmus gets defeated and everyone else is in the underworld moves a level 3 right next to the point to make it imposible for the enemy team to cap
to be fair, engineers will often put their sentries into an annoying spot while everyone is distracted, giving their team way too much of an advantage while the other team can only watch and wait
@@fractalisomega9517 Now if only it put a timer on spells so dickwads couldn't team-wipe so easily with meteor showers.
Surprised that you didn’t mention another frustrating part of truces: your temporary teammates still collide with you, and so any attempt to cooperate just results in unintentional bodyblocking and ceaseless anger.
"At least it's not as bad as *real life,* where killing *one* person gets you put in Dominant status for *80* years."
This is why I watch your videos. I can't unthink jail time like that now, thank you.
Oh and the quote's at 11:50
this was the first time i heard of this channel and that joke instantly made me sub
I love the melee hit detection actually! So many times when playing soldier I land an epic multi rocket jump market garden and get that nice satisfying hit sound, but then the hit doesn't register anyways and I close tf2 and go outside. Melee hit reg has really helped me with my life goals.
You go outside and Market your actual Garden
fun fact about melee hit registration: In MVM, the robots you faces doesn't get registered as "players", therefore, when several of those are gonna melee you..well..you end up more mashed than a potato purée in no time.
this also applies..to the infamous skeletons.
but how? mvm robots are bots while skeletons are npcs
@@dkskcjfjswwwwwws413 Skeletons are also "bots" in the game's code (also..fun fact: they uses sniper's armature and animations in their models)
@@Mima_the_vengeful_spirit They're not, MvM robots are NextBot fake players while skeletons are NextBot combat characters, i.e. they're not derived from player code and don't occupy player slots.
Melee blocking teammates does have some benefit in that it prevents you from instantly dying when 3 or more people attack you with melee in a swarm. The risk of accidentally hitting a teammate is meant to force you into attacking one person at a time. A lot of fighting games work specifically because when you're in a swarm, only one opponent is allowed to attack you at a time. I guess the TF Team wanted to make the melee system work more in that way?
It's a mixed bag, honestly. On one hand, you have badly designed maps and bad teammates which can make this mechanic an annoyance. On the other hand... Imagine trying to play Spy or Demoknight, only for 2 or more enemies to swing a melee weapon in your general direction, killing you instantly.
well you have to find an opening, as much as i would like to charge in against an army and come out victorious, it's not really a smart thing to do, but melee hit priority allows you to do just that and not receive a punishment, in Degroot Keep at least
you can't control your teammate and waiting for him to fight him and die is not always a good thing if the enemy has a Half-Zatoichi or the Skullcutter, he gets extra health or extra crit rate just because you couldn't apprach until your teammate died, you would need to go behind so both of you hit from different positions, but on the last point of Degroot Keep it's almost impossible
can i get an autograph
You fool! I use the Vita-Saw! I ALREADY DON'T GIVE A SHIT!
they shouldve just made it so melees can go through multiple enemies at once instead
holy shit it's solarlight
The more advanced version of taunting your enemy is spraying after a kill. Now I know that you can do it consisti
This sentence out of context is incredibly mischievously, devious 🤨😏
Good luck trying to take a picture with furry porn in every shot!
Too bad in casual this doesn't work. Could have torment streamers or anyone by putting an NSFW spray down after kill.
Now he knows we can do it consisti
I'm really surprised. I honestly had no idea that we could do it consisti
13:30 Was something supposed to be on screen here or was that just a lovely moment of Mario 2 music?
I think his editing software broke.
The problem with Halloween bosses is that they're just slapped haphazardly into existing modes and shut the whole game down for a while to make you fight them. I think they should be given more complex sets of abilities (especially Monoculus) and given their own mode where there's no truce and you're fighting to deal the most damage. You could even have some sort of secondary objective like dropping a Payload cart on them or capturing a control point to deal extra damage, which would compliment the primary objective of the mode rather than be an awkward side dish to it.
Not to mention bosses that DON'T have truces tend to skew the battle towards the offensive side. It happens far too often where someone will lead HHH back into the defender side and he just...doesn't leave. Or when Monoculus appears over the defending spawn or on the cart and wipes the defending team out...
is this just VS Saxton Hale
@@dastyp4771 No, VS Saxton Hale has a player be the boss and doesn't have a goal beyond just killing the boss before it kills your whole team. This hypothetical mode would still have two distinct teams who can kill and sabotage each other while fighting to deal the most damage to the boss before it dies. Respawning would be enabled.
@@SnivyTries I thought the same thing about monoculus on PL maps, but he can be an advantage if the underworld has strong (purple) spells, or if the underworld teleports you close to the objective. The defending team has to intentionally make use of it. On this one match of Hellstone, the enemy team couldn’t get close to the last point because I just kept spamming spells and critting them. But then when we were offense and monoculas spawned, I didn’t see very many spells or buffed played, and we capped pretty easily.
the point of bosses is to shut the game down, thats literally the point
There was a time when the Halloween gift functioned like the gargoyle, where one would spawn specifically for you that nobody else could get, which was a much better system than having it be a free-for-all for who got it.
Great Blue, if you must know, the only reason the Dominant status exists is because SolarLight broke the mode in one of his videos, so valve nerfed him in response.
If I didn't find this comment, I would haveade it myself.
Nope, this change was made after solarlight made his video, they essentially gutted demoknight after that video.
Edit: I mean't to say this. Solarlight's video on getting an 84 Killstreak was after the Scream Fortress 2020 that added the Dominance Status, Valve/janitor and plant nerfed demoknight in a November update.
@@Spiffyo you said the same thing
@@Spiffyo so they nerfed Demoknight AFTER Solarlight, a Demoknight main, broke the gamemode. You said the same thing op said
@@juckya9660 @ Arensic Flask: My bad in that he's right about demoknight being gutted in another updated, but I mean't that the Dominant Status was implemented before Solarlight's 84 killstreak video.
9:35 Red Ones
I like more the blue ones.
Omg what 😭
I’d argue greens
The thing that really does irritate me is how TF2 registers hitting someone from behind where in some cases, going for a backstab against someone who is clearly not facing you won’t die to a backstab while in other cases, you die to a backstab even though you’re directly facing them.
Same goes with other weapons like this such as the Backburner and the Back Scatter.
This video does an amazing job of showing what the conditions for a backstab are, and how when combined with a bit of ping you can get some unfair looking stabs ua-cam.com/video/gh5Fg5d_uBU/v-deo.html
The backburner's hit reg is just confusing sometimes. I managed to get killed by another player only to finish him off when a few particles apparently went through them and hit their back post-mortem. The annoying part was that they were facing away from me when I started to burn them, but the crits happened long after they'd turned around.
As a medic main I really enjoy playing spy, but the amount of time I heard a hitsound plays whenever I click on someone's back but it did nothing happens too often (longest I've gotten was 4 in a row). What's worse is that I couldn't find any other game that would make me do the same backstab mechanic spy does which sucks alot
I think that's more "Source Spaghetti" then intentional game design
@@Mirthful_Midori
The backburner's crit box is very narrow and doesn't cover the 180 degree backplate the spy's knife has. I would say, aim for the butt with the backburner and attack from the left (aka, the hand holding the enemies weapon since everyone is right handed in TF2) with the knife.
However, the backburner is further nerfed because the crit box is dependent on the direction the target is facing in proportion to the direction the fire particles are going. So if the enemy is strafing, it's much harder to get a good angle for crits. Contrary, if you strafe and the enemy is facing away from you, its much easier to get crits.
5:23
That scout doing the A-pose: My power is beyond your limits.
i still think truces are a good thing but they definitely need to lower the timer to 3 minutes like normal, and limit boss spawning to 1-2 times max per game (not sure about the specifics of when)
Imo, make boss spawn when one team reaches half time on the cap, with a 1-2 minute cooldown if the other team reaches half too fast
@@trickstertwister612 that's genius af
I thought the gift system was really fun and represented the chaotic nature of TF2 perfectly. AND, if you didn't want to go through that chaos to get it, you could always just go to gift farming servers, which actually worked.
i dont like you helm-0
Autobalance literally leaves me with a gaping void in my soul
I remember back in the day when the game was kind enough to offer you the choice. Now, it only warns you 5 seconds ahead, or sometimes it just decides "fuck you, switch team"
If I get AB'd I either leave or refuse to help my new "team"
“Oh man, I am having so much fun! This battle is so close and I think we might just pull through if we all work together!”
You will automatically balanced to the BLU team in five seconds if the teams are not even.
“Never mind, I guess I’ll go stub my toe on a rusty nail”
And all because Xx_d3ath_sh@d0w_xX couldn’t handle the idea of losing a video game
Well, maybe if everyone didn't just refuse anyways we wouldn't have this issue. Seriously, autobalance was reimplimented because the prompt didn't work. There were too many snowballs of people leaving and nobody switching. Now we're forced to because nobody wanted to.
As much as it sucks, it's still a necessary evil. There was a point early on the MYM update where they removed it. It wasn't fun
0:20 “this spaghetti bowl of a game” is perhaps the most accurate description of tf2
Loose Cannon seems to be the best weapon against skeletons, it's like shattering glass with an actual cannon.
It crushes them in hoards with the cannon ball, as it kinda penetrates thru and tiny skeletons are no problem with it's bigger projectile or a charged fuse.
Despite being the worst grenade launcher, it's hella fun. Have fun with it on halloween.
Mini sentries beat skeles easy. I got the 99 skele kills achieve by setting up a gun and chilling on helltower
loose cannon isnt the worst launcher
@@brickbattlepro9862 It kinda is since it doesn't have near the dps of the other launchers.
And anyway, it being the worst launcher doesn't mean it's bad, the others' are just really good lol.
@@WiiWarrior933 Exactly, being the "worst" of something doesn't necessarily mean that it's "bad", just that the others are better. Doubledonks are goofy and funny yes, but a direct pipe to the brain is objectively higher DPS and easier to pull off.
@@fearlesswee5036 not really if you got good distant to hit uncharged double donk none stop
I remember the headshot immunity bonus being used in a clip to troll someone who was using a tool to make all their shots headshots. Dunno where to find that clip, but that’s how I as an outsider learned that tf2 had cosmetics with gameplay bonuses. The fact that it came from a set I didn’t learn until several years later
Hope you find it, sounds like a really fun video
SUGGESTED CHANGES TO TRUCES:
- Make the capture timer and capture progress pause instead of reverting to neutral. It feels unfair, both to a team that already owns the point and a team that had nearly captured it.
- Make stickies fizzle out or have a cooldown after the truce, and potentially disable sentries for a moment too. Having 2 classes that can use the truce to set up is STUPID and unfair to other classes (even though I main engie myself).
also just... make the bosses spawn less often lol
@@lightningkitten Yeah that too
@@lightningkitten that only applies to merasmus. the other two have their own set timers which are longer i think
@@lightningkitten only applies to merasmus, who spawns every minute after you kill him thrice, when he should spawn every 3 minutes in general
What’s funny about the dominance feature is because the only reason it exists is because solar light was destroying in the Mann power gamemode.
honestly, the kills-reset-spray-cooldown would make sense considering you'd only want to put down a humiliating spray either on some random wall or next to a guy you just killed
damn.
having actually watched more than the first few minutes of this video... Jesus
I can barely handle the amount of copium radiating off of your voice
@@Mate_Antal_Zoltan uh did you just reply to yourself?
@@the05thatasked52 _Trust no one, not even yourself_
@@the05thatasked52 no, I just didn't feel like editing my comment
4:10 literally baby zombies but in tf2
7:44 there were special idle spell servers that teleported you around the spots where the gifts appeared. Me and my bros used to leave it for the night and it would drop a few spells the next morning. We still have an old alt account with 12 unused spells. F
I honestly think the halloween gift boxes were the reason I got into the game, I liked having to hunt down a cool cosmetic I had never had before. It was like a fun easter egg hunt every few hours
how do you feel about the soul gargoyles then?
@@dooplon5083 I think they are fine but they dont give me the same rush of adrenaline that gift boxes did
@@kayasaur2036 that's fair lol
I agree, wish they were back but just really rare and team exclusive
back when i was like 14 i remember getting super panic/adrenaline at the gift announcement but rarely ever got one. I did eventually get a headless horseshoes spell though once. Little did 14 year old me know that i'd end up selling that item for $400 in a few years
I actually liked the present mechanic. I would always get it first by memorising each of its spawn points off by heart and keeping the bonk on me so I could get around sentries and whatever else was in the way to get to it first. I got a lot of cosmetics, including one I still have to this day which I remember very fondly getting, the haunted hat which gave me extra cool scout voicelines. It's been tradition ever since to ALWAYS wear the haunted hat whenever it's halloween for me again.
When you play demoknight and you go to a resupply closet to recharge your meter, the game randomly decides not to recharge it for some reason, forcing you to walk back to the closet right after you walk away.
That feels more of a bug than an intentional feature
@@UCKY5 They also might be charging into the resupply locker, and ending the charge afterwards, which empties the meter.
I agree with you on the truces as there are some bosses that completely neglected that mechanic and it’s hard to determine if you don’t look at the small notification in the big and fast game (also you make a great grandpa impression)
You didn't talked about the fact that during a truce, engineers can still build sentries, so if the ennemy team is like 12 engies, when merasmus dies, you need to fight 12 sentries no matter what
And to counter that, (this is from a comment higher up) demos can sticky literally everything without worry
So the engineer is also not having a good time when he’s setting up his sentry while the demo sticky traps it.
@@dragonfire72 and engi can destroy stickies with shotgun whereas demo cant destroy sentries
@@self-proclaimedanimator demos can destroy sentries by the end of the truce, not sure about engies shotgunning stickies though
@@beaner1014
What about Short Circuit?
I like how you used a clip of Zesty Jesus to represent the people who hate random bullet spread with a passion, even though he made a 20 minute long video that conveyed almost the exact opposite.
melee doesnt use the hitbox, it uses the bounding box. since the bounding box is a square this also means that melee is inconsistent depending on angle
it checks both watched shounic's video
Cool point now give me your pfp source
I've been playing TF2 for years, and this is the first year I've actually played more than one Halloween match at a time (it's hard enough for me to play non-holiday maps as it is). Thank you for explaining why Truces can be seen as bad; I was legitimately wondering why some Halloween Payload maps made defending even more difficult than it already is thanks to Monoculous spawning, sometimes at the same time as another Monoculous is already floating around blasting everyone.
Hellstone is garbage for defense, the map literally spawns the Twins from Terraria and the payload stuns on you on red. Fuck bombing the payload amiright
Okay, I'm just saying, I loved the Haunted Halloween Gifts. I was a new player back then and didn't know what was going on, but god dammit, the scavenger hunt for that box was fun. I do wish they would bring this back in a sense, where they use the same thing for Gargoyles to spawn specialty gifts, but increase the time so only one spawns per match per person and has a shorter window of time. This creates an interesting and twofold solution to current problems: Gargoyles are useless if you aren't doing contracts so why not create a special one that gives you a cosmetic for once you complete all your Merasmissions and beyond that, it incentives people to play the longer gamemodes beyond contracts and their own personal enjoyment. Long Halloween maps are rarely fun in my experience because all the bullshit of Halloween, so why not give people a better reason to play on them other than contracts and random queue?
Actually he was wrong about gifts. It was a thing that gifts were spawning for the entire server untill the halloween of 2012 iirc, later it became an individual thing and tbh it was the most fun thing about halloween events for me. Its even makes me nostalgic about past times. So I completly disagree with his statement of haunted gifts being an annoying mechanic
One of the best mechanics in TF2 has gotta be engineer
11:51 This was such a good line
I just found your content... I thoroughly enjoy it... You're an exceptional editor and that earns the highest respect award from me possible
Worst part about truces are the engies who set up there nest right on the control point and not being able to do much about it
Demos can
You can get rid of stickies easily
You can sticky trap them but only if you follow them for the entire fight, resetting your bombs every time they move anything.
@@nihili4196 I don't think it's possible to delete stickies during a truce
It's more of a game of who's a better quick draw.
@@zappodude7591 and all Engie has to do is to hit stickies few times, breaking them.
If there are more than one engie, good luck trying to do anything
6:55 I actually loved that mechanic I used to play all day on helltower because it had only 2 spawn locations for the gift and would rotate around those 2 spots the whole game
Want to know something else about Melee hitreg priority? Valve fixed it... in Mvm mode. Yes, hordes of robot demoknights can all hit you at once.
That means this mechanic is *very very very* much intentionally enabled in pvp... for a reason I'm sure none of us will know for our whole lives
WHAT!?
the robots don't technically count as players, so player hitreg isn't applied :D
MvM has buybacks, and dying in MvM is less impactful than dying in Casual.
0:53 what is quantum crouching
Most of the time when I get the Dominant nerf in Mannpower I'm not even doing that well but I just happened to get too many kills in that 5 minute time period. Then of course I get a free pass to the bottom of the scoreboard for the entire game.
"Yay, I get to be 2nd lowest on the scoreboard for once!"
TF2’s worst mechanic according to Great Blue: Scream Fortress
Man those honorable mentions were the highlight of the video for me
I SERIOUSLY HATED THAT RANDOM GIFT MECHANIC BACK IN THE HALLOWEEN MAPS. I WAS REALLY GOOD AT GETTING THEM BUT WAS SO STRESSFUL RUSHING TO THEM
I gotta say truces on Eyeduct are much better than those on ghost fort since on eyeduct you only fight Monoculus once or twice a round and it doesn't take 7 minutes before a team wins.
12:45 this single thing about grappling hooks made me never get into mann power because it was so frustrating to fight.
It’s not the truces, it’s the bosses. Disabling truces would make those maps even worse
A glitch and unintended game mechanic video sounds awesome, I look foraged to watching, keep up your content!
3:49
They shove these thing on every FUCKING Payload map
TF2 is a game that should be viewed as a party game.
Take any Nintendo party game, Absolutely riddled with random BS that can be frustrating, but that’s also some of the charm.
Some say skeletons are the most annoying part of the Halloween maps, some say Boss truce, some say Crit pumpkins, but I think the GHOST, the godforsaken GHOST is what makes me absolutely hate some Halloween maps. Ghost randomly spawns without proper notice, has a gigantic effect radius, triggers near instantly, and turns you into a punching bag for 5 seconds when spooked. Pretty much impossible to predict, and there's no counterplay to it. Seriously, who thought it was a fun mechanic to play with?
It feels extremely fucked up when playing on pl_hellstone, the map where the CART ITSELF is a ghost. Playing RED Spy on that map is nearly impossible. It tortures your soul. I wish Valve remove that map from the Halloween map pool, tbh.
Actually, making a video about Halloween maps that needs to be vaulted can be an interesting idea.
A self-defending cart only sounds like a cool gimmick. Unless there's a way for RED to disable said defense it's hideously unbalanced.
I fucking hate the stupid ass ghosts
Boo!
Buymuh!
counterplay: dont go near the ghost, fight around it
come on man, its too easy
10:12 Incorrect. It is a snowball mechanic. Which is a surprising thing for anyone to complain about, given that TF2 has lots of them, and given that CTF is notoriously stalemate-y.
I wasn't expecting to be educated much after 10 years of playing, but you got me within 15 seconds. Well done
"Let me know what color of crayons taste the best" is the best way to call someone stupid I've heard in a while
i actually quite like the truce mechanic. maybe it does happen way too often for its own good, but i think it can be really good if tweeked a bit.
also i'm bad at the game, so the dominant thing is not something that'll bother me much.
I completely forgot about the grappling hook mode, I remember when they were working on it years ago, crazy shit
Truces need to exist because pyro and and any weapon that does splash damage would make working together a lot harder. If bosses spawn a few minutes into the match and had a 15 min cool down it would be much better
Thnx for coving more obscure stuff (specifically relating to Mannpower and random dmg spread). I didlike that the Boston Basher's "foregiveness check" doesn't work when you're crouched\standing on top of an enemy player.
I'm still pissed the skeletons/bosses still have framerate issues (You know, they move/attack you at like 10-15 FPS?).
I thought Valve fixed that!
They fixed the fps but then reverted it I think. Tbh it's more fun with laggy skeletons than normal ones
@@GaymingForFun Oh really? Shit. Why did they reverse it?
They did fix it, the reason why you still see it is because your interp value is too low.
@@Sjon_E how to fix it?
@@GaymingForFun they never reverted it, it's caused by having a different interp value in console. Valve fixed it for the default interp value, but most players eventually find their way into the console to make the game more fluid for themselves and that is where the problem lies.
Backstab. Hitreg. Sometimes you randomly stab someone in the face and they die, sometimes you click hoovy back 4 times before they turn around and slowly charge up their lmg and Lazer you.
I'd like to see one about unintended mechanics, this one was surprisingly interesting.
10:22 that's exactly why it was added; pacing. Without it, CTF rounds would last even longer than they do already. Granted, most people who enjoy CTF nowadays like it specifically because of how long they take due to Meet Your Match replacing the efficiency of quickplay with a matchmaking system that causes players to spend significantly more time waiting for a new map to load, even if everyone voted for the map that's already loaded.
The biggest problem with truces is how it makes it's too easy for engineers to abuse. It's not too common to find one or more level three sentries outside your spawn, but when it does happen it is quite aggravating.
Random crits are aggravating for obvious reasons, but the issue I have is how easy it is to fix it. Disabling random crits is a server config that would take exceedingly little effort to disable.
Honestly? I would make so engies can't build or move buildings during truce.
Or lowering the random crit chances for the problematic weapons or in general. I heavily disagree with getting rid of them because even with all the times I died to them I still have fun. I will respawn. I can avoid them. I can kill them. If it comes to it I can leave for another server. Restrict them to melee if need be.
Truces I agree with. They could be changed so that as soon as they end any sentries on the map disable for a few seconds like a wrangler charge shot.
My guess as to why it's still they're is because it's a core component of tf2, so they probably don't want to do something drastic as that
They did remove random damage spread though, but random crits are probably more bigger
6:06
I remember for a contracts I had to kill marasmus once and it took 30 minutes due to merasmus spawning so many times
Melee being stopped on friendly hit was only added with the medieval mode update. This change was probably made to stop the team stacking into the corner in the final point and basically being unkillable.
*Laughs in caber*
*Laughs in huntsman*
*Laughs in skullcutter*
*Laughs in crossbow*
Seriously fuck whoever thought teammates eating melee swings was a good idea.
Well the weapons are melee and what was the first melee weapon on the source engine?
The crowbar and the crowbar can hit one enemie at a time.
Here's some suggestions that I think could fix Ghostfort (and other boss-spawning halloween maps) if implemented together:
- Bosses spawn much less frequently, often just once, sometimes two if the point is stalled.
- Either stop the countdown timer and keep the point capped when a boss spawns, or uncap it and have it automatically cap to whoever owned it when the boss dies.
- Reduce the objective time to match the regular map versions.
5:06
Have to disagree just because Truces allow me to do the funny and invite the BLU team to RED’s spawn
2:14 Zesty did not say that.
He said the opposite of that lmao
9:33 im dying over here
Red black and then white in my opinion
Say what you want, but at least we can have these weird mechanics instead of 10 of the same gun and generic maps
7:18 If this veteran mechanic was still somehow bugged today, if it was working, who knows it would be different in 2 ways. Of course Valve would fix it.
9:26 Nicely referenced player.
Firstly the green crayon taste the best secondly I find it funny the continual expansion of the Gonzalez family
1:23 Not true, you could craft each of those hats using 4 refined metal + a single weapon from the item set. Granted refined metal was a bit harder to come by back in those days but if you were patient you could get them all for free. I actually kind of liked this mechanic because each of the sets really fit tf2's aesthetics and the set bonuses were usually tradeoffs rather than straight upgrades. Milkman set was OP though lol.
9:11 Okay, so, in theory, this could be fixed by 1 to 2 lines of code, saying that players of the same team color as you (team1 and team2 code wise) would make that invisible line pass through that player
11:00 This is fine, because of two phrases: Power ups, and grappling hooks. Fighting the Regen phlog pyro that is constantly hugging you is fucking cancer, so this makes it better for everyone except that fuckin weasel
I do agree with the mark for death part tho
inb4 somebody spouts "mUh BoDyBlOcK eXpLoItZ1!1" and tries to strawman that you could hide behind teammates.
@@racer927 what the fuck are you talking about
1:13 And Remember Kids
Pinkie Pie Is Best Pony
no
nice try, but it's Fluttershy.
Nah bruh, applejack is best pony fr
Nah it's Heavy
@@goldngamer1365 Now that's a great pony
one mechanic that is NOT inheriently bad but for some reason valve just can't make it work are the mini-crits.
almost every weapon with mini-crits falls to one of the following categories:
-they got rebalanced at some point and lost their mini-crits (soda poper, flying guilotine)
-they are either underpowered or trash(backs catter,buffalo steak)
-they are good but the mini-crits are their most forgetsble stat since it rarely if ever comes into play(direct hit, atomizer).
Honestly I like truces, they make fighting the boss more of a part of the map than just a massive nuisance to run from and pray it starts harassing the enemy instead. The biggest problems with them are really just how the maps they're in (at least valve's) don't accommodate for the fast boss spawn times at ALL with the actual point cap times, and how enemies get free positioning due to the truce in most cases (which is notoriously bad whenever some greasy engi sets a level 3 up in your team's face and a demo with stickies doesn't just babysit that encampment for when truce ends)
Heartbroken you didn't talk about domination. Like, regular domination, where the soldier who spammed assist damage all game and then shot a crocket into a hallway and killed you by accident gets rewarded with a jingle and a flashy icon over his head.
6:56
This sounds like a great idea for a MrBeast video...wait has he already done this?
i didnt know what marked for death was until 300 hours in
Everything about the Holiday Punch.
- It does not get Spies generous 270 Degree back detection
- Does not work on disguised Spies
- Does not work on Robots
- Does not work on jumping enemies
The worst mechanic in TF2 is that allies eat up melee hits.
sniper is worce
I really liked the halloween gift mechanic, I played on helltower all the time during Halloween 2013 and ended up with multiple pages of halloween hats.
If you die to skeletons as Scout, you suck.
I’d say quick-scoping. It should at least have reverse damage falloff until you got at least a little charge. Makes Sniper weaker at close range but still lets high skill snipers have long range deleting.
For the Halloween gifts, at the very least they changed it after a while to be client based instead. Aka, only you got the gift spawn and you only had a timer until it despawns to fight against.
Remember even fondly grinding hours of Hell Tower because it was the one map that only had two spawn spots for the gift so it was easy.
12:20 1/1000 dove gib
9:36 the purple one
I actually liked the gift spawns for the halloween events. The sudden burst of adrenaline in having a mad dash to find it was so much fun.
A note about item set bonuses:
I think their original intention was to make subclasses more viable. Nobody used the sydney sleeper or shortstop without using the rest of the set, because they didn't work well on those classes (chip damage scout and no-headshot sniper). Buffing said weapons would mean they are too powerful when used with other specific secondaries, like crit a cola and the smg.
The biggest problem was pyro's set. It already used some of the most popular and versatile weapons for pyro, but then went ahead and gave bonuses for it. You also couldn't tell if someone actually had all the weapons for it, so people donned the croc hat for sniper to make other snipers not try to headshot them.
I think it was an interesting attempt at balancing even if it ultimately failed.
edit: the necessary hats are also craftable with 4 ref + one of the set weapons. The criticism of the mann co store is just that - it is not necessary to get the hat (or anything) through the store. Why this isn't made clear to players is another issue entirely.