Nevermind I guess it’s the 15th Scream fortress, not 12. Kms Edit: They updated the game mode and thankfully they fixed some of the problems I mentioned in this video. Zombie Spy can now cloak, which is very nice since his ability was a bit underwhelming on it’s on. Zombie scout could apparently triple jump before but with the new jump high buff he got this is more useful and the 75 base HP now sounds reasonable. Sniper can now use his spit to damage buildings and drops a puddle on death, really useful stuff. Sentries have much less knockback which was the main issue, some roofs have been tweaked and the survivors actually have to work together to win. In the end I came out as harsh in the video, but I still can’t figure out how they couldn’t see a problem with engineer’s sentries during testing. Good job on the devs part.
Unfortunate, but anyways, Mönkey, I finished up my first war paint, though I would think there are some issues with it. Overall, it came our pretty good, I hope I can get on the same level as your sexy ass war paints someday
the zombie mode creators are apparently working on a balance update. To be fair saxton hale mode also recieved quite a few balance updates to get it to its current state. I think zombies can deffo be fun with some time and polish (not valve doing it, but the mode's creators), as I see the framework of a really fun gamemode there. I guess I'm just more positive overall. I'm just happy we got some new stuff.
VSH didn't changed that much in retrospective, creators did made changes, but the main formula remained untouched. This right here is much more different compared to sourcemod version
@@Christopher-D oh yeah, "its super fun", man its really easy to tell you dont know what is fun, I already can do a list of the problems of vsh, because I played the game, Its a unbalanced mess, almost every weapon is bad, Hale is op has fuck, and yeah friendlies, its infested of them, they not just do nothing, they give health to Hale. The counterplay is shit, Hale is so fucking movile that you cant do nothing, if somebody know that he can spam doublejump, its gameover.
I have a little something to add to the list of things to change for Zombie Infection. Remove Rocket and Sticky Jumper. One time some *kind* Demoman kept jumping around the map as the last survivor with none being able to catch him.
More of an issue imo is the amount of unreachable spots they can get to, some of which seem to be introduced with the update since last time I remember playing some of these maps, like Sanitarium for example should have the roof of the building accessible via the staircases like on community servers before it dropepd but for whatever reasons it doesn't? And Woods existing. Screw Woods, I love the mode but Woods sucks so hard.
I was watching the Zesty stream when it was released not realizing everything he was reviewing was currently in the game. “Hah dang these all suck lol” then he says “why did they add this?” And then realization set it. We were doing so good during the summer update
Too bad the community hates zesty for no reason except the truth. Seriously, all his opinions about tf2 are valid (Especially pro TF2 players leaving TF2 for overwatch just for the cash) and based, but people hate him because its the truth.
the two times I played zombie infection I remember engis completely shutting down any attack the zombies made. On the second game I played no one went engi or just built dispensers and it was actually kind of fun.
With how many times I played, often the cause of red team failing is them all clumping together tightly, it makes for easy Sniper and Engi zombie target. With any, even tiny amount of coordination, zombies can wreck that. Sentry in a room is a sentry in a room, all it takes is one demo zombie to nuke it and likely the engineer with it. However if the red team is actually smart and spreads out into smaller yet still balanced out groups then it becomes harder for the zombies to get a foothold relying on blind luck to stumble upon a wounded red before dying to all the gunfire from all the directions. It's easier to defend if all sides are covered instead of everyone turtling in one spot expecting it to work out, there is a reason demoknights, soldiers and scouts end up being last red alive, because they are always on the move and get to pick their fights.
I honestly think the short of breath (the gasmask) for soldier is one of the coolest cosmetics in this case. It goes great with the stock helmet, plus some other milatary themed ones
I actually played a bit of the Zombie gamemode and it seems to favor the zombies most of the time actually. Sniper's spit leaves a damaging AoE to discorage the grouping up issue you had and Engineer has an EMP grenade that disables buildings as well as severely damaging them. The problem is coordinating a push and getting people to actually play Sniper/Engineer as the zombies, which is way harder than winning the game 90% of the time.
Usually when red turtles, blu ends up with several snipers and engineers, from what I experienced it's more of an issue of there not being anyone to push and take advantage of those engis and snipers. A wombo combo of 2 zombie medics would be enough to wreck the entire turtling team
What? The zombies have to think and make basic coordination to win? Impossible, there's no place for team coordination in Team Fortress 2, every game mode should just be a series of 1v1 death matches.
Honestly I had a lot of fun with the zombie gamemode. Played 16 rounds with no crashes and it felt decently balanced. Only cosmetic I dont like is the goathead. But i did have trouble getting into matches. It would just take me out of the queue a lot. I'm not astounded, but I'm also not offended.
What frustrates me about zombie infection is that it can actually be kinda good with some adjustments. Playing on sanitarium with no engineers and demoknights isbactually fun
And here i was hopeful after what we got in the Summer, im glad we didnt get a warpaint case because whoever picked these was probably hired by Valve after they saw him at the local Supermarket
At this point, we should just have a autumn themed update with a bit of spooky. I'm just generally sick of this scream fortress repetitiveness with no real changes to the formula.
Funny demoknight Infection trivia. For whatever reason he seems to have around 50% resistance against zombies for what seems like absolute no reason. Also there's a bug with zombie demomen, where if they initiate a charge and then proceed to use a kill command. They detonate instantly. Which ironically balances out in _most_ scenarios.
Pretty sure demoknight only gets the resistances from shields. Ya know, blast resistance and fire resistance, cuz I do remember trying out the tide turner and getting smushed by zombie pyros and demos.
The absolute worst thing about demoknight is shield + zatoichi. Demo Zs are useless with their explosions, swarming doesn't work because unless you're heavy you die in one hit and hitreg just doesn't work if there's a swarm on a demo so unless they got even less lucky, well... As last survivor, I was outhealing damage from multiple heavy Zs boosted by medics and snipers spitting at me for full minute in one corner because their spit was hitting the Zs, only leaving the DoT. I was literally accused of cheating. And I feel like I did. Disgusting.
I get what you mean. Some look good but dont fit the theme. I hope if they get around to do a war paint case they pick somewhat themed war paints that relate to the game and have that style
I actually like Soldier's neck snap taunt they added, it's really unique because it's a soldier only taunt that's also a partner taunt, and that's the only taunt that's on 1 class that is also a partner taunt
7:50 the NEON one is good though, its VALVES fault for not adding the full set, which was SUPPOSED to be a new unusual effect for weapons and things like demomans shield. It was really cool and the reason it was highly voted was mainly for the unusualifer effect, but valve decided to only add the hat
But.. how good would that "new festiviser" would even be? The shown examples just suck, the only item that I can recall that uses neon things is, well, Neon Annihilator and demo's shield with randomly slapped neon outline just looks weird
@@dkskcjfjswwwwwws413 the concept is great, idk why your hating. Festive set that isn’t locked to a holiday respective look, and it goes WELL with allot of warpaints? you cant say that about allot of the stuff
why did they never create anti spell zones like how no building zone exist in maps *seeing the zombies gamemode not having no build zones i can see why now
Zombie Soldier already has Stomp damage from moderate heights (it's also damage boosted to ~200) but you can just use anything with knock back to negate this. * The upcoming patch will add knock back immunity during the Pounce which should help.
I would of rather taken the offer you offered up for the scream fortress case then what we actually got, cause I’m glad and fucking happy someone posts a video and I can fucking agree with it. Other will just make a post and say your just complaining, but nah, fuck that shit. I’m pist, I’m frustrated, I’m angry and In honesty I really really really wanna get the attention of valve right now through another protest.
Honestly if they would restrict 50% of the cosmetics I wouldn't be so disappointed in the case. They are still bad cosmetics and a waste of hats in the case but at least we wouldn't have to look at them all year.
I really think Valve should take a page from the old CS zombie mods, or straight up from Counter Strike Online/Nexus/Studio, and make the zombies the menace they are; they used to have 800 HP (the weakest), ran more than any human, and in one touch turned you into zombies on the spot, instead of killing you and making you respawn. THAT would be my ideal Zombie Survival gamemode
And an absolute bullshit one with some weapons. Caber zombie demo would be an absolute pain in the ass like in the already existing zombie survival mode that only lacks the 800HP at minimum for zombies. Anything melee-based, even with their upsides, would be pointless even as last resort and heavy would be an even bigger chokepoint bitch then he is in ZI.
@@dkskcjfjswwwwwws413 Well, set an engineer cap then, or allow only mini ones I am aware about how hard is to balance something like a zombie survival in a game like TF2, but it can be way better than whatever they've done here. I've just put this one as an example
@@youraverageenclavesoldierthe gamemode fundamentally will never work because most of the maps are just large open spaces with some buildings in it, which engineers can nest on top of, making it really really hard for zombies to do anything and the level of coordination you need to do significant stuff is ridiculous, you can barely manage that in a 4v4 l4d2 vs lobby with randoms, let alone in 24 player tf2
@@dkskcjfjswwwwwws413 You're right there. The fundament of the old zombie survival maps was that humans could hide in narrow tricky spots that while were easy to find, weren't as easy to traverse if under heavy fire. Maybe maps in that style could work
While I agree with some points about zi some are kinda eh. Like you mention the spy ability and then immediately complain about cloak and dagger... Which Spy's ability counters so that was kind of a nothing argument. Scout also has a triple jump which you failed to mention and makes him a lot harder to hit, but I do think he needs a small buff. Demoknight is horrendously overpowered rn and engi is just unfun to play against but the creators did say that there is an update coming which should address those issues. Also clearly you havent even played much of zi as soldier has the ability to do stomp damage. Heavy has massive knock back resistance except from himself, so you can pumpkin bomb jump yourself in.
Scream Fortress being recycled each year is fine imo. Halloween is kino, some maps are ass some maps are good but the thematics are peak and I love it. It's a once a year holiday thing along with Smissmas and otherwise nothing is going on all year besides MAYBE a Summer Vacation update.
You removed the funny payday reference mask from the case, I will now be removing your legs (In all seriousness i agree with the zombie stuff and while I'm not as adverse to the case cosmetics as some i do agree that your case both cosmetic an unusual is a good choice)
Perks map maker here (well, one of them, a lot of other people worked on this to make it look this good). Thanks a lot for the kind words! I can indeed do something about crumpkins, and originally planned to, but got rushed so I couldn't add it. I'm currently working on an update to balance some of the perks and add a player counter, so I'll probably throw the crumpkin-be-gone-ificator in there too
@@drywallgrass That would require a lot of changes to the map, and might not actually be useful. I think crumpkins are way too prevalent, so removing them is a good thing
Despite what this update looks like I can't help but enjoy it since scream fortress is just fun, although it does fell like it all melts together over time
Absolutely right on Zombie Infection. Original, non V-Script Zombie Survival worked because it was Engineer vs Medics, where Engineers could only build Dispensers and Teleporters for barracading and, in the case of the teleporters, telefragging, while Medics could only use melee and having only passive abilities like speed up and double jumping, which made both teams need to work together in order for one to win. This, however, is an unbalanced, rush mess that barely works half the time and constantly crashes. However, I cannot say I didn't have at least a little fun with Zombie Infection, just because of how goofy it is.
To be honest, Engineers vs Medics was _ass._ It sure was balanced, probably, depending on the map maybe. But it was boring as hell. Also constantly crashes? What? Had yet to hear that one. Though it sure looks like the maps are earlier versions or something, played on a community server and the maps were more polished on the community servers, especially Sanitarium. And perosnally aside from some _questionable_ balance decisions and most likely unintentional hiding spots (why the hell can red reach the roof on the lake building on Woods _and_ build a teleporter for a sniper there to shut down most of the map instantly)
medic vs engineer was garbage then and theres a reason its dead now it had the classic zombie mode problem of every map having 1 really good spot the entire server goes to every round, playing engineer was boring and playing medic was downright painful I HATE FIREWATCH I HATE FIREWATCH I HATE GOLDRUSH
Okay, it's really nice to know I wasn't the only one getting intermittent crashes frequently on this gamemode because I thought it may have had something to do with my laptop instead. I believe This still has the potential to be great like VSH if it does get continual patches during Scream Fortress (which it looks like it may along with giving certain buffs to the zombies to give them a fighting chance, such as Zombie Spy being permanently cloaked unless attacking or using his special which reveals him for a few seconds). But as of right now, in its current state, it can be a bit of a slog to get through, especially for 25 rounds.
Why do you acknowledge/credit valve directly when they just say fuck it and leave it in the hands of the “”””community”””” as they’ve done for the past decade
I would have preferred for the zombie mode to either have class restrictions for engineer and medic for red, but only level1/no sentry could also work. I also think bringing over aspects of L4D2 could also work with the game mode to.
Then those classes become nigh pointless to use. Frankly even with level 3 all it takes is 2 medic zombies or 2 zombie heavies, since red often has an aversion to having a Soldier that uses actually damaging rockets or a demoman that isn't a demoknight.
@@simplysmiley4670demoknight has 50% damage resistance and swords that either heal him back to full or make him tankier and faster, literally noone is gonna want to play regular demoman after that also engineer being useless would be soooo fire pls pls pls it improves it so much
I guess the good items we got since Smissmas 2021 were an accident? I was fooled into believing whoever is in charge of putting items in, was being progressively more selective. How depressing.
This almost feels like a deliberate middle-finger to the community. "Oh, you thought you were going to get non-gimmick cosmetics again!? Too bad, you got that a couple months ago already!"
The zombies mode is busted and horribly balanced but is fun as hell if you know what you’re doing and other people don’t It’s kinda reminiscent to x100 or x1000 or other xWhatever
I looked through the top comments and didn't see any mention of it, but they actually dropped a massive balance patch pretty recently to buff the zombies and nerf a lot of the strategies with sentries and rooftops, I haven't played tf2 in a while though so I dunno how impactful it was
My problem with your recommended case cosmetics is that they don't look like spooky Halloween stuff. They just look like regular cosmetics that I would want to be enabled year round. I want Halloween items to be wacky spooky stuff. That doesn't mean I think the paint regions should be huge and make it hard to distinguish team colors, but I otherwise want the Halloween cases to be ridiculous stuff that doesn't fit any other time of the year.
I heavily disagree on the cosmetic case, there were some really cool and fun looking ones this time around, which is a big part about what makes tf2 fun in the first place (atleast in my opinion) and even just a couple new maps and cosmetics is a hell of a lot better than nothing at all.
r/tf2 bitching about the saw head pyro yet the cosmetic depsite the outlandish heavy Ogre one, INTENDED to be Halloween restricted, isn't. I feel like the concept of Halloween restricted died when eye bulging out of the merc's head was deemed to be a year round cosmetic? Remember when the Solider in a cardboard robot suit was deemed too much?
Y'all forget that TF2 is only allowed one good update per year. We ate too good in the Summer Update, now we must pay the price of mediocre seasonal updates.
i think its really sad that the most exciting thing abt this update is the contracts that have been around since the dawn of tf2. ive been having more luck/fun with cosmetic drops in crates than i have been satisfied with the new 2023 crates. tf2 is just going back down the landslide that is carrying their game with false hype and new maps.
Playing engineer in in zombie infection is way too easy. You can literally snort Elmers glue and occasionally smack your buildings if they need to be repaired, which is almost never, unless the entire zombie comp is engineer or sniper. It's pathetic how easy it is to win. Almost every game of zombie infection that I played, there were at least 2 to 3 engineers on my team, so it became a snorefest the majority of the time.
@@raquetdude>no shit warpaints but shittier hats >new gamemode worst one in the game >decent arena mode true but crumpkins and vaccinator heavies exist
The ZJ ark, too bad I only hear about how bad the SF became and the TF2 too in general. Makes me think, that it's constant downhill for the game and that the time untill it all comes tumbling down can't be reversed. Need to play until then.
the unusuals are also for the most part boring. same kinda stuff we've been getting. I'd much prefer if each event, they brought back an unusual series from the past. same thing with crates. imagine next smissmas they bring back the naughty and nice crates. or next summer they reintroduce the end of the line effects, and each time it cycles to something different. they wouldn't have to add new stuff nearly as often but it'd still be exciting to see what's returning. They could also like, bring back spells. that'd be pretty cool.
Personally I don’t think the hat cosmetic case is that bad I like the medics hair it looks cool probably would’ve been better as a Halloween restriction but honestly it isn’t bad. Also personally I don’t think the spy’s balaclava being able to be completely painted is whatever as there are still plenty of cosmetics that can distinguish a spy from being red or blu. BtwI do love the Krieg inspired pyro set you put in the hypothetical case it’s one of my favorite things on the workshop currently. Also I don’t really see how the new Halloween restricted cosmetics are bad? Like the dragon and angler fish thing is rad. And the Arcade machine fits in line with the old engi halloween cosmetics so I don’t see the big deal? Feels a bit overly critical
monkey when he doesnt get his super generic cool cosmetic that could fit into any other case for halloween hats the hats showed that could be "Better" were actually really good but half if not most of them dont fit halloween at all.
I mean which would you rather have? A bunch of tacky halloween items picked to fit a single holiday which look terrible for any non-gimmick loadout, or a set of generic items which look good with most loadouts no matter the time of year?
This years crate wasn't all that great but your "custom crate" isn't all that much better imo, most of it is either generic or just variants of stuff we already have. (Except for the Death Korps Pyro, that's a good choice) For a long time (though obviously less prevalent nowadays) the season crates were theme based and the Halloween stuff usually were very goofy and out there, that was kind of the appeal to me with them and I'd rather see goofy well made stuff than some of the stuff we got this year.
your standards are so incredibly low that you are satisfied with this lmao, i cant imagine how excited youd get if you played an alive game with real updates
@@dkskcjfjswwwwwws413 Been playing the game since 2008, if you are expecting good quality updates at this point for a 16 year old game, than I dont know what to tell you.
Finally. Adrian Shepard can snap the neck of a zombie german supervilian haircut ass doctor in an insane asylum while a large human skined russian ogre with insane underbite beats the shit out of a french zombie prisioner with a limegreen balaclava. Finally.
I don’t actually mind zombie infection all that much. The zombies need to work together, but of course nobody does that in casual so there’s a lot of zombie losses. The only thing I’d really change is for there to be an amount of zombies proportional to the amount of players on the round starting, like around 1/6 of players turning to zombies upon the round starting. That and buffing scout so that he can actually do something to the survivors other than be a gnat
Funnily enough before this update dropped, on community servers running this mode, scout was a glass cannon boasting just 25hp but having way higher damage per hit. No clue why scout in casual is nerfed this badly, but considering sanitarium appears to be missing it's whole roof and all the access to it, Valve might have pulled up earlier versions of the maps and mode? And yeah, number of starting zombies really should scale with how many players there are, 3 zombies on low amount is fine, but then add a whole horde of reds spread around the map and zombies get curbstomped.
@@simplysmiley4670 I saw videos of people like samwiz playing the version of the mode you’ve talked about and it definitely puts into perspective how much less powerful the zombies are. Scout basically did the same damage as heavy and soldier could basically just fly
I do find it really funny everyone I know who's said they like this case over the past couple of days changed their mind a couple days later after realizing they only liked a set or two and the payday mask
atoll was a payload map in a heavy development. Less than year ago it didnt even have proper lighting. Its halloween version was rushed out of the door
To be honest, I do like the Zombie Infection mode. It's not perfect or anything, some maps are simply better then others (Woods my beloathed), but others are pretty fun to play on as most classes. Aside from arena Perks, the ZI maps are my favourite for this update. _However._ The casual version is significantly different from what I played on community servers. For one zombie scout isn't a glass cannon on casual unlike before the casual version dropped in, some maps feel like their earlier version like Sanatorium lacking the roof for some god forsaken reason and Woods _existing._ Also honestly when it comes to class balancing in this kind of mode, Engineer, Demoknight and Heavy are a pain in the arse. Either batshit overpowered, or nigh unusable outside of turtling in a tiny room waiting for a demo zombie to charge in and murder all of you at once. At least you don't get 1 hit infected by literally anything in this one.
Zombie fortress is soooo much better for one simple reason: survivots are engineers w/o sentries and the zombies are medics. I havent played a single zombie Fortress where all classes are available, only zombie escape which is a VERY different gamemode that is a little unfair to the survivors.
I don't mind the the new cosmetics, I just wished Valve was smart about them. Having more wacky stuff during halloween isn't a problem, it's a problem when you can use them after halloween. You know why starting up the game and seeing it's a full moon is fun? Because that means you can use the wacky cosmetics again for a little while. If the wacky cosmetics are always available then they aren't wacky anymore, they're annoying. They also need to know what parts of a class can and can't be painted. Like with that new spy hat, being able to paint the mask is fine, you don't need to paint the balaclava as well. Reminds me of that one old Funke video, where he wore the Lurkers Leathers when it was broken and was only in the RED variant. All somebody needs to do is paint the new balaclava a weird colour, paint a jacket a weird colour, and then wear pants that are the same or similar on both teams, and boom, nobody can tell what team you belong to.
I can't be the only one really disappointed in the new unusual effects? they all seem exactly the same as other effects we've had in the past and just look so generic, it's such a shame considering summer had such amazing effects like treasure trove and bubble breeze, I do agree though this is one of the ugliest crates I've ever seen, I just don't understand how quality control is difficult when all you're doing is sitting at a desk and browsing workshop to steal other peoples hard work for profit? I know for a fact there's amazing stuff in the workshop if you take more than 10 seconds to dig, at this point i'm pretty sure they just browse the front page for 10 minutes, and just add a few to the game and go back to working on csgo
@@dkskcjfjswwwwwws413 that's why a lot of people, me included collect a lot of gen 1 pre-community effects, but even still i do like a few sometimes, but this crate I can confidently say I have no interest in whatsoever
Nevermind I guess it’s the 15th Scream fortress, not 12. Kms
Edit: They updated the game mode and thankfully they fixed some of the problems I mentioned in this video.
Zombie Spy can now cloak, which is very nice since his ability was a bit underwhelming on it’s on.
Zombie scout could apparently triple jump before but with the new jump high buff he got this is more useful and the 75 base HP now sounds reasonable.
Sniper can now use his spit to damage buildings and drops a puddle on death, really useful stuff.
Sentries have much less knockback which was the main issue, some roofs have been tweaked and the survivors actually have to work together to win.
In the end I came out as harsh in the video, but I still can’t figure out how they couldn’t see a problem with engineer’s sentries during testing.
Good job on the devs part.
Its the XII and I saw it
Dont do that. That stuff kills you
Don't! that might hurt!
Well you know what they say. “Dota-Dota Counter-Strike”
Unfortunate, but anyways, Mönkey, I finished up my first war paint, though I would think there are some issues with it. Overall, it came our pretty good, I hope I can get on the same level as your sexy ass war paints someday
the zombie mode creators are apparently working on a balance update. To be fair saxton hale mode also recieved quite a few balance updates to get it to its current state. I think zombies can deffo be fun with some time and polish (not valve doing it, but the mode's creators), as I see the framework of a really fun gamemode there. I guess I'm just more positive overall. I'm just happy we got some new stuff.
VSH didn't changed that much in retrospective, creators did made changes, but the main formula remained untouched. This right here is much more different compared to sourcemod version
vsh is still awful and will probably never be fixed because lizardofoz cant balance games
@@dkskcjfjswwwwwws413 I find it pretty balanced.
@@dkskcjfjswwwwwws413 Why is it awful? I personally think vsh is super fun, and isn’t that what a game should be?
@@Christopher-D oh yeah, "its super fun", man its really easy to tell you dont know what is fun, I already can do a list of the problems of vsh, because I played the game,
Its a unbalanced mess, almost every weapon is bad, Hale is op has fuck, and yeah friendlies, its infested of them, they not just do nothing, they give health to Hale.
The counterplay is shit, Hale is so fucking movile that you cant do nothing, if somebody know that he can spam doublejump, its gameover.
I have a little something to add to the list of things to change for Zombie Infection.
Remove Rocket and Sticky Jumper.
One time some *kind* Demoman kept jumping around the map as the last survivor with none being able to catch him.
More of an issue imo is the amount of unreachable spots they can get to, some of which seem to be introduced with the update since last time I remember playing some of these maps, like Sanitarium for example should have the roof of the building accessible via the staircases like on community servers before it dropepd but for whatever reasons it doesn't?
And Woods existing. Screw Woods, I love the mode but Woods sucks so hard.
I just witnessed that strat after uploading, it's really dumb.
I was watching the Zesty stream when it was released not realizing everything he was reviewing was currently in the game. “Hah dang these all suck lol” then he says “why did they add this?” And then realization set it. We were doing so good during the summer update
Too bad the community hates zesty for no reason except the truth.
Seriously, all his opinions about tf2 are valid (Especially pro TF2 players leaving TF2 for overwatch just for the cash) and based, but people hate him because its the truth.
@@billywayne1007”except truth” we’re going to ignore the transphobia and constant ramblings he does to other tfcreators
nobody cares @@DoneThatSeenThat
Lmao I had the exact same reaction. I thought he was reviewing workshop items at first.
@@thesardonicrenegade Excuse me i have some objections.
the two times I played zombie infection I remember engis completely shutting down any attack the zombies made. On the second game I played no one went engi or just built dispensers and it was actually kind of fun.
With how many times I played, often the cause of red team failing is them all clumping together tightly, it makes for easy Sniper and Engi zombie target. With any, even tiny amount of coordination, zombies can wreck that.
Sentry in a room is a sentry in a room, all it takes is one demo zombie to nuke it and likely the engineer with it.
However if the red team is actually smart and spreads out into smaller yet still balanced out groups then it becomes harder for the zombies to get a foothold relying on blind luck to stumble upon a wounded red before dying to all the gunfire from all the directions.
It's easier to defend if all sides are covered instead of everyone turtling in one spot expecting it to work out, there is a reason demoknights, soldiers and scouts end up being last red alive, because they are always on the move and get to pick their fights.
wow who knew the guy that plays tower defense in a fps game wouldnt be fun to fight if you had to run at his sentries
I honestly think the short of breath (the gasmask) for soldier is one of the coolest cosmetics in this case. It goes great with the stock helmet, plus some other milatary themed ones
Zombie infection mode basically boils down to 2 things (in my limited time playing the new maps): Engineer stacking, and spawncamping
I actually played a bit of the Zombie gamemode and it seems to favor the zombies most of the time actually. Sniper's spit leaves a damaging AoE to discorage the grouping up issue you had and Engineer has an EMP grenade that disables buildings as well as severely damaging them. The problem is coordinating a push and getting people to actually play Sniper/Engineer as the zombies, which is way harder than winning the game 90% of the time.
Usually when red turtles, blu ends up with several snipers and engineers, from what I experienced it's more of an issue of there not being anyone to push and take advantage of those engis and snipers.
A wombo combo of 2 zombie medics would be enough to wreck the entire turtling team
>tfw zombies need this much coordination and strategising to take down an engineer just building a sentry
trash mode, kek
What? The zombies have to think and make basic coordination to win? Impossible, there's no place for team coordination in Team Fortress 2, every game mode should just be a series of 1v1 death matches.
Honestly I had a lot of fun with the zombie gamemode. Played 16 rounds with no crashes and it felt decently balanced. Only cosmetic I dont like is the goathead. But i did have trouble getting into matches. It would just take me out of the queue a lot.
I'm not astounded, but I'm also not offended.
What frustrates me about zombie infection is that it can actually be kinda good with some adjustments. Playing on sanitarium with no engineers and demoknights isbactually fun
And here i was hopeful after what we got in the Summer, im glad we didnt get a warpaint case because whoever picked these was probably hired by Valve after they saw him at the local Supermarket
At this point, we should just have a autumn themed update with a bit of spooky. I'm just generally sick of this scream fortress repetitiveness with no real changes to the formula.
Funny demoknight Infection trivia. For whatever reason he seems to have around 50% resistance against zombies for what seems like absolute no reason.
Also there's a bug with zombie demomen, where if they initiate a charge and then proceed to use a kill command. They detonate instantly. Which ironically balances out in _most_ scenarios.
Pretty sure demoknight only gets the resistances from shields. Ya know, blast resistance and fire resistance, cuz I do remember trying out the tide turner and getting smushed by zombie pyros and demos.
who knew demo zombies were useful if they didnt do 0 damage because a survivor moved sideways after seeing him charge up for 10 hours
The absolute worst thing about demoknight is shield + zatoichi. Demo Zs are useless with their explosions, swarming doesn't work because unless you're heavy you die in one hit and hitreg just doesn't work if there's a swarm on a demo so unless they got even less lucky, well...
As last survivor, I was outhealing damage from multiple heavy Zs boosted by medics and snipers spitting at me for full minute in one corner because their spit was hitting the Zs, only leaving the DoT.
I was literally accused of cheating. And I feel like I did. Disgusting.
I get what you mean. Some look good but dont fit the theme. I hope if they get around to do a war paint case they pick somewhat themed war paints that relate to the game and have that style
I actually like Soldier's neck snap taunt they added, it's really unique because it's a soldier only taunt that's also a partner taunt, and that's the only taunt that's on 1 class that is also a partner taunt
7:50 the NEON one is good though, its VALVES fault for not adding the full set, which was SUPPOSED to be a new unusual effect for weapons and things like demomans shield.
It was really cool and the reason it was highly voted was mainly for the unusualifer effect, but valve decided to only add the hat
But.. how good would that "new festiviser" would even be? The shown examples just suck, the only item that I can recall that uses neon things is, well, Neon Annihilator and demo's shield with randomly slapped neon outline just looks weird
the entire set and concept is ugly, and festivizers are also ugly
@@dkskcjfjswwwwwws413 the concept is great, idk why your hating. Festive set that isn’t locked to a holiday respective look, and it goes WELL with allot of warpaints? you cant say that about allot of the stuff
@@АлексДобров-щ7з It looks fine, its purposefully bright but at the same time doesnt hide anything
why did they never create anti spell zones like how no building zone exist in maps
*seeing the zombies gamemode not having no build zones i can see why now
Zombie Soldier already has Stomp damage from moderate heights (it's also damage boosted to ~200) but you can just use anything with knock back to negate this.
* The upcoming patch will add knock back immunity during the Pounce which should help.
i dont care the pounce sends me 5 feet forward and has a 9 hour long cooldown, its like the hunter if it had 0 skill ceiling and 0 fun
@@dkskcjfjswwwwwws413 They are also increasing the power and reducing the cooldown.
I would of rather taken the offer you offered up for the scream fortress case then what we actually got, cause I’m glad and fucking happy someone posts a video and I can fucking agree with it.
Other will just make a post and say your just complaining, but nah, fuck that shit. I’m pist, I’m frustrated, I’m angry and In honesty I really really really wanna get the attention of valve right now through another protest.
Honestly if they would restrict 50% of the cosmetics I wouldn't be so disappointed in the case. They are still bad cosmetics and a waste of hats in the case but at least we wouldn't have to look at them all year.
BRO THE UPDATE... THEY FIXED THE ZOMBIE MODE
confirmed, ubercharge is not fda approved
At this point it is not an "Update", but a Event.
I cant believe that you missed the coffin taut that was literally designed to be pay to win
Noise that perry makes Has been quite the pesky fellow and has been doing alot of glitches hope he hasnt ruined your opinion of the mode
Man I'm just happy to get real content.
could not agree more
Ngl i come back to scream fortress FOR the goofy shit
I did scream indeed but it's of distress, not fortress
Zombie infection should have, at minimum, class limits
Every halloween im reminded that ghost fort exists and i want to do a flip off a bridge ngl.
I really think Valve should take a page from the old CS zombie mods, or straight up from Counter Strike Online/Nexus/Studio, and make the zombies the menace they are; they used to have 800 HP (the weakest), ran more than any human, and in one touch turned you into zombies on the spot, instead of killing you and making you respawn. THAT would be my ideal Zombie Survival gamemode
And an absolute bullshit one with some weapons.
Caber zombie demo would be an absolute pain in the ass like in the already existing zombie survival mode that only lacks the 800HP at minimum for zombies.
Anything melee-based, even with their upsides, would be pointless even as last resort and heavy would be an even bigger chokepoint bitch then he is in ZI.
except cs zombies hasnt been fun since the 2010s started and all those changes just further encourage camping with a billion sentries
@@dkskcjfjswwwwwws413 Well, set an engineer cap then, or allow only mini ones
I am aware about how hard is to balance something like a zombie survival in a game like TF2, but it can be way better than whatever they've done here. I've just put this one as an example
@@youraverageenclavesoldierthe gamemode fundamentally will never work because most of the maps are just large open spaces with some buildings in it, which engineers can nest on top of, making it really really hard for zombies to do anything
and the level of coordination you need to do significant stuff is ridiculous, you can barely manage that in a 4v4 l4d2 vs lobby with randoms, let alone in 24 player tf2
@@dkskcjfjswwwwwws413 You're right there. The fundament of the old zombie survival maps was that humans could hide in narrow tricky spots that while were easy to find, weren't as easy to traverse if under heavy fire. Maybe maps in that style could work
i love my funny pyro dragon head tho :(
expecting anything good for smissmas ? Lmao.
While I agree with some points about zi some are kinda eh. Like you mention the spy ability and then immediately complain about cloak and dagger... Which Spy's ability counters so that was kind of a nothing argument. Scout also has a triple jump which you failed to mention and makes him a lot harder to hit, but I do think he needs a small buff. Demoknight is horrendously overpowered rn and engi is just unfun to play against but the creators did say that there is an update coming which should address those issues. Also clearly you havent even played much of zi as soldier has the ability to do stomp damage. Heavy has massive knock back resistance except from himself, so you can pumpkin bomb jump yourself in.
how does spies ability counter cloak and dagger when spy cant see a cloaked spy, therefore he wont know when and where to scream
Scream Fortress being recycled each year is fine imo. Halloween is kino, some maps are ass some maps are good but the thematics are peak and I love it. It's a once a year holiday thing along with Smissmas and otherwise nothing is going on all year besides MAYBE a Summer Vacation update.
If we get a new case every 3 months at least we would not make the "goofy haha funny" cosmetics a big deal.
You removed the funny payday reference mask from the case, I will now be removing your legs (In all seriousness i agree with the zombie stuff and while I'm not as adverse to the case cosmetics as some i do agree that your case both cosmetic an unusual is a good choice)
Perks map maker here (well, one of them, a lot of other people worked on this to make it look this good). Thanks a lot for the kind words! I can indeed do something about crumpkins, and originally planned to, but got rushed so I couldn't add it. I'm currently working on an update to balance some of the perks and add a player counter, so I'll probably throw the crumpkin-be-gone-ificator in there too
maybe put a option at the beginnning of a match and let people vote for them to be on or off
@@drywallgrass That would require a lot of changes to the map, and might not actually be useful. I think crumpkins are way too prevalent, so removing them is a good thing
@@Le_Codexgood job guys, didn't think i would see arena ever again.
question : why do you still have to work for the map despite valve putting it on rotation ? shouldn't that be their job?
Despite what this update looks like I can't help but enjoy it since scream fortress is just fun, although it does fell like it all melts together over time
you do not have a free thought
@@samm_yandersHe does, this is just his opinion
Absolutely right on Zombie Infection. Original, non V-Script Zombie Survival worked because it was Engineer vs Medics, where Engineers could only build Dispensers and Teleporters for barracading and, in the case of the teleporters, telefragging, while Medics could only use melee and having only passive abilities like speed up and double jumping, which made both teams need to work together in order for one to win. This, however, is an unbalanced, rush mess that barely works half the time and constantly crashes. However, I cannot say I didn't have at least a little fun with Zombie Infection, just because of how goofy it is.
This is based on SZF, which is completely different to Engi vs Medic Zombies.
diffferent gamemode mate
To be honest, Engineers vs Medics was _ass._
It sure was balanced, probably, depending on the map maybe. But it was boring as hell.
Also constantly crashes? What? Had yet to hear that one.
Though it sure looks like the maps are earlier versions or something, played on a community server and the maps were more polished on the community servers, especially Sanitarium.
And perosnally aside from some _questionable_ balance decisions and most likely unintentional hiding spots (why the hell can red reach the roof on the lake building on Woods _and_ build a teleporter for a sniper there to shut down most of the map instantly)
medic vs engineer was garbage then and theres a reason its dead now
it had the classic zombie mode problem of every map having 1 really good spot the entire server goes to every round, playing engineer was boring and playing medic was downright painful
I HATE FIREWATCH I HATE FIREWATCH I HATE GOLDRUSH
Okay, it's really nice to know I wasn't the only one getting intermittent crashes frequently on this gamemode because I thought it may have had something to do with my laptop instead.
I believe This still has the potential to be great like VSH if it does get continual patches during Scream Fortress (which it looks like it may along with giving certain buffs to the zombies to give them a fighting chance, such as Zombie Spy being permanently cloaked unless attacking or using his special which reveals him for a few seconds).
But as of right now, in its current state, it can be a bit of a slog to get through, especially for 25 rounds.
as a zombie demoman if you killbind after charging you explode anyway. meaning you can instantly kill almost anyone.
Buggy, broken gamemode balanced by even more bugs, perfect.
@@fders938 the more bugs, the more fun
@@Sandvich18 true at some extent
if it passes that line, it becomes annoying.
It got fixed recently.
They fixed the thing that made playing as Zombie Demo fun
Why do you acknowledge/credit valve directly when they just say fuck it and leave it in the hands of the “”””community”””” as they’ve done for the past decade
I would have preferred for the zombie mode to either have class restrictions for engineer and medic for red, but only level1/no sentry could also work. I also think bringing over aspects of L4D2 could also work with the game mode to.
This is based on Super Zombie Fortress, so this won't have class restrictions.
Then those classes become nigh pointless to use.
Frankly even with level 3 all it takes is 2 medic zombies or 2 zombie heavies, since red often has an aversion to having a Soldier that uses actually damaging rockets or a demoman that isn't a demoknight.
@@simplysmiley4670demoknight has 50% damage resistance and swords that either heal him back to full or make him tankier and faster, literally noone is gonna want to play regular demoman after that
also engineer being useless would be soooo fire pls pls pls it improves it so much
The summer "update" was just there to reboot the money printer. Now it's back to the Scream Fortress and Smissmas ink changes
"this scream fortress case sucks" mfs when i show them a white painted clown's cover-up on scout:
honestly im just going to ignore the existance of this scream fortress and keep playing DRG
Rock and stone, brother!
I guess the good items we got since Smissmas 2021 were an accident? I was fooled into believing whoever is in charge of putting items in, was being progressively more selective. How depressing.
This almost feels like a deliberate middle-finger to the community. "Oh, you thought you were going to get non-gimmick cosmetics again!? Too bad, you got that a couple months ago already!"
to be fair with the spy balaclava paint thing, theres other spy cosmetics that allow that, like the ninja cowl or pom-pommed provocateur
The zombies mode is busted and horribly balanced but is fun as hell if you know what you’re doing and other people don’t
It’s kinda reminiscent to x100 or x1000 or other xWhatever
exactly, there are counters, you just need to know them
I looked through the top comments and didn't see any mention of it, but they actually dropped a massive balance patch pretty recently to buff the zombies and nerf a lot of the strategies with sentries and rooftops, I haven't played tf2 in a while though so I dunno how impactful it was
atoll still has 1 spot everyone goes to every round
15 years of scream fortress, and a quarter of all the Halloween maps were released with this update
i can think of like 13 maps that could be removed rn without anyone complaining
My problem with your recommended case cosmetics is that they don't look like spooky Halloween stuff. They just look like regular cosmetics that I would want to be enabled year round. I want Halloween items to be wacky spooky stuff. That doesn't mean I think the paint regions should be huge and make it hard to distinguish team colors, but I otherwise want the Halloween cases to be ridiculous stuff that doesn't fit any other time of the year.
I heavily disagree on the cosmetic case, there were some really cool and fun looking ones this time around, which is a big part about what makes tf2 fun in the first place (atleast in my opinion) and even just a couple new maps and cosmetics is a hell of a lot better than nothing at all.
r/tf2 bitching about the saw head pyro yet the cosmetic depsite the outlandish heavy Ogre one, INTENDED to be Halloween restricted, isn't. I feel like the concept of Halloween restricted died when eye bulging out of the merc's head was deemed to be a year round cosmetic? Remember when the Solider in a cardboard robot suit was deemed too much?
Y'all forget that TF2 is only allowed one good update per year. We ate too good in the Summer Update, now we must pay the price of mediocre seasonal updates.
lmfao not even a day later the section on ZI is outdated, still a great video covering valves neglect towards the events though
i think its really sad that the most exciting thing abt this update is the contracts that have been around since the dawn of tf2. ive been having more luck/fun with cosmetic drops in crates than i have been satisfied with the new 2023 crates. tf2 is just going back down the landslide that is carrying their game with false hype and new maps.
May Allah strike fear in the heart of zombie infection
Playing engineer in in zombie infection is way too easy. You can literally snort Elmers glue and occasionally smack your buildings if they need to be repaired, which is almost never, unless the entire zombie comp is engineer or sniper. It's pathetic how easy it is to win. Almost every game of zombie infection that I played, there were at least 2 to 3 engineers on my team, so it became a snorefest the majority of the time.
But the zombie mode AT LEAST is something different, right? i mean i know is broken and unbalanced. But at least is not a wutville halloween.
Happy Smissmas or something, idk, Halloween is on Easter right
One of the best Halloween events in the last half decade honestly.
That's not a very high bar to clear
The bar is buried underground
@@burritoman2k ikr but still stands, no shit warpaints and a new gamemode and decent arena.
@@burritoman2k it is a 5cm height bar, the only thing of novelty is the zombie infection as a new game mode.
@@raquetdude>no shit warpaints
but shittier hats
>new gamemode
worst one in the game
>decent arena mode
true but crumpkins and vaccinator heavies exist
imagine making zombie infection aznd forgetting that the demoknight with the half zatoichi is the most overpowered fucking thing in the game
if vsh dropped with medics getting uber in 2 hits, then zis balance isnt even surprising
The ZJ ark, too bad I only hear about how bad the SF became and the TF2 too in general. Makes me think, that it's constant downhill for the game and that the time untill it all comes tumbling down can't be reversed. Need to play until then.
they add mafia skeletons but not sex. If you google tf2 pegi rating it says "sex & nudity" Where sex you promised us valve!😡
the unusuals are also for the most part boring. same kinda stuff we've been getting. I'd much prefer if each event, they brought back an unusual series from the past. same thing with crates. imagine next smissmas they bring back the naughty and nice crates. or next summer they reintroduce the end of the line effects, and each time it cycles to something different. they wouldn't have to add new stuff nearly as often but it'd still be exciting to see what's returning. They could also like, bring back spells. that'd be pretty cool.
Personally I don’t think the hat cosmetic case is that bad I like the medics hair it looks cool probably would’ve been better as a Halloween restriction but honestly it isn’t bad. Also personally I don’t think the spy’s balaclava being able to be completely painted is whatever as there are still plenty of cosmetics that can distinguish a spy from being red or blu. BtwI do love the Krieg inspired pyro set you put in the hypothetical case it’s one of my favorite things on the workshop currently.
Also I don’t really see how the new Halloween restricted cosmetics are bad? Like the dragon and angler fish thing is rad. And the Arcade machine fits in line with the old engi halloween cosmetics so I don’t see the big deal? Feels a bit overly critical
monkey when he doesnt get his super generic cool cosmetic that could fit into any other case for halloween hats
the hats showed that could be "Better" were actually really good but half if not most of them dont fit halloween at all.
I mean which would you rather have? A bunch of tacky halloween items picked to fit a single holiday which look terrible for any non-gimmick loadout, or a set of generic items which look good with most loadouts no matter the time of year?
bluc8272 when his cosmetics suddenly become really tacky because its april and not october
This years crate wasn't all that great but your "custom crate" isn't all that much better imo, most of it is either generic or just variants of stuff we already have.
(Except for the Death Korps Pyro, that's a good choice)
For a long time (though obviously less prevalent nowadays) the season crates were theme based and the Halloween stuff usually were very goofy and out there, that was kind of the appeal to me with them and I'd rather see goofy well made stuff than some of the stuff we got this year.
Sometimes I absolutely HATE the TF2 community. They have become spoiled brats that have expectations that are impossible to please.
your standards are so incredibly low that you are satisfied with this lmao, i cant imagine how excited youd get if you played an alive game with real updates
Yes, I too also like sloppy cosmetics that no one will wear after the spooky season is over and add in broken maps which are clearly play tested.
@@dkskcjfjswwwwwws413 Been playing the game since 2008, if you are expecting good quality updates at this point for a 16 year old game, than I dont know what to tell you.
@@dkskcjfjswwwwwws413 Dead game? Idk what game you’re referring to man but it definitely isn’t tf2.
@@Labyrinth6000im not expecting anything good, doesnt make these updates any better lol
Finally.
Adrian Shepard can snap the neck of a zombie german supervilian haircut ass doctor in an insane asylum while a large human skined russian ogre with insane underbite beats the shit out of a french zombie prisioner with a limegreen balaclava.
Finally.
fortnite does that better
I don’t actually mind zombie infection all that much. The zombies need to work together, but of course nobody does that in casual so there’s a lot of zombie losses. The only thing I’d really change is for there to be an amount of zombies proportional to the amount of players on the round starting, like around 1/6 of players turning to zombies upon the round starting. That and buffing scout so that he can actually do something to the survivors other than be a gnat
Funnily enough before this update dropped, on community servers running this mode, scout was a glass cannon boasting just 25hp but having way higher damage per hit.
No clue why scout in casual is nerfed this badly, but considering sanitarium appears to be missing it's whole roof and all the access to it, Valve might have pulled up earlier versions of the maps and mode?
And yeah, number of starting zombies really should scale with how many players there are, 3 zombies on low amount is fine, but then add a whole horde of reds spread around the map and zombies get curbstomped.
@@simplysmiley4670 I saw videos of people like samwiz playing the version of the mode you’ve talked about and it definitely puts into perspective how much less powerful the zombies are. Scout basically did the same damage as heavy and soldier could basically just fly
Your custom case is horrid, terrible take
I do find it really funny everyone I know who's said they like this case over the past couple of days changed their mind a couple days later after realizing they only liked a set or two and the payday mask
atoll was a payload map in a heavy development. Less than year ago it didnt even have proper lighting. Its halloween version was rushed out of the door
To be honest, I do like the Zombie Infection mode.
It's not perfect or anything, some maps are simply better then others (Woods my beloathed), but others are pretty fun to play on as most classes.
Aside from arena Perks, the ZI maps are my favourite for this update.
_However._ The casual version is significantly different from what I played on community servers. For one zombie scout isn't a glass cannon on casual unlike before the casual version dropped in, some maps feel like their earlier version like Sanatorium lacking the roof for some god forsaken reason and Woods _existing._
Also honestly when it comes to class balancing in this kind of mode, Engineer, Demoknight and Heavy are a pain in the arse.
Either batshit overpowered, or nigh unusable outside of turtling in a tiny room waiting for a demo zombie to charge in and murder all of you at once. At least you don't get 1 hit infected by literally anything in this one.
The carpark map looks suspiciously like a map from Half-Life 2 Episode 1
>play new map
>lava pit
>look inside
>gravel pit
About the cosmetics
I hear there's a mafia going on within the creators
Hence why the latest cosmetics look similar/ugly lol
bro has a degree in yapology
One problem i have with Perks/the newer TF2 maps is Bots. The bots are back in full swing.
I quite like zombie survival, idk if they changed it but it seems more zombie sided on some maps
man why are gamers so negative and nihilistic these days, what happened to playing games for fun?
dont you have a life outside of this game? why are you soo toxic over cosmetics in a game
>proceeds to whine about sniper
Yeah because that actually effects gameplay and enjoyment i get from it
@@odkjqedlkdmaybe ugly ass hats affect the way they see tf2 too
also untick upward you n00b, its not as good as you think
Because valve doesn't care, all these accessories don't go with TF2, they mix it all into a pile of dirt that's unpleasant to look at
And yet we keep playing....
I understand the criticism but it wont change until we do.
Bro it’s criminal that he thinks slime is better than perk
Edit: he’s other opnions make scence tho all of them
You're saying "they" like there is multiple people working on this game lol.
Zombie fortress is soooo much better for one simple reason: survivots are engineers w/o sentries and the zombies are medics. I havent played a single zombie Fortress where all classes are available, only zombie escape which is a VERY different gamemode that is a little unfair to the survivors.
medic vs engineer sucks
As one of the assholes that plagues the ZI maps as a unkillable demoknight i agree with this
the last standing demoknight issue is uh... strange
but the rest is just fucking stupid
If the Classic Criminal can be worn with any hat then i know im gonna use it. ;)
I mean just look at my prof pic.
He's getting a bit zesty
Skeletons with zombie reskins should spawn in waves during zombie mode
What baffles me is that the engineer zombie has an EMP ability. WHY DOESNT THE SPY ZOMBIE HAVE THIS ABILITY?
I don't mind the the new cosmetics, I just wished Valve was smart about them.
Having more wacky stuff during halloween isn't a problem, it's a problem when you can use them after halloween.
You know why starting up the game and seeing it's a full moon is fun? Because that means you can use the wacky cosmetics again for a little while.
If the wacky cosmetics are always available then they aren't wacky anymore, they're annoying.
They also need to know what parts of a class can and can't be painted.
Like with that new spy hat, being able to paint the mask is fine, you don't need to paint the balaclava as well.
Reminds me of that one old Funke video, where he wore the Lurkers Leathers when it was broken and was only in the RED variant.
All somebody needs to do is paint the new balaclava a weird colour, paint a jacket a weird colour, and then wear pants that are the same or similar on both teams, and boom, nobody can tell what team you belong to.
>weirdest hats youve ever seen not restricted
>shaolin sash restricted
Pain.
Only time i played corruption, me and 6 other people on my team went to last accidentally.
Maps too confusing for veteran players
lazyeen really SPOOOOOKY!
I can't be the only one really disappointed in the new unusual effects? they all seem exactly the same as other effects we've had in the past and just look so generic, it's such a shame considering summer had such amazing effects like treasure trove and bubble breeze, I do agree though this is one of the ugliest crates I've ever seen, I just don't understand how quality control is difficult when all you're doing is sitting at a desk and browsing workshop to steal other peoples hard work for profit? I know for a fact there's amazing stuff in the workshop if you take more than 10 seconds to dig, at this point i'm pretty sure they just browse the front page for 10 minutes, and just add a few to the game and go back to working on csgo
noone has cared about unusuals since the last decade because theres 200 of them now
@@dkskcjfjswwwwwws413 that's why a lot of people, me included collect a lot of gen 1 pre-community effects, but even still i do like a few sometimes, but this crate I can confidently say I have no interest in whatsoever