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TF2 Engineer update incoming?

Metalic Sand said:
Havent played Arena in awhile but 32 man arena on Lumberyard is great!


Lumberyard is like a 2fort for me. Such a solid map


Goddamn right (although I prefer 24 or less). They could turn lumberyard into a beautiful KotH map. All they would need to do is add an area behind the current spawn and make that the spawn--like Viaduct.

[spawn]---[point]---[spawn]

to

[spawn]---[building]---[point]---[building]---[spawn]
 
Stallion Free said:
I do agree that instaspawn is lame as it completely breaks certain maps, making them near impossible to actually complete (payload).
Yeah. I don't mind it being lowered (I know the spawn time is up to 13 seconds for a reason, but I am bored, my last life wasn't even 13 second long! Let me set the heavy on Fire!), but it being off also leads to a stalemate more often IMO. You just get stuck at a single area since people can keep running right back to it right away. The smaller the map, the worse it is.
 
Anything higher than 24 makes my laptop lag. Also, minimal but not instant respawn ftw. Yes MicVlad, it's not instant!
 
Demigod Mac said:
TF2 shows a warning that balance isn't guaranteed if you join a map with the maxplayers setting pushed beyond the normal limit.

I'm not sure when this was added, but good on them. Maybe it'll make some local servers think twice. I could use a few more servers nearby playing standard settings.

And man, I was kinda hoping for their next payload race map they'd go with something like the final pipeline map. Moving the cart perpendicular to the opposing spawn was a nice change from moving it past the opposing spawn. I swear Valve loves their stalemates.

Oh yes and instant spawn is balls. Odd that they don't make a traditional deathmatch option where instant spawn could work.
 
Extra players can be fun sometimes (you can get into some really crazy battles) but it makes some classes nearly impossible to play.

Try playing scout or spy when there's constant soldier and demoman spam flying around everywhere.
 
PedroLumpy said:
I'm not sure when this was added, but good on them. Maybe it'll make some local servers think twice. I could use a few more servers near by playing standard settings.

And man, I was kinda hoping for their next payload race map they'd go with something like the final pipeline map. Moving the cart perpendicular to the opposing spawn was a nice change from moving it past the opposing spawn. I swear Valve loves their stalemates.

Oh yes and instant spawn is balls. Odd that they don't make a traditional deathmatch option where instant spawn could work.

In the last update.
 
Metalic Sand said:
Havent played Arena in awhile but 32 man arena on Lumberyard is great!


Lumberyard is like a 2fort for me. Such a solid map

2Fort with wranglers, movable sentries, and no engie limit, though... That's horrible.
Metalic Sand said:
I play with 36 man servants all the time.
Really now? Do tell.
 
Demigod Mac said:
Extra players can be fun sometimes (you can get into some really crazy battles) but it makes some classes nearly impossible to play.

Try playing scout or spy when there's constant soldier and demoman spam flying around everywhere.

That would be it, I play scout mostly. The game is supposed to have a bit of space. To each their own though of course. Options are everyones friend. To the point where I don't really like class caps in theory. Ideally the game would be balanced so that any team of all one class could be beaten, reality may be a bit different....
 
Technosteve said:
some of the models people are making in polycount are insane the 1800's take on TF2 characters are amazing.
Wish I knew about the contest before it was over, I would have entered :(

least I can keep making hats!
 
I love the Gunslinger, it may only be situationally useful but damn is it a lot of fun to use. I was the the top player on koth_nucleus with the Gunslinger one round. It deploys so fast and it costs nothing to make. It slowed down people trying to ambush rush the point (one scout fell to his death because my baby sentry stopped him dead in the air), and I just kept dropping it in random corners in high traffic areas, or covering the point from some obtuse angle below.

Plus punching a heavy to death with the robot hand is epic. As is the Frontier Justice when your baby sentry loaded it up with multiple revenge kritz. Once the update settles down, I think I may go back to maining engi.
 
Is anyone else getting weird performance issues? At random times either the whole game would freeze for 10 seconds, or I would suffer massive lag spikes that make the game unplayable. For some reason these problems started last week and have been getting realy frequent lately. It's super frustrating and is starting to suck the fun out of the engy update.
 
I earned 11 revenge crits earlier for my FJ :D then 10 seconds later the round was over so I never used them :(

squinters said:
Is anyone else getting weird performance issues? At random times either the whole game would freeze for 10 seconds, or I would suffer massive lag spikes that make the game unplayable. For some reason these problems started last week and have been getting realy frequent lately. It's super frustrating and is starting to suck the fun out of the engy update.
yes a hell of a lot of hickups and I know it's not my pc setup as all other games run baby smooth like UE3 titles and most other currently installed pc games.

The source engine is good but TF2 and all it's tweaks & content have forced the little thing to cry under it's own weight. Valve won't upgrade the core TF2 source code because it will remove DX8 and kill off quite a few players who force it for better frame rates. There is more too it then that but that's what I have heard and learned.

The engine needs a good clean up and tweak, I hit 60fps in small areas but after an hour or so my frames drop to 40 quite often for no explained reason, no other pc title does this for me.
 
squinters said:
Is anyone else getting weird performance issues? At random times either the whole game would freeze for 10 seconds, or I would suffer massive lag spikes that make the game unplayable. For some reason these problems started last week and have been getting realy frequent lately. It's super frustrating and is starting to suck the fun out of the engy update.
I actually noticed something like this yesterday. I went in offline mode and practiced sniping on koth_nucleus against computers (really easy targets, but it's fun), and even when I pulled all the settings down to medium I'd still get 40fps avg, going down to 20 frequently. When I started the session I was getting 60. What?
 
John said:
I actually noticed something like this yesterday. I went in offline mode and practiced sniping on koth_nucleus against computers (really easy targets, but it's fun), and even when I pulled all the settings down to medium I'd still get 40fps avg, going down to 20 frequently. When I started the session I was getting 60. What?
Bots will zap your CPU, how many did you have active?

I find with 32 bots I get half my usual online performance.
 
squinters said:
Is anyone else getting weird performance issues? At random times either the whole game would freeze for 10 seconds, or I would suffer massive lag spikes that make the game unplayable. For some reason these problems started last week and have been getting realy frequent lately. It's super frustrating and is starting to suck the fun out of the engy update.

when you get the 10 sec freeze does the audio basically freeze/repeat too? Because I get that, i don't remember getting that before, but i'm running a OC so thats what i figured it was.
 
I only got up to 5 or so revenge crits with the gunslinger, and I mostly used it with the wrangler even if that's a bad idea. I would just keep popping it up, spamming at the distant enemy players, and occasionally killing some isolated ones. Then I got the crits, commissar ubered me, and I killed a couple of people as an uber crit engineer. I think I dropped one more tiny sentry to try to escape and we barely made it back to safety. :lol
 
krzy123 said:
when you get the 10 sec freeze does the audio basically freeze/repeat too? Because I get that, i don't remember getting that before, but i'm running a OC so thats what i figured it was.
Yes it does, and I'm not OC'ing.
 
heavyaltered10.gif
2vj291j.jpg

okay where is this from I MUST KNOW
 
krzy123 said:
when you get the 10 sec freeze does the audio basically freeze/repeat too? Because I get that, i don't remember getting that before, but i'm running a OC so thats what i figured it was.

That's been happening to me for a long time. It will only happen once after booting up the game, usually about 5-10 minutes in. I've never figured out what it is.
 
Son of Godzilla said:
So I just got milestone 1 and it gave me another huntsman. goddammit.
Did Valve complete scrap the idea of players being able to trade with each other or is it just on Valve Time?
 
Yeef said:
Did Valve complete scrap the idea of players being able to trade with each other or is it just on Valve Time?
Valve time.

And I quite enjoy 32 player limit games more because I get to play more often and its much more hectic.
 
enzo_gt said:
Valve time.

And I quite enjoy 32 player limit games more because I get to play more often and its much more hectic.
What does the player count have to do with that? I think you mean 32 player AND that game-destryoing crappy instaspawn.
 
derFeef said:
What does the player count have to do with that? I think you mean 32 player AND that game-destryoing crappy instaspawn.
Instaspawn too then. Both I enjoy because I'm actually playing more of the time and there is always an enemy nearby. Creates more stalemates, but I don't have a problem with those as long as the teams are balanced.

I think "game-destroying instaspawn" is hyperbole but I really have no problem with a 3-5 second respawn time either.
 
enzo_gt said:
Instaspawn too then. Both I enjoy because I'm actually playing more of the time and there is always an enemy nearby. Creates more stalemates, but I don't have a problem with those as long as the teams are balanced.

I think "game-destroying instaspawn" is hyperbole but I really have no problem with a 3-5 second respawn time either.

It's not hyperbole when you factor in that vanilla TF2 isn't a straight up deathmatch game (although DM servers are nice to hop on to now and again). It's a team based, goal oriented game, and when you have instaspawn it devolves into chaotic DMing.

Mapmakers build in respawn timers as a means of balancing their maps; when you take those away or alter them it makes the game not function properly.

Respawn timers also act as a slight penalty; it makes death something you want to avoid, but they're still part of the game. When someone dies it should negatively impart their team--like the penalty box in hockey.

But, to each his own and whatnot. Just saying that when you change aspects of the game--spawn timers, player count, crits, etc.--you are effectively doing some game-destroying, whether that destruction is negative or positive is up to the player.
 
enzo_gt said:
Instaspawn too then. Both I enjoy because I'm actually playing more of the time and there is always an enemy nearby. Creates more stalemates, but I don't have a problem with those as long as the teams are balanced.
I think you're not alone, in that some people (possibly even ME sometimes) may enjoy playing what's essentially deathmatch, with occasional intel capturing thrown in, on 2-fort.

And I can certainly understand the desire for quicker spawn times when I wait something like 17 seconds to spawn, walk out the door to try to defend a point, get blown up by the 7 stickies on the exit, and wait another 10-20 seconds to do it again. :/ It's not much time but it adds up sometimes.
 
Not a fan of instaspawn servers myself. I'm guessing the reason people flock to it is b/c it inflates scores so it's easy to get a ridiculous K/D ratio. That and people going for objectives are easier kills compared to a straight up deathmatch. The increase of stalemate happening also means that you're less often to lose. It's basically multiplayer with no negative penalties.

While I personally like servers with slightly longer respawn times (in the 7-10 second range), I do like 32 players as opposed to lower player counts due to the chaos. The only issue I have with the larger player count is when a team goes predominantly demo or soldier and proceeds to just carpet bomb the hell out of a chokepoint. It's beatable but annoying..
 
Diablohead said:
Bots will zap your CPU, how many did you have active?

I find with 32 bots I get half my usual online performance.
Ah, I kinda figured. 14 (it won't let me use 15 anymore for some reason ?).
 
Really, I think what makes TF2 so great is that it doesn't have a standard deathmatch mode at all. But I do get annoyed at high spawn times. anything more then 10 seconds really gets on my nerves.

And large servers make th Pyro and Spy classes much harder to play, since there is just to much speratic fire to ambush an enemy.
 
enzo_gt said:
Instaspawn too then. Both I enjoy because I'm actually playing more of the time and there is always an enemy nearby. Creates more stalemates, but I don't have a problem with those as long as the teams are balanced.

I think "game-destroying instaspawn" is hyperbole but I really have no problem with a 3-5 second respawn time either.
See, 3-5 seconds is almost the same because it is not balanced towards the map, as the respawntimes are getting shorter/longer depending on what team you are and whatnot.

I would not mind this being unchangebale/hardcoded but I think many player will leave tf2 then.
 
Drkirby said:
Really, I think what makes TF2 so great is that it doesn't have a standard deathmatch mode at all. But I do get annoyed at high spawn times. anything more then 10 seconds really gets on my nerves.

And large servers make th Pyro and Spy classes much harder to play, since there is just to much speratic fire to ambush an enemy.

There are some popular DM configs that have been made. SOAP TF2DM probably the most so.

It works pretty well. It's 4v4 and you fight in the main room of the map (bridge on blands, mid on granary, B on gravelpit, etc). When you die you're instaspawned at the outskirts of the fighting area. When you kill someone you get a chunk of life and ammo back, and your health regens if you're out of action of a while.

It's directed mainly at scout, soldier, demo (a lot of comp people use it to practice)


I would not mind this being unchangebale/hardcoded but I think many player will leave tf2 then.

Well, the trick is to just find servers cater to your play style. There's plenty of room for everyone, I think. The more options servers can capitalize on the better.

I've grown very fond of a 24man no crits server myself, recently.
 
arrgh

Ever since the Engineer update I've been having problems. I often can't begin matches, I'll get stuck in spectator mode. When I CAN choose a side I can't switch classes or sides. I tried spawning as an engineer but I can't build anything, as I'll get switched back to the shotgun. I'd suspect choosing a spy will cause the same problems.

This only happens when I play online. Offline everything runs fine.

Has this happened to anybody else?
 
explodet said:
arrgh

Ever since the Engineer update I've been having problems. I often can't begin matches, I'll get stuck in spectator mode. When I CAN choose a side I can't switch classes or sides. I tried spawning as an engineer but I can't build anything, as I'll get switched back to the shotgun. I'd suspect choosing a spy will cause the same problems.

This only happens when I play online. Offline everything runs fine.

Has this happened to anybody else?

I can't help you with the later stuff, but if you ever get stuck in spectate mode open up the console and type spectate. That'll force you into true spectate mode and you'll then be able to choose a team. I'm surprised that valve hasn't fixed this bug yet. It's been like that fo years.
 
Anyone else notice that there are Scout bots now? Once they make bots for CP maps I'm never going to do anything else.
 
Never really noticed as I hardly play with bots outside of testing something, they are well made but sometimes a bit predictable like sniper locations, they are not perfect but far from crap.
 
Boonoo said:
There are some popular DM configs that have been made. SOAP TF2DM probably the most so.

It works pretty well. It's 4v4 and you fight in the main room of the map (bridge on blands, mid on granary, B on gravelpit, etc). When you die you're instaspawned at the outskirts of the fighting area. When you kill someone you get a chunk of life and ammo back, and your health regens if you're out of action of a while.

It's directed mainly at scout, soldier, demo (a lot of comp people use it to practice)




Well, the trick is to just find servers cater to your play style. There's plenty of room for everyone, I think. The more options servers can capitalize on the better.

I've grown very fond of a 24man no crits server myself, recently.
Yep, there are servers for everyone. I like my 24-32 player maps playing Attack/Defend, KOTH, and Payload.
 
Son of Godzilla said:
Something at all related to the engie? Does it not work like that anymore?

I think the item you get for each milestone is set. The first engineer milestone gives the Frontier Justice IIRC.
 
Diablohead said:
Never really noticed as I hardly play with bots outside of testing something, they are well made but sometimes a bit predictable like sniper locations, they are not perfect but far from crap.
Well yeah, which makes playing Spy against bots a blast.
 
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