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Viewmodel animation bugs and problems:

(Improtant note: some bugs only occur at higher viewmodel fov's, I only checked
for bugs and problems in fov's between 45-90, this list is made of problems I ha
ve expirianced myself and have been checked in the youtube tf2wiki video's and s
ome other youtube video's for higher fov referances as my pc is currently broke
n)
-Floating magazine when reloading pistol (Only on enginier)
-Widowmaker/pomson hands clip though weapon handle
-Revolvers allways having bullets in the cilinder even when empty (Doesn't apply
to stock)
-Rocketjumper hands clip though weapon
-Shotguns chamber not reciprocating when fired (Does work on enginier's stock sh
otgun)
-Sniper blot not moving but only the hands do
-Stickybomb launchers chamber not reciprocating when reloading
-Pipebomb launchers not loading pipes correctly, reloading the pipes next to the
barrel instead (Works on the loch and load)
-All pistols, revolvers and shotstops hammer not moving when firing the weapon
-All pistols not having a moving slide
-Frontier justice looking a lot like a sawoff shotgun in viewmodel
-All class mele's cliping with hands/Not being correctly held by most classes
-Bug with the soldiers sleves changing possition after firing the blackbox and r
eturning to the not firing or reloading mode
-Scouts hand clipping with the three rune sword (Hand inside handle of the weapo
n)
-Scattergun having the empty shells comming out of the front of the screen inste
ad of the weapon when reloading
-Back scatter having the shells comming out of the wrong side of the weapon when
reloading
-Heavy not correctly holding the tomislav
-Heavy's gloves not fitting correctly around the wrists on basicly all weapons
-Heavy hands being deformed on some mele's
-Non butterfly knifes being held flimbsely
-Sodapoper still having the crit a cola attached (Could be replaced by a diffren
t soda for jumping to make model more up-to-date)
-Bat very slightly clipping with fingers (Only small bug nothing major)
-Snipers gloves not fitting very well
-Enginier's hands clipping with the giger counter reskin
-Soldier not holding the disciplinary action not very well
-Sniper holding the tribalman's shiv with only a couple of fingers
-Arms looking weird or parts missing at higher fov's (This problem only really s
tarts to occur at fov 80 or higher in most cases)
-Heavy's lunch box items not having an accual bite taken out of them when eaten
-Heavy holding lunch box items with only thumb and index fingers, other fingers
being curled under the item (Not sure if this was intended or if a bug)
-Natasha looking a lot like default minigun, suggestion to add some cuttouts on
the end of the cilinder at the end of the barrel or other small change in model
to make it look more diffrent (This is mostly noticeable at small fov's)
-Botkiller head physics quite flimbsy
-Original having a floating hand at fov's above 90
-Spy having floating extra hand at fov above 90 or using min viewmodels (Special
y when using the sharp dresser or dead ringer)
-Connivers kunai ring clipping with spy sleves
-Awperhand model clips with the sniper hand
-Pinky not wrapped around sollem vow's handle
-Crusaders crossbow sligth misplacement of medicine container one reload (Contai
ner pushed into the weapon to far to the left)
-Suggestion: Add individual rocket models for each launcher/Add diffrent porject
iles for each weapon (Helps with the estactic look of the game and helps players
identify which weapon is shooting at them, Some weapons allready having diffren

t models but some don't Link to steam workshop page of such models: http://steam
community.com/sharedfiles/filedetails/?id=4029 (Not made by myself) )
-Suggestion: Inspect animations for australiums (and botkillers)
-Suggestion: Cosmetics are able to change the looks of players arms and hands (L
ike gloves and sleves)
Other bugs and problems:
-Equalizer and escape plan having the same kill icon
-Enforcer not piercing some resists but piercing others
-battilions back-up bloacking the screen while holding down to dely the buff
-Headshot kill icon not showing what weapon was used for the kill
-Third person botkiller wrenches clip with hands.
Needed improvements:
-Preformance increase to fix the lag spikes/framerate drops when in intense figh
ting/ many effects going on
-Matchmaking difficulty pairing players of equal rank due to players who are new
to matchmaking
-Higher quality and brighter crosshairs
-Player hixbox and projectile hitbox improvements
-Improved lighting
-Better anti hack services for matchmaking and overall in tf2
Suggestions:
-More crosshair options and more customisation
-Option to bind a crosshair to weapon slot or weapon
-Damage number customization
-Diffrent models for each projectile
-Extra loadout slot
-Option to hide stat clock on skins
-None stock weapon skins (like on the black box, machina...)
-Construction pda, destruction tool, desguise kit and sapper reskins (There are
many good models allready on the workshop, also I know sapper skisn allready exi
st)
-Adding moon/space style cosmetics together with the final release of rd_astroid
comming out of beta (There are a couple great models even after invasion)
-More consistend kill icons (Idea comes from the consistant kill icon pack from
the workshop)
Balance suggestions:
-Narrower cone of fire for the pyro and making the hitboxes match the flames pro
duced by the flamethrower (They don't match and the distance the hitboxes travel
can be diffrent depending on ping)
Scout:
-Baby faces blaster: No double jump, +10% increase in damage taken, removed loss
of speed buff when taking damage, removed clipsize penalty
-Backscatter: Bullets pierce players
-Force-a-nature: 10-15% farster reload
-Shortstop: 30% faster reload (The shove player ability is pretty useless though
can be fun in pubs to push afk's off a cliff)
-Crit-a-cola: Changed 10% increase in damage taken to 20% while under effects, r
emoved speed buff
-Pretty boy's pocket pistol: Added 35% weapon accuracy (Helps with life steal at
range)
-Bonk: 15% more knock back while under effect, 2 seconds marked for death after
effects wear off
-Mad milk: smaller radius and limit of 3 milked players at once (To make weapon
more balanced in 6s)
-Sandman: Change in stun times (More accuarte projectile hitboxes could make the

weapon more skillful to use and more balanced)


-Atomizer: Changed damage taken on triple jump to 15, added 10% explosive damage
increase or 4 second marked for death time after triple jump
-Fan o'war: You deal crits when otherwise mincrit, reduced time of marked for de
ath
-Sun on a stick: Crit and mini crit imunity while holding this weapon
Soldier:
-Libery launcher: Changed damage penalty from 25% to 20% (Not sure if the weapon
needs a change but it seems like it is not used often)
-Reserve shooter: Needs a change, idk what
-Buff banner: Increased health from health packs
-Battilions backup: Full crit resistance even while not under effect
-Bison: Removed 30% slower projectile speed, removed lower damage for each playe
r penetrated, 50% bigger clipsize
-Panic attack: Reduced weapon spread penalty on lower hp by 50%
-Equalizer: Faster increase in damage dealt but same maximum damage
Pyro:
-Backburner: Increased angle for crit effect from 80 to 120, added 25 hp on critic
al kill
-Phlogistinator: Added passive healing of 3hp/sec drops down to 1hp/sec when rec
ently damaged (To make up for its lack of protection by airblast), Reduced heali
ng from medicguns by 10%
-Resurve shooter: Needs a change, idk what
-Panic attack: Reduced weapon spread penalty on lower hp by 50%
-Axtinguisher/postal plummeler: Return to old stats of mini crits to burning pla
yers on the front and crits in the back, added 10% damage vonrebility while acti
ve
-Homewrecker/maul: 15% decrease in damage from sentery guns
-Sharpend vulcano fragment: 15% bullet resistance on wearer, 10% damage from fir
e
-Neon Annihilator: 20% damage resistance while in the water
Demoman:
-Loch-n-load: Changed -25% clipsize to 50% clipsize, Removed -25% explosive radi
us, +15% damage from bullets
-Loose cannon: Damage increase from 50 to 60, smaller hitbox (size of the bombs)
-Scottish resistance: Added +10% reload speed
-Quicky bomb launcher: Reduced charge up damage
-Draw speed penalty on swords reduced to 0.7 seconds (Draw speed penalty discour
ages the use of mele weapons)
-Ullapool caber: Removed deployment speed penalty, Increased explosion damage to
125, damage without explion 45, added +10% damage vonrebility on wearer, Self d
amage on exlosion 150, (Prehaps add no crits to avoid cheese strats)
-Claidheamh mor: I liked the old stats
Heavy:
-Faster spin down time
-Natasha: Removed spin up penalty, slowing effect scales by distance (Further aw
ay less slowing), Change damage resist to bullet resistance
-Brass beast: changed damage resist to bullet resistance
Enginier:
-Pomson 6000: Removed clock and uber drain, added piercing players, added 15% pr
ojectile speed
-Panic attack: Reduced weapon spread penalty on lower hp by 50%
-Wranger/geiger counter:
Medic:

-All syringe guns added 20% projectile speed, flatter trajectery (Needs end up 1
5% further), better optimised projectile hitbox to fit the playermodel to reward
better aim
-Vaccinator: Resisting all crits while ubered no matter the resist (To make it s
lighty more viable in 6s increases the rock paper scizzor's thing with the kritz
krieg, vaccinator, quick fix)
-Vita saw: Removed 20% ubercharge saved on dying, added 20% damage reduction ( b
uild up from 1% to 20% by the amount of uber charge)
-Amputator: Being able to slowly move while taunting
Sniper:
- Huntsman/Fortified compound: Updated hitboxes to reward good aim over spam, fa
ster draw speed
-Sydnew sleeper: Max charge bodyshot damage reduced from 150 to 149
-Classic: Full movement freedom while being unscoped even when moving
-Hitmans heatmaker: 10% firespeed while in focus (To encourage people using the
weapon, just a small buff)
-Jarate: Smaller radius, max 3 people jarated at once
-Razor back: Added 25 damage to a spy stabbing the shield
-Cozy camper:
Comming soon
Spy:
-Enforcer: 20% faster firing speed, 15% more bullet spread
Map balance and fixes:
-You can still build a sentery in the ground on pl_upward by the spiral track of
the cart
-koth_viaduct could use the changes made to the map done in koth_product
-cp_granary needs a forward spawn and higher openings at chokepoints

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