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Taunts have always been an exploitable feature as they give you a third person perspective without being seen; and this is most prominent within taunts that can extend forever, such as the High-Five taunt. In competitive, this becomes a problem as well as you can hold a taunt around a corner and gather intel of the enemy team (such as them pushing) without being spotted by them.
A good compromise for this would be to add a tf_taunt_first_person variable that can be enforced server-side. This would allow people to use their taunts but not in a way that could give them an advantage in a game.
This variable should also be enforced in competitive matchmaking servers to prevent taunts being exploited as well.
The text was updated successfully, but these errors were encountered:
disable randomized spread patterns for continuous fire weapons (improved)
clear cheat flag on tf_viewmodels_offset_override ValveSoftware/Source-1-Games#2484
replicate first person taunt on server ValveSoftware/Source-1-Games#2079
flag third person medieval mode as cheat
clear cheat flags on freeze cam times, so that servers can more easily adjust their respawn times
Taunts have always been an exploitable feature as they give you a third person perspective without being seen; and this is most prominent within taunts that can extend forever, such as the High-Five taunt. In competitive, this becomes a problem as well as you can hold a taunt around a corner and gather intel of the enemy team (such as them pushing) without being spotted by them.
A good compromise for this would be to add a tf_taunt_first_person variable that can be enforced server-side. This would allow people to use their taunts but not in a way that could give them an advantage in a game.
This variable should also be enforced in competitive matchmaking servers to prevent taunts being exploited as well.
The text was updated successfully, but these errors were encountered: