• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
    8,672 replies, posted
I just check for hackers with my eyeballs.
[QUOTE=Nebrassy;53200269]or you just use tf_scoreboard_mouse_mode 2[/QUOTE] Last I checked the Adv. Options only lets you use tf_scoreboard_mouse_mode 0 or 1, not 2, which is strange.
Heavy isn't a flank class. [url]https://v.redd.it/92bd7sojall01[/url]
[QUOTE=agrastiOs;53200436]Heavy isn't a flank class. [url]https://v.redd.it/92bd7sojall01[/url][/QUOTE] And here we see potatoes in their natural habitat.
[QUOTE=agrastiOs;53200436]Heavy isn't a flank class. [url]https://v.redd.it/92bd7sojall01[/url][/QUOTE] Jumping revved up into a crowd of unsuspecting casual players usually [I]does[/I] result in noob slaughter. I'm genuinely amazed the uber ignored you for as long as it did.
[QUOTE=Oizen;53199334]I just played against a super speed scout that could instant cap points.[/QUOTE] Yeah, they can use the same exploit to give themselves infinite health packs as well. Thank god the capping exploit is hella obv and they usually just get vote'd. [QUOTE=Rajikaru;53199741]How is "only 53 hours" considered a definite cheater? I know game hours can get pretty warped for TF2 specifically but that's 2 straight days of playing with no breaks and change.[/QUOTE] Yeah I've got 800 hours and people still call me out for hacking based upon them.
[QUOTE=agrastiOs;53200436]Heavy isn't a flank class. [url]https://v.redd.it/92bd7sojall01[/url][/QUOTE] all I see here is the wood cutout versions of the classes on squeaky wheels moving around unconsciously if they were somewhat decent you'd be dead in seconds
[QUOTE=agrastiOs;53200436]Heavy isn't a flank class. [url]https://v.redd.it/92bd7sojall01[/url][/QUOTE] tfw you post your sick pub kill spree everywhere for max internet points
[QUOTE=Contra132;53197580]imagine that...except the snipers can't charge their shots, have much lower burst damage, and are easily chased down and killed by classes with superior mobility (Scout, Soldier, Demoman) or high-DPS weapons that close the gap in speed and render cloaks meaningless (every flamethrower ever) 102 &#8800; 150-450 Amby Spy < Sniper in every way if the unnerfed Ambassador made Spy anywhere near as deadly as you seem to think, then why was Sniper still the dominant 6s offclass while it existed? why were Snipers still the most powerful class in Highlander? :thinking: aside from Sigafoo, no high-level player I can think of actually thought the Ambassador was overpowered. hell, even Sigafoo only took issue with it when combined with Dead Ringer spam, which has since been nerfed. unlimited range 102s may have been annoying as all shit, but they weren't a balance issue. they just pissed people off, pubbers and Engie mains especially. (remember Ambysniping Engie nests? can't do that anymore!) I don't even really want unlimited range 102s back, but god damn if the current state of the weapon isn't fucking miserable to use. It's dramatically impacted my enjoyment of the class, its effective skill ceiling and its power in coordinated play. Not only does it fail to be viable, it fails to be [I]fun[/I].[/QUOTE] I actually do want the unlimited range 102 back.
[QUOTE=agrastiOs;53200436]Heavy isn't a flank class. [url]https://v.redd.it/92bd7sojall01[/url][/QUOTE] what's worse, the enemy players or the heavies aim?
i thought he attempted a "360 noscope" thing on purpose
[QUOTE=Hell-met;53201281]i thought he attempted a "360 noscope" thing on purpose[/QUOTE] I think he was talking about the enemy Heavy.
Attention: [url]http://journeyeast.tf2maps.net[/url] This looks really freaking cool, TF2maps has done it again!
[QUOTE=Kaiga;53201535]Attention: [url]http://journeyeast.tf2maps.net[/url] This looks really freaking cool, TF2maps has done it again![/QUOTE] wow i cant wait to see only 1/16th of these cosmetics added all in broken up set pieces (minus scout who will of course get 50% of all cosmetics added)
I wonder if they have data on which classes have the most money spent on cosmetics. It's probably like Soldier Scout Demo Sniper Pyro Spy Medic Engie Heavy
After watching B4nny and other youtubers perfom such acts of magnificent skill, incredible plays or be graced with luck to accomplish a kill... It fills me with wonder and a sense of "Hey, if they can do that, it just a matter of time and dedication until I can do something like that". There's a ton to learn about this game everywhere, and I feel that giving Competitive a shot will be something great! Call me a blind optimist, but I hope we receive a revamped Competitive mode, so I can at least give it a chance to that gamemode and see if I'm made for it, or just focus on other stuff. I don't want to join a Competitive group of fellas here in Chile and drop out after finding out "its not my thing".
I did some research on the Sniper Rifle vs. Ambassador argument. Here's a video illustrating and comparing the DPS of both weapons (please note that the Ambassador does not reload in this video): [video=youtube;K7r7TS5siuk]https://www.youtube.com/watch?v=K7r7TS5siuk[/video] Various things to note: &#9679; The Sniper Rifle has a great burst damage potential due to its 150-damage quickscopes, but the Ambassador has the best consistent DPS output, headshot-wise. However, because of the Sniper's fire rate, a normal bodyshot or headshot to finish a target above 150 HP takes more time compared to the Ambassador, which can output two headshots, dealing more than 200 damage faster. In a similar way, the Ambassador can finish off previously-headshotted opponents which a bodyshot upclose or two bodyshots at medium range if the targets have 150 HP. &#9679; Theoretically, because of the Ambassador's DPS output, a sly Spy can potentially finish off a lone Heavy using only the Ambassador before they can fully rev up and shoot (accounting for an average 150ms human reaction time from the Heavy). A Sniper can still do this, but it's slower, giving such Heavy more time to react and shoot, and while zoomed in, a Sniper's aim can be knocked up if damaged. (Who whould have thought that a class meant for long-range engagements is bad a close-range engagements? But it bears mentioning it because the anti-Sniper circlejerk is very strong.) &#9679; Since the Ambassador does not need to zoom in like the Sniper Rifle, it's easier to pull off headshots in general. &#9679; The Ambassador is just a slight bit slower on performing 3 headshots compared to 2 Sniper Rifle headshots, both of them doing 300 (+6 for the Ambassador) damage. So the Sniper Rifle, compared to the Ambassador, does: + More damage from long range, since the Ambassador has crit falloff. + Can charge shots, being able to perform 450 damage. + Quickscopes offer 150 burst damage (can kill a medic). Fully-charged bodyshots do so as well. But: - Even after a 150-damage shot, you can still die because of being caught out of position if it's a close- or medium- range engagement and your victim is still alive. - If dealing against a Soldier or Demoman, after a successful quickscope, you might not have enough time to perform a bodyshot which would secure your kill due to those classes's DPS output. SMG aleviates this. The things Ambassador has in its favour are: + Higher DPS output in close and middle-range. + Helps aleviate middle-range engagements due to its headshot mechanic, as other revolvers do mediocre damage on middle range otherwise. + Alongside the use of watches and clever use of movement and positioning, you can still survive middle- and close-range engagements if you're caught out of position. Against Pyros, the Spy can use the Spycycle to help him even more. But: - Only has enough burst damage to kill Big Earner and Kunai Spies in one shot. - Outclassed by the Sniper Rifle on long range. - You need to be able to do headshots consistently to see the damage shine. It can be easy to do on unaware opponents, however, but you might as well backstab them as well. In conclusion (and with the risk of being put into a list for Spy mains to mock and laugh at): yes, Spy becomes a worse Sniper if they decide to use the Ambassador, but in my opinion, you should be playing Sniper if you want to shoot heads from a long range anyways, instead of playing a pretend-sniper with a zoom key coming from your favourite Spy scripts. However, with enough skill put into it, the Ambassador is still a beast in middle-range engagements with enough skill to pull off headshots consistently. It can still do burst damage to players, enough to make them consider retreating to get to a HP pack. The nerf is still kind of crippling for the weapon, which I hope it's reworked into something more mechanically-consistent (crits with fall-off? really?) but it's still not a completely awful weapon. Long-range headshots should be minicrits, in my opinion, for it to still reward skill.
now do it with revolver | amb
[QUOTE=Hell-met;53201878]now do it with revolver | amb[/QUOTE] Should I do Revolver vs. Ambassador (bodyshots) vs. Ambassador (headshots)?
[QUOTE=JugadorXEI;53201889]Should I do Revolver vs. Ambassador (bodyshots) vs. Ambassador (headshots)?[/QUOTE] dunno, ask contra
[QUOTE=Kaiga;53201535]Attention: [url]http://journeyeast.tf2maps.net[/url] This looks really freaking cool, TF2maps has done it again![/QUOTE] It should be worth noting that TF2Maps did not make this event, but rather it’s just hosted on the site Neither staff, senior staff, or even mods knew about it- Kinda went under our radar so I’m assuming the few Emporium folk who made it contacted site creator drp about it I know Freyja wanted to do an event similar, but more focused on getting the community to create map props. This is neat nonetheless. Hopefully the tf2 team can edit the post to clarify this wasn’t TF2Maps’ doing, just a lil misunderstanding at the very least.
Before I start responding to this, I just want to make a disclaimer. [quote=Jugador's Conclusion] The nerf is still kind of crippling for the weapon, which I hope it's reworked into something more mechanically-consistent (crits with fall-off? really?) but it's still not a completely awful weapon. [B]Long-range headshots should be minicrits, in my opinion, for it to still reward skill.[/B][/quote] [B]I already agree with this conclusion and I'm not arguing against it.[/B] Since the Amby nerf was initially proposed in that blog post so long ago, [URL="http://www.teamfortress.tv/41999/tf2-blog-balance-changes/?page=3#65"]this was exactly the nerf I proposed- mini-crits on headshot past a certain range, to make it less annoying to deal with while still rewarding the Spy's skill development.[/URL] [QUOTE=JugadorXEI;53201850]Various things to note: &#9679; The Sniper Rifle has a great burst damage potential due to its 150-damage quickscopes, but the Ambassador has the best consistent DPS output, headshot-wise. However, because of the Sniper's fire rate, a normal bodyshot or headshot to finish a target above 150 HP takes more time compared to the Ambassador, which can output two headshots, dealing more than 200 damage faster. In a similar way, the Ambassador can finish off previously-headshotted opponents which a bodyshot upclose or two bodyshots at medium range if the targets have 150 HP.[/QUOTE] This...doesn't sound right. Shouldn't charged shots ensure the Sniper keeps a higher DPS? For a 450 damage charged shot, the charge time is 3.3 seconds. In the same amount of time, a Spy with perfect aim and timing around the accuracy/headshot cooldown time (.95 seconds x 3 = 2.85 seconds, not enough time for a 4th shot) can only do 306 damage, max, potentially less with the crit falloff mechanic in play. If we're counting the 1.3s delay before charging as an additional buffer to charge time (which it might be, the Wiki page doesn't specify if this delay is a part of the maximum charge time or a prelude to it), that's 4.6 seconds for a Sniper to deal 450 damage. The maximum amount Spy can do with Amby headshots in that time is 408, which is still lower. If by DPS you're only counting repeated quickscope headshots, the Spy has an advantage in killing 200 health targets...by .10 seconds, assuming perfect aim and timing. And assuming he's in close enough range for the falloff not to come into play. [quote] &#9679; Theoretically, because of the Ambassador's DPS output, a sly Spy can potentially finish off a lone Heavy using only the Ambassador before they can fully rev up and shoot (accounting for an average 150ms human reaction time from the Heavy). A Sniper can still do this, but it's slower, giving such Heavy more time to react and shoot, and while zoomed in, a Sniper's aim can be knocked up if damaged. (Who whould have thought that a class meant for long-range engagements is bad a close-range engagements? But it bears mentioning it because the anti-Sniper circlejerk is very strong.)[/quote] This still doesn't line up, either. There is a 1.3 second delay before the Sniper Rifle can start charging, but charge time should still pass the 300 damage mark before the Spy can perform 3 consecutive Ambassador headshots. This still doesn't take crit falloff into account, either, which is likely to come into play in a 1v1 scenario where the Spy is attempting to avoid being shredded. The Rifle still sounds like a much better option in this scenario. [B]EDIT: forgot to mention, everyone's aim gets flicked upward when they take damage, it's just more noticeable when scoped in[/B] [quote] &#9679; Since the Ambassador does not need to zoom in like the Sniper Rifle, it's easier to pull off headshots in general.[/quote] This I straight-up don't understand. How is it easier to hit smaller targets? [quote] + Helps aleviate middle-range engagements due to its headshot mechanic, as other revolvers do mediocre damage on middle range otherwise.[/quote] What are we defining as mid-range? Stock Revolver has a palpable DPS advantage and is much easier to use at that, making it a more reliable option in direct fights. [quote] + Alongside the use of watches and clever use of movement and positioning, you can still survive middle- and close-range engagements if you're caught out of position. Against Pyros, the Spy can use the Spycycle to help him even more.[/quote] Ehhh. Do you have any Competitive Spy experience? Because this doesn't apply when playing against players at or above my tier. If you're that close and attempt to cloak away after starting a fight, you're extremely likely to be killed. Pyros can also track a cloaked Spycicle Spy, as the flames still audibly make contact with the Spy and do high DPS (which also shortens the DR's cloak lifespan). [quote]In conclusion (and with the risk of being put into a list for Spy mains to mock and laugh at): yes, Spy becomes a worse Sniper if they decide to use the Ambassador,[/quote] I'm the most vocal Spy main here and I've already said multiple times that Amby Spy is much worse than Sniper. I don't think any experienced Spy main is going to disagree with you when you say that, the Sniper overshadows the Spy in pretty much every conceivable way. Don't know why you thought you'd end up on some kind of hit list, lol. [quote]but in my opinion, you should be playing Sniper if you want to shoot heads from a long range anyways, instead of playing a pretend-sniper with a zoom key coming from your favourite Spy scripts.[/quote] Long-range headshots without a scope are pretty fun to hit, dude. It's not a case of people playing pretend-Sniper, it's them testing their raw aim. That's the primary draw of the weapon, and what was lost in the nerf. Also, zoom scripts are highly frowned upon by anyone who isn't Stabbystabby. I don't know any high-level Spies who use them, and in fact I'm pretty sure they don't work anymore. [quote]However, with enough skill put into it, the Ambassador is still a beast in middle-range engagements with enough skill to pull off headshots consistently. It can still do burst damage to players, enough to make them consider retreating to get to a HP pack. The nerf is still kind of crippling for the weapon, which I hope it's reworked into something more mechanically-consistent (crits with fall-off? really?) but it's still not a completely awful weapon. Long-range headshots should be minicrits, in my opinion, for it to still reward skill.[/quote] I agree with your conclusion, but I'd still run Stock as a more reliable option over the Ambassador until the weapon is in a more usable state.
I'm amazed it took this long, but I finally ran into an aimbot scout today that also had the insta-capture cheat. Do we know which cheating programs have the latter feature?
[QUOTE=Contra132;53201941]This...doesn't sound right. Shouldn't charged shots ensure the Sniper keeps a higher DPS? For a 450 damage charged shot, the charge time is 3.3 seconds. In the same amount of time, a Spy with perfect aim and timing around the accuracy/headshot cooldown time (.95 seconds x 3 = 2.85 seconds, not enough time for a 4th shot) can only do 306 damage, max, potentially less with the crit falloff mechanic in play. If we're counting the 1.3s delay before charging as an additional buffer to charge time (which it might be, the Wiki page doesn't specify if this delay is a part of the maximum charge time or a prelude to it), that's 4.6 seconds for a Sniper to deal 450 damage. The maximum amount Spy can do with Amby headshots in that time is 408, which is still lower. If by DPS you're only counting repeated quickscope headshots, the Spy has an advantage in killing 200 health targets...by .10 seconds, assuming perfect aim and timing. And assuming he's in close enough range for the falloff not to come into play.[/QUOTE] I didn't keep charged shots in mind while I was making that statement since, on the video I made, I was comparing quickscope Sniper Rifle headshots and Ambassador headshots. While I do think you're right about the charged shots outdamaging Ambassador headshots, I had in mind quick, on-the-go headshots that occassionally both Spies and Snipers do then they spot a target which may take cover or go out of their vision in a whim, among other opportunistic situations. The video was originally made because people liked to compare the Sniper Rifle and Ambassador, but they forget both are completely different weapons which only share one mechanic, so my tests were done on situations were both could be used, which are middle- or close- range engagements. The results are that although the Sniper Rifle has good burst damage, the Ambassador has better DPS in general. [QUOTE=Contra132;53201941]This still doesn't line up, either. There is a 1.3 second delay before the Sniper Rifle can start charging, but charge time should still pass the 300 damage mark before the Spy can perform 3 consecutive Ambassador headshots. This still doesn't take crit falloff into account, either, which is likely to come into play in a 1v1 scenario where the Spy is attempting to avoid being shredded. The Rifle still sounds like a much better option in this scenario. [B]EDIT: forgot to mention, everyone's aim gets flicked upward when they take damage, it's just more noticeable when scoped in[/B][/QUOTE] On a close- or middle-range scenario, a Sniper would not be safe enough to charge a shot because of enemy harassment. Again, in this case, I am comparing Sniper Rifle quick-scopes with Ambassador headshots, in a situation where both can be compared against each other. Furthermore, in order for a Sniper to do a charged-enough headshot to kill a Heavy, that would take 0.2s (time you need to be zoomed in before you can headshot) + 1.3s (zoom-in charge delay) + 1.65s (50% charge, 300 damage on headshot, 100 on bodyshot) = 3.15 seconds. On Spy's case, he has to wait spread recovery three times for three headshots, so 0.95s * 3 shots = 2.85 seconds. In other words, on a 50%-charged Sniper Rifle headshot against three Ambassador headshots, the Ambassador is faster on killing a Heavy. [QUOTE=Contra132;53201941]This I straight-up don't understand. How is it easier to hit smaller targets?[/QUOTE] Zooming in as a Sniper also lowers your mouse sensitivity. This means you have to flicker and move your mouse even more in other to compensate for the zoomed-in state, which, even though it's helpful on long range engagements, it isn't on middle- to close- range ones. The Ambassador doesn't have to worry about zoom changes at all, and considering how professional CS:GO players can hit heads with their AKs when they're the size of a nail, it's something that can be trained for and put on to the test. I'm not saying it's inherently easier to hit smaller targets (heads) with the Ambassador, but compared to the Sniper Rifle (on middle- or close-range), in which you have to zoom in and compensate for the sensitivity, it is easier in general, since Spies don't have to worry about a zoom mechanic unlike Snipers, and train for it. [QUOTE=Contra132;53201941]What are we defining as mid-range? Stock Revolver has a palpable DPS advantage and is much easier to use at that, making it a more reliable option in direct fights.[/QUOTE] 500 Hu to 1000 Hu (think 2fort bridge). Any further than 1000 Hu (or 1200 Hu? YMMV) is long range. You have to be relatively close as a Revolver-using Spy to inflict 150 damage on your enemy (which would be 3 shots), and on middle-range not only it would take more than three, but the random Revolver spread would also make some of your shots miss. So I wouldn't say myself that it's a reliable way of doing damage. [QUOTE=Contra132;53201941]Ehhh. Do you have any Competitive Spy experience? Because this doesn't apply when playing against players at or above my tier. If you're that close and attempt to cloak away after starting a fight, you're extremely likely to be killed. Pyros can also track a cloaked Spycicle Spy, as the flames still audibly make contact with the Spy and do high DPS (which also shortens the DR's cloak lifespan).[/QUOTE] Depends on how "close", and since this is sort of anecdotal I don't want to tackle much on it. Clever spies who use their surroundings to their advantage can cloak away if things go awry, and it would be foolish to just fight completely in the open. Pyros do know when they hit a cloaked Spycicle Spy because of the distinct flame sounds, but track? That requires reliably reading like a book where the Spy is moving for a full second (until fire immunity fades away). That should be enough for a Spy to move the hell away from the flames at that point.
[QUOTE=Contra132;53201941]Long-range headshots without a scope are pretty fun to hit, dude. It's not a case of people playing pretend-Sniper, it's them testing their raw aim. That's the primary draw of the weapon, and what was lost in the nerf.[/QUOTE] I'm not trying to be funny, but testing raw aim at long range doesn't associate to "sniper" in your mind?
[url]http://www.teamfortress.com/post.php?id=38178[/url] here we go!
[QUOTE=Mockingbird;53202108]I'm not trying to be funny, but testing raw aim at long range doesn't associate to "sniper" in your mind?[/QUOTE] No, because a scope isn't raw aim. It's an assist for hitting shots that are farther away that doesn't carry to anything else in the game.
[QUOTE=JasperDx17;53202179][url]http://www.teamfortress.com/post.php?id=38178[/url] here we go![/QUOTE] Here's my predictions for how it will go down. Best Action will be [B]Board Room [/B] Best Short will either be [B]Backcap [U]or[/U] Player's Portrait[/B] Best Comedy will probably be [B]Chicken Strike[/B], the CS:GO animation, repeating what happened when that DotA II vid got Best Drama (somehow) Best Drama will be [I]Pointless[/i] Best Extended will be [B]Manned Up Mannequins [U]or[/U] Leak[/B]. Meanwhile [B][U]Operation Vulkannite takes Best Overall.[/u]/[/b]
The lights on the Saxxy sign aren't blinking on this year's site, there are still animated sparkles on the trophy which I didn't notice before.
Here are the honorable mentions from [URL="http://sourcefilmmaker.com/"]the SFM blog[/URL]. No goofy categories this time, just a list: [quote][B]Honorable Mention[/B] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=1319415123"]The Box Mann[/URL] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=1324581124"]Inside Surgery[/URL] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=1318347553"]Meet the Janitor[/URL][/quote]
Sorry, you need to Log In to post a reply to this thread.