• TF2 General Chat and Speculation Station V8 - ༼ つ ◕_◕ ༽つ Give Heavy Update
    999 replies, posted
https://i.kym-cdn.com/photos/images/original/001/035/396/9da.png
Very small thing but i like the detail of the russian mobster using a old phone that is relative to the time period no i did not miss the gun pumkin
https://files.facepunch.com/forum/upload/1891/7d8c14b1-186f-42e2-b623-e0818bd1eceb/image.png doesn't look like this to me
Wait doesnt tf2 take place around the 70s or something?
Very small thing but i like the detail of the time period accurate pumpkin holding a gun
seeing that comic screencap really makes me miss being excited for scream fortress.
Im assuming by now we can confirm that TF2 Streamers are safe because A: their shit got busted or B: they grew bored?
While the quick fix isnt the best medi gun in non comp games,in pub games it has a neat utility of being able to hold the flag while ubered in a pinch.
I think there's still a ton (like ALOT) of things valve would declare "an exploit/bug" if their attention was directly put to it.
players being able to carry intel while being kritzed/qf ubered/vacc ubered isn't a bug or exploit, just like being able to cap points or carts under those circumstances isn't an exploit. You can't cap while being ubered because you're literally unstoppable and an uber would be basically a free objective, especially pre-airblast. A person being kritzed or qf ubered can still be sniped, stabbed, focus-fired, or blown away.
you got no evidence until valve says it is. bonk! can be pushed away too. megaheal is easily outDPS-able in pubs. deadringer is also still literally the easiest item to capture flags with. there are a ton of flawed items that require a revision for capturing.
What a reply. Fuck basic gameplay sense, I guess. Kritzkrieg was one of the first weapons every released in the game and is one of the very few weapons to have almost no balance changes to it and still widely considered balanced by the community, but I guess since you personally think it's an exploit (read: since you don't like it), it must obviously be true.
already skipping to the pointless attacks? wat a repli
https://www.youtube.com/watch?v=WHvwijT2ss8 Guess who makes a guest appearance.
That's quite a nice video!
https://files.facepunch.com/forum/upload/132451/96490c77-e6a6-4e58-8c30-7f75048c7484/image.png
Guy got barred from posting in these threads after last time. We're in the clear.
It's really impressive that he can still do Scouts voice so well.
The fact that spies can pop the dead ringer while carrying the intel is complete bullshit and always has been.
I'm glad reason is being seen here. This is a welcome Wait.... did he get the scout's voice actor to voice the anti-crits scout portrait? Holy crap. Either that or it's the best voiceline-stitching i have ever seen in the history of TF2. Nathan Vetterlein is that you ;_;
Yeah, you can see him doing some extra lines at the end of this video on Dane's second channel https://www.youtube.com/watch?v=Zjp8qMJm1jU
The TF2Maps charity drive for AbleGamers is now open! Donating at least five dollars will get you the TF2Maps Ray of Sunshine medal.
Ironically enough there are some servers with 100% crit chance. And the couple of times I visited them they were quite populated. What a terrible experience, though. Voting is the most powerful tool in game with the most frustrating results. Not for the way it is designed, but for the way it is used. It always passes when someone wants to kick you since hitting a soldier in the air is always cheat on their eyes but not when you want to kick that sniper spinning like he had caffeine overdose. But if you give the option to vote to disable random 300% more funny hits, it is most likely that most players will always vote for what affects more on on their own side. And isn't there a server cvar to disable random cr- I mean random 300% more funny hits already? (tf_weapon_criticals). The game always had the option to disable it, but most server owners aren't aware of it? This part always makes me feel I'm missing something.
I don't really see the problem with this since they don't keep the Intel when they pop the Dead Ringer. It drops on the spot where they feigned death instantly and they'll be down for about 10-20 seconds afterwards before they can use their dead ringer again. I'd see this as a problem if they kept the intel, had damage resistance and movement speed enhancements all at once. But as it stands it's of the very few reasons ( and very limited one at that ) to use the Dead Ringer over the Invis Watch and Cloak n' Dagger which significantly less situational. On a side note, I'm really happy that Dane made that video. It about covers my thoughts on the matter on hand.
The biggest issue is how easy it is to reset the intel timer, tbh. A DR spy dog piling on the intel is frustrating because he can just reset it for little risk, even if he only manages to move it like 2 feet.
If he grabs the intel uncloaked, it would reset the timer regardless of what watch he has. At most, maybe a slight downtime before you can pick up the intel after decloaking perhaps...
If he grabs the intel while using a normal invis watch, he's going to die. The DR will allow him to reset the timer, and escape relatively unscathed. I'd be fine with doing away with the timer being reset upon grab, since it worked fine for Moonbase's flag/core.
That's the point of the watch, to feign death lol. It's even worse for trying to continuously reset the intel after JI with how slow that watch recharges too. Up to 20 seconds before it fully recharges after a complete drain of the watch. So trying to reset it again would run the risk of dying without making it to the flag.
Cool, and it's still easily abused by the spy. There's nothing to stop the spy from grabbing it, feigning death, and either running back to spawn to get a full charge back, or using the letranger to regain their charge.
And the Scout is literally the only class worth using to get the intel, Engineers are disproportionately strong because the flag's location is static and usually a tiny room, there's only one objective and if a team focuses it they can usually end the round in about 3-4 minutes depending on how big the map is, spawns are easily campable because almost every map has spawns inbetween the middle area and one of the paths to the intel... We're all more than fully aware of CTF's flaws.
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