TF2 General Chat and Speculation Station V12 - Miniguns are SCARY - look it up
999 replies, posted
At the very least he is contributing to post & rating count. Aside from the thread shitting this has become, activity is important these days less we want to experience another Life Without Facepunch simulation.
Hell, if the ratings got you to log in for the first time in a month maybe they should do something similar in TF2?
starnge counter: facepunch ratings.
In case you forgot... The effect of being airblasted essentially nullifies any friction you experience. If he wasn't airblasted in that moment, he would have slammed into the wall and promptly died to fall damage. I'm no expert but I believe the initial momentum you get from being airblasted with or without additional push from damage (splash or hitscan) is far superior to that of a singular explosion.
Just from a visual standpoint, the friction-less state caused by being airblasted is much better at getting you to mach speeds than any survivable explosion in the game. Without overheal, pumpkin bombs are the closest and most suitable way to reach fairly fast speeds without nuking yourself before you leave the ground.
Your original post was a shitpost imitating the annoying style of Reddit.
You put that much effort into pretending to be something you dislike and then have the gall to accuse someone else of expending too much effort in their response to you?
Do you have any internal consistency whatsoever or is your primary concern the immediate deflection of any and all criticism with whatever diversionary non-sequitur you can grasp in the (extremely short) moment between when your brain recognizes that you're being criticized and when you cease to critically think about what you're reading and instead begin devising a shitpost response?
The ratings didn't get me to log in. Smokin being a hypocrite made me decide to post. There is no obligation to keep TF2 chat active anymore- the game is in a slumber of content. By trying to keep the chat active you run the risk of becoming nothing but feeling-driven arguments and low effort noncontributing shitposts: which is precisely the current state of the chat.
You know what'd restore like a stunning amount of the goodwill I once held towards Valve?
If they updated it so that you could craft together 2-5 crates and get some scrap.
I would so much rather have a free scrap metal every couple of weeks than a free cent on the marketplace every couple of weeks.
You know not what you say
I mean I know it's totally never gonna happen, since it would tank the economy and cut into Valve's precious cut of the 3 cents each crate goes for and whatnot, but as someone who honestly cannot even come close to being fucked with trading and all that shit, it'd be nice to kill two birds with one stone and cut down on backpack clutter while making a little metal on the side.
yeah but metal would lose the last bit of value it had so you wouldn't really benefit
I killed you a lot more than that, but that's besides the point. You didn't bother addressing anything I said.
Speaking of worthless junk they should make every tradeable item marketable already. Is there a reason not to?
Sniper takes a lot more away from the game than it adds.
You get picks on important classes, which slows the game down, robs the team of frontline presence and uber taking strength, with instant deaths that aren’t counterplayable save for a few gimmick weapons that require charging, and map design.
How does that create a fun game? The only fun being had is by the guy getting to one shot the medic and light classes without retaliation or punishment for missing, while everyone else is trying to play the game.
You know. The one designed around midrange deathmatch and movement combat. Which doesn’t describe sniper in the slightest.
The TF2 economy does not need MORE metal dumped into it. Good Gaben on a Segway that's a terrible idea. What it needs, besides a metal sink, is a reason for new players (and jaded AF old/former players) to GAF about the game. Maybe an ...update that added ...content and fixed ...bugs and thwarted ...exploits and banned ...cheaters.
I know crazy talk. Enjoy your case drops, players!
I don't understand why people hate Sniper so much. Your post could easily be edited into a complaint about the Spy. You could argue invisibility and stabbing people that didn't have a chance to fight back isn't fair or fun either, and that it doesn't fit the game.
"Midrange deathmatch and movement combat" isn't an accurate description for several classes in TF2, not just Sniper. Believe it or not, that's the point. Each class is a different play style.
You know how you defeat a Spy? Situational awareness. He crumbles easily.
How to defeat a sniper? Hope he misses when you close the distance. If it's a long stretch, then you're absolutely screwed.
You act as if there's nothing you can do. Aim punch exists if you need it, but you shouldn't rely on it. Avoid sightlines, flank him, or bomb in on him. Of course he has the advantage in certain areas, the key to beating him is to not expose yourself to sightlines in a predictable way where you can be easily picked off. I recognize that's harder for some classes to do. That's just the nature of the game.
I regret to inform you of this, but in order to play team fortress 2 on most maps even competitive ones designed specifically to hinder sniper and it’s immense power (badwater pro, etc.) you are in fact required to expose yourself in sight lines in a predictable way.
It’s alright if you don’t understand maybe all the (poorly explained) elements in this game’s meta, as evidenced by your comparison of sniper to spy in regards of counterplay, but some of the basic tenements are that objective control points and strategically relevant map areas are designed to be either defensible by the defending team, or attackable by both on symmetrical maps like KOTH ones.
That is the actual nature of the game, and is so with most modern team and class shooters, many of which have been inspired by TF2. Which is all fine and dandy, since those games feature sniping but with one major difference: counterplay.
Smoke bombs, air strikes, vehicles, armor, shields, tank roles- all these things exist in almost every shooter that features an otherwise unassailable sniping element, except tf2.
Notice also how none of them make sniping unfun or unprofitable by design to account for this. Sniper classes, heck the dedicated awp role in CSGO and countless others all have a strong place in the competitive metas of well designed games, because they’re held in check by the rest of the game, fitting neatly into them instead of only being held back by twitch aim skill like in TF2.
Taking sniper comparisons from other games out of context doesn't really bolster your argument. They're different games, of course counterplay is going to be different. Players don't rocket jump through the sky, go invisible, or move at 400 HU/s in CS:GO. In addition, the AWP is a lot stronger than TF2's Sniper, due to the lack of the charging mechanic and almost guaranteed one hit kill.
That's why they didn't add further counterplay to the Sniper. It's a unique game that gives you a lot of options already.
what if the spy isn't retarded and waits for his picks to be busy with fights
so unless you're gonna tell me you just do random 180s spins when you're actively battling an enemy in your face (no one does that because it puts them at a disadvantage toward the threat they're dealing with), sometimes spy has guaranteed wins.
I'd say communication is the next step. Which I can understand that in the sense of pubs that it doesn't get used enough. But that's honestly their fault as a team to not use such powerful tools at their disposal. Working better as a team I guess is next, having someone protect his teammates from flankers instead of focusing on who they're attack
I see sniper rifles as one of those weapons that should be put in at the Dev's discretion. Samething goes with weapons like proximity mines if you want another example.
But the thing is, he's been in the game since the start, removing him would be taking away what makes the game team fortress in the first place. Also why they thankfully never add any more classes either. So the only alternative is changing him, but keeping him still focused off of precision shots then I guess. Which is why I felt he should be more of a rifle that has a clip base, doesn't deal extra damage on headshots but still does fairly good damage on it. Maybe it could have another bonus for headshots like rate of fire increases after every headshot to kill people quicker perhaps. Be more of a mid to long specialist instead of a long range specialist. This would drive him away from the one shot kill mechanic, but still make him powerful. It would allow people to be able to react to instead of instantly dying the instant they enter his Point of view, allowing them a chance to survive encounters as well.
The only other option is to make him work with a weapon similar to the Quake 2 rail gun other wise.
Or they could just leave him alone, like they have for the last ten years. I'm sure that's what they'll continue to do.
You need to relax, maybe drink some Bonk! Atomic Punch.
What are you even talking about, Bonk! makes you so stressed that your nervous twitching allows you to dodge bullets.
none of those reduce your ability to airstrafe and can all theoretically be used to do a good movement option. even sentries in certain positions you used to be able to use bonk to do weird sentry jumps, as you obviously know surfing explosive damage is a thing. even bullet knockback can be used to do things occassionally like get round a corner earlier as a medic
airstrafe reduces my movement ability for no particular reason
"about the slippery slope? " this is supposed to be the friction lost. I know that's the main reason people are fuzzled by the new airblast.
Also "singular explosion" - My initial post listed scenarios where explosion knockback stacks up, ignoring the sentry gun knockback which is famous for hitting people into the widest galaxies.
Either way, I understand your point and agree that the new airblast needs a decrease in the amount of friction lost to make it feel less awkward and strange. However people often seem to act as if this kind of garbage never happened in pre-Jungle Inferno TF2 and that airblast does this every single time and totally not in very specific circumstances, which while they DO align every 2-3 times in a one hour session, is not a norm. Thus "newblast" is not """"""broken""""""" because a broken thing would consistently and in entirely normal gameplay scenarios shoot you into the stratosphere, not in more specific ones.
Id also argue that under certain circumstances it is pretty fun. Stacking jetpack knockback on maps with a lot of high ground and pyro speed with newblast and then knocking a heavy into a cliff a massive distance away is amazing. While you can't do it everywhere, hightower is a great place to try it out.
“A unique game that gives you a lot of options already”
-Literally match comms from the game at it’s highest level; an premiership match on gullywash
”We’ve got numbers back, don’t peek main (gullywash) wait for uber. Don’t peek, wait for the sniper pick. -team shuffles around- (BLAM/demo gets picked by mere inches around a wooden wall)
Damnit he rotated around, back up”
Oh yeah. Fun and interesting gameplay. Woo.
and then on the other hand you have the demo/heavy/engi/pyro epic (and also great fun) last hold combination
good luck breaking that without sniper entry picks
Those all have weaknesses and countering that can be beaten by multiple different classes and strategies.
Sniper just has himself.
Oh, and spy... lol.
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