• TF2 General Chat and Speculation Station V13 - Heavy times
    999 replies, posted
its funny when you think it comes from a man playing on a setup that gives him 270° fov.
i think it's hard to put a value on how long it takes to get good at x class or the game because there are ways of playing tf2 which aren't conducive to getting good for instance when you translate scout vs engi it's pretty obvious that if you played loads of scout you don't have to learn how to aim but if you main engi, and you play quite aggressively you can teach yourself how to aim well and you'll immediately be alright on scout, whereas if you sit there all the time mostly behind your sentry then it isn't that easy to translate same with if you play demo on dustbowl you're literally learning nothing and if you play medic for hours you might learn how the game flows but you'll still be god awful at every other class because you won't hit anything. In fact, you may even still be godawful at medic and not even realise because you're so heavily rewarded just for clicking it in choose class. I know plenty of multi-hundred hour medics that don't know how to airstrafe, in fact I've even seen it in competitive. I would say if you were actually keen on learning about tf2, you could probably master the game in <500 hours playtime, and you wouldn't need to play classes like engi or sniper for more than around 10 hours if you've already mastered the rest if someone was ever insane enough to hire a tf2 tutor I think it could be done in <200 hours
To keep it blunt and simple... you talk/type/whatthefuckever like a wanker.
also had a funny thought about sniper it's the only class that makes the losing team even worse, yet the winning team even better
Really? We're continuing to roast me, even when I'm not even antagonizing anybody? That's certainly contributing far more to the thread than complaining about Valve, am I right? This community has always had an undercurrent of toxicity, but every time I think it can't get worse, it's taken to new lows. Hey, that's sort of like Valve's support for TF2 now that I think about it. How ironic! I don't know of anyone that's mastered all nine classes, even b4nny. Not to mention, there are always going to be classes and playstyles some people simply do not enjoy, and that's why gameplay diversity manifests through class selection to begin with. I would say three-four classes is generally the sweet spot for most people. Never in my life would I ever touch Medic, Scout, or Spy; I just don't find them entertaining.
Scout does nothing and dies quickly. Spy that doesn't give team intel just dies quickly and does nothing. Pyro can't get into range to do anything and dies quickly. Good Scout on winning team makes insane picks on Demo or Medic, good Spy gives insanely important intel and also makes good picks, good Pyro makes Spies irrelevant (disabling an entire class, espceially if they go Pybro), is insanely good at stalling pushes with a counter-uber and some airblasting, can ruin a Soldier, Demo, or even a whole push with a few well-timed reflects, and can reliably hit flares on enemy Snipers, keeping them from running rampant (they either use Jarate or run for healthkits)
a sniper on a losing team can do excellent and yet in most cases it won't change much because there's no terrain being retaken. the flow of opponents won't stop. a braindead heavy or pyro or spy that doesn't play well can still impose a threat by their simple presence.
I can read it just fine you idiot. Basically: https://www.youtube.com/watch?v=Jfq3c4Cf1Fs&t=59s
I'm not entirely sure about that. I haven't played a lick of Scout in about four or five years and I know quite well how to deal with the little buggers as several classes. As Mould put it, I don't think the path to mastery can be so neatly normalized. There are many different methods of approaching self-improvement.
https://www.youtube.com/watch?v=skCnwy0U6NI
Pyro has a limited range so I'd argue that point. Heavy can be on the other side of the abttlements entirely, but as long as he is able to even put part of his crosshair over you, he will eventually hit some bullets, so it's a fair point, but I wasn't really arguing for him. Only tangentially related, but I've had a LOT of casual games, ESPECIALLY recently, where shut-outs were turned around completely because two or three players joined me on Heavy, and in casual especially where class limits don't exist, all it takes is two heavies together to pretty much push solo and they'll at the very least get some ground (assuming no Snipers or Spies are able to just pick them off).
Again, I'd say that's more the fault of Casual hosting a lot of terrible players. Multiple Heavies aren't particularly difficult to handle; even without Snipers and Spies, concentrated fire from Soldiers and Demos (especially Demos, a single Demoman can take out multiple Heavies assuming they're bunched and cover is present) should be enough to at the very least halt their advance.
people barely ever go multiple heavy. more often than desired a single sentry can spawn multiple spies on the losing team, often all of them terrible.
The worst feeling is somebody who's proven themselves on Spy multiple times and is pretty high on the scoreboard, but then somebody that either just joined or hasn't done anything for an hour also goes Spy, especially on A/D, where pushing actually matters, not just picks.
It's a better than average fake. It correctly opens a chrome looking title in Chrome and a Firefox looking one in Firefox. In chrome it moves around fluidly, but on FF Quantum on Windows 7, moving the window around was super laggy. The biggest tell for me just looking at it was the color-scheme matched default Windows 10 and not Windows 7 basic. Maybe if stuff this becomes super common, it might put enough pressure on financial institutions and such to upgrade their shit to not require you to disable popups to use their website, so popups and fake popups wouldn't be as great of an attack vector. Yes, the maining concept is very shallow, but the game doesn't really discourage it. With weapons requiring drops or trading, a new player not knowing the usefulness of most stock weapons, might feel pigeonholed into using what has managed to drop or they picked out from the store. To a little more invested players, if you spend a lot on a nice hat or something you probably want to show it off and want to justify the purchase to yourself, I'm still confused why I all of a sudden wanted a heavy unusual a while back when I didn't even play heavy much, but I made sure to bring the hat out. Now, I almost never wear any of my unusuals because it makes people hate me and I can get more shit done when people more people offload 1/2 of their clip into Jose.Gonzales.2004 (newpunch forces that as a url) instead of tunnel visioning me. Back on topic, fortunately I think most players that stick around get out of maining a class. I think there's benefit especially in your first 1k hours to playing a lot of the same class, but you shouldn't ever feel locked to that and I'm always surprised how much carries over to other classes. A few couple days ago I used a couple pipes to kill a spy, but then the best spy of the server appeared, I almost launched off my pipes as usual, but if he dodged one of them, he would have had a good shot at revolvering me down so I did something different, after the first pipe I slammed my view to the left, and then slammed my view back to the right in time for a flick shot as the spy jumped for the side of a back that only existed for a few ticks; the same muscle memory used for trick-stabbing applied to demo.
This, however, is not a valid criticism of Exor.
you just have to love new posters.
> not getting the trailer park boys reference > {{CURRENTYEAR}}
4chan is that way
how do we fix spy
I find that newer players tend to do better with heavy then they do with other classes due to his simplicity. Infact, I'd argue that in a casual settings I generally have more issues if groups of heavies push with at least one medic then any other combination of class sets up. To the point where I often have to go sniper to specifically deal with the heavies directly and hope my team can clean up the left overs. It really depends on a lot of factors though. If they suffer badly from tunnel vision when fighting, spy's generally have no issues shutting down those heavies for instance. Not to mention heavies that are too slow to push ( show a lot of signs of hesitation ) will generally make them cannon fodder for soldiers and demos.
What you guys think are underrated cosmetics? Mine would be trophy belt
I like all of the Grordbort miscs. You hardly ever see the Brainiac Goggles, Moonman Backpack, or the Lord Cockswain's Mutton Chops and Pipe with the last being the most popular if only due to its age as being one of Soldiers only beards for years. I've personally collected the craft #3 variants of all 3 of them, and the Summer 2014 Adventure variants of the former 2. I just wish Collector's Chemistry Sets or Strangifier Chemistry Sets would arrive for them someday.
the original gibus.
buff stealth fix numerous design oversights and bugs remove the stupid fucking range limit on ambassador, if you tilt over 51 damage headshots you're a child really though fix bugs and make stabs, disguises and etc more consistent
Gibus is adorable and works on quite alot of cosmetic combos, though I dont know if that counts as underrated since alot of people wear it because memes
I think the biggest issue I have with teammates is when they won't stand on the objective to prevent enemies from capping. In a 12 v 12 server your life generally isn't super valuable as most classes so if you see the enemy capping the point and are at low health/alone, simply standing on the point can add a few seconds of time for the rest of the team to funnel in rather than going back and regrouping. This is especially valuable on the last control point/checkpoint, I mean you're gonna die either way so "get on point, stupid". I've actually saved points before by bumrushing them as a Sniper with my machete out, lasting about 5 seconds awkwardly flailing while two enemies flail at me, when the rest of the team managed to respawn and clean up. Other times I've seen payloads just barely away from the final cap with sentry nests guarding it, but one spy uncloaks on the cart and before the sentries lock on he's won the game. Just having meat on the point can seriously hamper the enemy team and I've seen so many matches lost because the team tried to shoot the enemy from a distance. I still think more tutorials would be helpful, especially if they give some kind of a reward (like a non-tradable hat or skin). I've seen players over 100 hours not know general gameplay tactics like standing on the point to prevent capture, dropping the intelligence, the payload multi person speed cap, etc.
Remove the team outline on respawn from disguised enemy spies.
Nah that's a good feature to help players, especially newer players know where their team is and get them moving in the right direction. They probably should cut down on the amount of time it's active.
I deleted mine as soon as I began aquiring real hats. That was a mistake on my part :C
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