• Stuff that Annoys you in TF2: bind m1 say "( ͡° ͜ʖ ͡°)" edition
    5,023 replies, posted
I had the red errors once, but the map just crashed.
Man Suijin is straight up just Nucleus 1.2 Aesthetically it's incredibly pleasing and pleasuring to the eye, but has the same issues such as an easily campable spawn, too many Sniper spots, cheap Sentry vantage points overlooking the point, large walkways that distract players from the point, and lots of hiding places and pits for Pyros to camp and blast off opponents. It's by no means a bad map. I'll still play on it regularly, but it terms of gameplay quality there's a number of better KOTH maps.
I'm kind of disappointed in the Gun Mettle update maps, to be honest. Suijin's pretty and stayed at the top of the Map Workshop for ages because it's pretty. But it was [URL="http://forums.tf2maps.net/showthread.php?t=21951"]originally designed as an Arena map[/URL] (so it plays really bad in pubs) and it's really buggy because it's based almost entirely on custom content. Snowplow is a living meme. It's not a particularly well designed map (imo) and it was mainly made because of the End of the Line update. But [I]God forbid[/I] you say you don't like it in pubs because you're CLEARLY a NEW PLAYER that the map is too confusing for. That's nearly as funny as pootis, bonus ducks, and nope.avi! Borneo's alright. It's pretty and plays well in Highlander. But the last point is worse than Barnblitz and the whole map in general is kind of cramped. Rarely have I ever seen a team push past the second point. I dunno, I mean I like how Valve is supporting community map makers and we'll hopefully be seeing constant fresh rotations through campaigns, but I just hope the decision isn't 100% based on stuff from the top of the Workshop, because the community as a whole is pretty terrible about voting for stuff
[QUOTE=QUILTBAG;48139006]I'm kind of disappointed in the Gun Mettle update maps, to be honest. Suijin's pretty and stayed at the top of the Map Workshop for ages because it's pretty. But it was [URL="http://forums.tf2maps.net/showthread.php?t=21951"]originally designed as an Arena map[/URL] (so it plays really bad in pubs) and it's really buggy because it's based almost entirely on custom content. Snowplow is a living meme. It's not a particularly well designed map (imo) and it was mainly made because of the End of the Line update. But [I]God forbid[/I] you say you don't like it in pubs because you're CLEARLY a NEW PLAYER that the map is too confusing for. That's nearly as funny as pootis, bonus ducks, and nope.avi! Borneo's alright. It's pretty and plays well in Highlander. But the last point is worse than Barnblitz and the whole map in general is kind of cramped. Rarely have I ever seen a team push past the second point. I dunno, I mean I like how Valve is supporting community map makers and we'll hopefully be seeing constant fresh rotations through campaigns, but I just hope the decision isn't 100% based on stuff from the top of the Workshop, because the community as a whole is pretty terrible about voting for stuff[/QUOTE] Out of the community maps I liked Borneo the most; I always like a good Payload map. But Powerhouse is probably my favorite map of this update.
[QUOTE=Mort Stroodle;48134421]No thank you, having people group up with their buddies and teamstack is annoying enough as-is.[/QUOTE] It sounds like the solution should be [I]playing as a team[/I]. Go get your friends, I'll get mine. Stack both teams.
There were some maps that deserved the spotlight this update other than the three, like pl_pier or pl_5curve. Some of the best maps IMO, but [I]no[/I], you HAVE to have snowplow.
[QUOTE=wauterboi;48139057]It sounds like the solution should be [I]playing as a team[/I]. Go get your friends, I'll get mine. Stack both teams.[/QUOTE] That's basically what a PUG is. Except on a private server so randoms can't butt in and you have direct control over what map is played.
So Powerhouse has an overtime that puts the map rotation on hold until one team wins but every 5CP map doesn't. AND WHY DOESNT MOUNTAINLAB HAVE IT. You add the time extension for an incredibly stalematey map like Powerhouse, yet a map physically impossible of stalemating like Mountainlab ends the second map rotation hits zero with no warning to players.
Every single thing about the Reserve Shooter. I'm not even attacking it being available to Pyro (which is bullshit to start with), I'm focusing on the weapon itself. Mini-crits airborne targets for 5 seconds after being deployed is the crux of the problem. This unequivocally should be changed to "Mini-crits targets you have launched airborne for 5 seconds after being deployed." As it is it simply punishes players for jumping in any way, which is just a natural instinct many players develop while fighting. Mini-crits having no falloff is the main problem I have. It makes a map like Hightower or Pipeline incredibly easy to lock down from nearly any point by any soldier or pyro with decent aim. If you love to rocket/sticky jump and someone there has a Reserve Shooter, you're doomed. 15% increased weapon switch speed sounds great, right? Sure, it makes the Soldier more responsive, lets him juggle and shotgun more effectively! Actually, it just helps him punish any other player for jumping that much quicker. Soldier doesn't need the extra switch time. His default is plenty. Having only four shells in the magazine sounds like a great downside! Forces you to aim better, right? Well, like the Baby Face's Blaster, the upsides far outweigh this downside. In this case, you're still dealing far more damage per magazine than you would with a normal shotgun with 6 shells. I just hate the weapon so much. It's a cool idea that should reward skilled juggling but as is is just instant death.
I tried the demo's skullcutter for the first time. I was sincerely convbinced that it had no random critical hits for 10 minutes on a pub after literally over 50 NON-CRIT swings. And because of that beautiful damage spread the 20% damage bonus is virtually useless for me, I can't even 2 shot medics or darwin snipers, not mentioning 4 non-crit hits that still don't kill a heavy. My luck stat is 0 if not less, that's basically 90% of the reasons which cause me to fail at this game (at least on pubs, its amazing what i'm capable of without any sh** like crits and damage spread)
[QUOTE=Plaffy46;48140798]I tried the demo's skullcutter for the first time. I was sincerely convbinced that it had no random critical hits for 10 minutes on a pub after literally over 50 NON-CRIT swings. And because of that beautiful damage spread the 20% damage bonus is virtually useless for me, I can't even 2 shot medics or darwin snipers, not mentioning 4 non-crit hits that still don't kill a heavy. My luck stat is 0 if not less, that's basically 90% of the reasons which cause me to fail at this game (at least on pubs, its amazing what i'm capable of without any sh** like crits and damage spread)[/QUOTE] Its not even useful for killing sollys any more since they changed all of the charge returning weapons from charge kills to melee kills, now if that solly survives with 5 health just finish him off and and get your charge back anyway. Oh well skullcutters hidden shorter charge duration downside made it pretty bad especially when compared with the claid which was always the best sword.
I only use the Skullcutter when I go Demoman. Not Knight.
[QUOTE=Oizen;48140877]I only use the Skullcutter when I go Demoman. Not Knight.[/QUOTE] well on demoman its a straight upgrade and should be nerfed. Demo was one of the 3 classes with perfectly balanced melees and valve had to fuck it up, personally I would make it so the slowdown is only removed with your primary weapon, that way its no longer an upgrade for sticky demos
Booties + Sticky Launcher + Skullcutter is insane
Moving as slow as Heavy isn't a straight upgrade
[QUOTE=Bynine;48141191]Moving as slow as Heavy isn't a straight upgrade[/QUOTE] Only when the weapon is out, and you can attack clear across the map with the power of Lag Compensation anyway
[QUOTE=poptart TF2;48140839]Oh well skullcutters hidden shorter charge duration downside made it pretty bad especially when compared with the claid which was always the best sword.[/QUOTE] Except it's not really hidden when it's intentional with the move speed penalty, best part is that a charge doesn't lock you out from switching weapons so you can just run a grenade launcher, charge, and then switch to the skullcutter near but before you get into the red if you don't rely on bashing into your target for the guaranteed crit. Even then, testing the distance between having the skullcutter active and inactive... It's just a few steps away. [T]http://i.imgur.com/0xxWTo4.jpg[/T][T]http://i.imgur.com/cI7gj1W.jpg[/T] From having my back up against the supply locker in that little room to the exit hallway with the Chargin' Targe, these were how my results ended up.
[QUOTE=ODSP;48141560]Except it's not really hidden when it's intentional with the move speed penalty, best part is that a charge doesn't lock you out from switching weapons so you can just run a grenade launcher, charge, and then switch to the skullcutter near but before you get into the red if you don't rely on bashing into your target for the guaranteed crit. Even then, testing the distance between having the skullcutter active and inactive... It's just a few steps away. [T]http://i.imgur.com/0xxWTo4.jpg[/T][T]http://i.imgur.com/cI7gj1W.jpg[/T] From having my back up against the supply locker in that little room to the exit hallway with the Chargin' Targe, these were how my results ended up.[/QUOTE] those few steps can mean the difference between a dead enemy and a dead you, thats why the claid is the best sword.
[QUOTE=poptart TF2;48142272]those few steps can mean the difference between a dead enemy and a dead you, thats why the claid is the best sword.[/QUOTE] I'm actually pretty sure every demoman melee is pretty balanced. You can run any of them and end up having a good time. For example, if there's too much spam for an eyelander, the claid or half-zatochi can eaisly be the best sword due to the health bonuses. But like someone else said, if you're going with stickies the skullcutter is good because you can get rid of it's speed reduction by jumping
besides: more damage and reach some people used to roll stickies with claid for the range alone when they didn't want to risk/bother with head collecting
it's pretty annoying that all eyelander-ranged weapons have a passive downside of some sort i'd pay money for the skullcutter to get slower attack instead of the movement thing
What the hell is up with suijin? I have only 25 fps and half the map is invisible
[QUOTE=Scerelyn~;48144666]What the hell is up with suijin? I have only 25 fps and half the map is invisible[/QUOTE] Suijin is pretty resource heavy, I'm not surprised it loads improperly a lot.
[QUOTE=BattleMedic;48142816]I'm actually pretty sure every demoman melee is pretty balanced. You can run any of them and end up having a good time. For example, if there's too much spam for an eyelander, the claid or half-zatochi can eaisly be the best sword due to the health bonuses. But like someone else said, if you're going with stickies the skullcutter is good because you can get rid of it's speed reduction by jumping[/QUOTE] Claid is the best sword if you're playing against enemies at the same skill level as you eyelander and zatoichi are better for stomping newbs. I avoid using the zatoichi because I don like the idea of getting cheap random critical kills That also give full health
[QUOTE=poptart TF2;48144968][B]Claude [/B]the best sword if you're playing against enemies t the same skill level as you eyelander and zatoichi are better for stomping newbs[/QUOTE] Damnit, now I need a name tag again.
[QUOTE=_charon;48144973]Damnit, now I need a name tag again.[/QUOTE] Autocorrect happens :/
[QUOTE=Plaffy46;48140798]because of that beautiful damage spread[/QUOTE] Isn't damage spread off by default now?
[QUOTE=Anderan;48145139]Isn't damage spread off by default now?[/QUOTE] Yes, hopefully a first step towards removing another certain obnoxious rng mechanic
Welp, after finally getting my Flash Fryer this happened: [t]http://images.akamai.steamusercontent.com/ugc/448456022431257622/9C90770B07760B2C265B7DA2AF79125DED000EB6/[/t] It's icon never loads, the description only opens if you highlight the pixel-width border and the actual texture never loads on the weapon if you equip it. And now it's infecting everything else: [t]http://images.akamai.steamusercontent.com/ugc/448456022431260946/461E1EFDA7FD735A21047CBADDBAA8421E8A55E3/[/t] After spending time getting this thing because it looked alright - as a reward for getting it, I can look at an empty loading box and textureless weapon. [I]Woo~[/I]!
[QUOTE=Zenamez;48145383]Welp, after finally getting my Flash Fryer this happened: [t]http://images.akamai.steamusercontent.com/ugc/448456022431257622/9C90770B07760B2C265B7DA2AF79125DED000EB6/[/t] It's icon never loads, the description only opens if you highlight the pixel-width border and the actual texture never loads on the weapon if you equip it. And now it's infecting everything else: [t]http://images.akamai.steamusercontent.com/ugc/448456022431260946/461E1EFDA7FD735A21047CBADDBAA8421E8A55E3/[/t] After spending time getting this thing because it looked alright - as a reward for getting it, I can look at an empty loading box and textureless weapon. [I]Woo~[/I]![/QUOTE] Do you have any mods installed? I had to disable a bunch of seemingly unrelated mods before my game would show the icons.
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