• Stuff that Annoys you in TF2: bind m1 say "( ͡° ͜ʖ ͡°)" edition
    5,023 replies, posted
Knew it was for teammates, but never had that happen with an enemy spy. This is new.
[QUOTE=OriginalSpace;48180120]And keeps showing off bugs like the "fixed" payload bug where you can make last explode.[/QUOTE] But that's actually [I]good[/I]. If an exploit doesn't get enough attention, Valve will never (or maybe in a year) patch it because they don't give a shit unless there is an active outrage from the players.
My settings still don't save when I quit the game
Meh, I dunno. I don't hate the guy himself as much as I really dislike most of the 'fanbase' that keeps trying to grief and repeat these various glitches over many, many servers. At least the game-breaking exploits like this last one get fixed faster because they spread and become notorious so fast via his YT channel, but the teleport-trapping exploits and other griefing spots that don't entirely break the game are rarely fixed by Valve. The only 'contribution' by NISLT in those cases is a negative one because he disseminates instructions on how to to annoy, grief and troll other players and servers, and since a lot of these things are never fixed, it's often hardly ''for the good of the game in general''. Apologies to anyone that's a decent guy and happens to be a NISLT viewer, but it seems to me like every imitator of his I run into is either a Pewdiepie-fans-level kid that's terrible at the game yet still tries to pull these things off because 'le epic troll', or folks so damn bored of the game that they'll keep doing stupid non-useful stuff for hours on end and just be awful teammates in general. Bonus points when they get upset when you stop them from pulling off a griefing attempt, ''why do you hate fun, it's for the lelz''. Yes, i'll stop playing normally and having fun that way and I'll deliberately avoid preventing you from pulling off a tired, well-known glitch or trap for the 6000th time just for the personal amusement of your bored ass. I sure don't mind you breaking the server or disrupting the flow of the game, no sir. Once again, no particular offense if some of you try these glitches when they become known, but I really question/detest the mindset of the jerks that keep doing it for hours and days and deliberately break servers. It's selfish, it's not innovative, you're just repeating something that someone far more clever and resourceful figured out first, people sometimes fail at the execution over and over yet it doesn't prevent them from stubbornly trying to be useless, it's not 'fun for everyone', it's just you trying to selfishly ruin as many games as possible for anyone that wants to play a normal round of TF2.
"Searching for game server" "Game Servers meeting search criteria: 419" "No games meet your search criteria" What the fuck, Valve?
[T]http://i.imgur.com/yukJWjg.png[/T] tbh I never had a team this terrible, keep in mind that two of the engineers were building in the most useless parts of Suijin: the unintentional cliffs you can walk on. Bet you can't guess who was doing it intentionally :v:
Why do I keep crashing when I connect to Gun Mettle servers? Like, every third time or so it just craps out on me.
Getting into a pitched melee battle with an injured scout as a spy. Ah, excellent! A chance to test my sidestabbing skills and dodging and juking! Oh, or he could just get a random crit on the first hit and instakill me. That works too. Random crits are a sin and should be removed from the game.
[QUOTE=Trekintosh;48188819]Getting into a pitched melee battle with an injured scout as a spy. Ah, excellent! A chance to test my sidestabbing skills and dodging and juking! Oh, or he could just get a random crit on the first hit and instakill me. That works too. Random crits are a sin and should be removed from the game.[/QUOTE] Spy should have resistance to crit damage edit: clarification; random crits only because getting killed randomly as other classes is annoying getting killed randomly in a class that requires a lot of skill to get even close to a kill is just cruel
[QUOTE=_charon;48189113]Spy should have resistance to crit damage[/QUOTE] No
[QUOTE=_charon;48189113]Spy should have resistance to crit damage[/QUOTE] Im hoping random damage spread is just valve letting people get used to the idea of removing randumb BS elements in the game. Wouldnt surprise me if random crits were turned off when comp matchmaking is added
yup instead of randomness we can just give +20% damage resistances to everything valve's on a pretty good streak
I get the feeling crits will stay a thing in pubs but be turned off during ranked matches. I hope at least.
I remember reading that a long time ago crits were needed in the game but became less of a needed priority and more of an annoyance as more weapons and tuned older ones came about. Crits are really only annoying when they completely obliterate someone in one shot. Nothing quite like meatshotting a medium class like a Soldier near death and his rocket doing a fuckbillion damage to you because it was a random crit.
They might as well not implement ranked play if there's gonna be random shit like pellet spread and crits - least to ask money for it. There's no point in measuring skill with such interference.
If they removed random crits, they'd need to either keep melee crits or rebalance melee. Melee was definitely balanced around random crits.
i think because pubs are a large mixture of skill and ping. So valve implemented crits to give everyone a small bit of luck to overcome an opponent they might not have had because lack of skill or something, as well to add a degree of randomness/unexpectedness to gameplay as well as to cater to a larger more casual audience away from arena shooters Valve had since moved away from random crits in gameplay it seems like and implementing it in more unique and interesting ways, such as mark for death on escape plan and grus. Id rather have high risk and reward gameplay alternatives than lol i got a random crit Its my opinion, but coming from QWTF and TFC I never liked the crit mechanic. I understand that TF2 has distanced itself from the pure dm arena shooter, but I enjoy that they left in explosion jumping and ammo/health pickups. The other TFs had a pretty good competetive scene, as Quake was a premiere competetive game at the time. basically what im saying is that with the past of TF, the removal of crits will benefit gameplay for a more competitive crowd and tf has functioned well as competetively. I think matchmaking will be more fun than people expect with a couple small tweaks that dont need to be carried over to casual gameplay
[QUOTE=Mort Stroodle;48189840]Melee was definitely balanced around random crits.[/QUOTE] in what way? the [i]wow you pulled a machete in a videogame about guns, you deserve to one shot everything[/i] way? (for the record I get your point. but I don't agree with valve one bit.)
[QUOTE=Drury;48189762]like pellet spread[/QUOTE] Do mean damage spread or just the way pellets spread over distance, because that's kinda how shotguns work.
[QUOTE=Anderan;48190558]Do mean damage spread or just the way pellets spread over distance, because that's kinda how shotguns work.[/QUOTE] Think he means the setting that disables the random locations that pellets hit. Rather the pellets flying out landing in random directions somewhere within a cone shape, they all fly out perfectly aligned in a expanding square shape. Good for keeping shotguns simple, but bad for any other gun that isn't a shotgun. Pistols, revolvers and SMGs get 100% acc, IIRC. May not be.
[QUOTE=SlickBlade;48190951]Pistols, revolvers and SMGs get 100% acc.[/QUOTE] I don't think that tf_use_fixedweaponspreads effects non-pellet guns, does it?
[QUOTE=Mort Stroodle;48189840]Melee was definitely balanced around random crits.[/QUOTE] They would be pretty much useless otherwise. This is obviously taking out these situations that actually require you to use the melee weapon - which by all means aren't that many. You could say that a Medic and a Sniper would be better off meleeing someone than shooting them with needles or really weak bullets (assuming they don't have the Blutsauger or Jarate equipped), or a demo if an enemy gets too close to him, but what else? I don't believe the melee is a better choice over a scattergun, a flamethrower, or a minigun, let alone a rocket launcher. Random crits make melee weapons worth using on extreme situations; go for those beautiful 195 damage hits that will give you an higher probability of surviving than syringes, 12-damage SMG shots, or grenades that will pretty much be dodged.
[QUOTE=_charon;48190975]I don't think that tf_use_fixedweaponspreads effects non-pellet guns, does it?[/QUOTE] I'm not sure, actually.
Who thought 5-minute kick immunity was a good idea? It's always the noobs who just hit ready and went fuck-all. Can they just make it 3 minutes?
[QUOTE=Spectre1406;48191207]Who thought 5-minute kick immunity was a good idea? It's always the noobs who just hit ready and went fuck-all. Can they just make it 3 minutes?[/QUOTE] Should be at least 30 seconds less than the fastest 1 person can force a wave to start. In fact, just make it so it takes at least 2 people to start a wave.
[QUOTE=Hell-met;48190483]in what way? the [i]wow you pulled a machete in a videogame about guns, you deserve to one shot everything[/i] way? (for the record I get your point. but I don't agree with valve one bit.)[/QUOTE] Melee weapons have 3x crit chance iirc, I think at max damage every third swing should be a crit on average. Edit: Looked on the wiki. "Melee weapons are designed to crit far more often than ranged ones in order to encourage their usage at close range. Their base crit chance starts at 15% - higher than attainable for ranged weapons with the recent damage bonus maxed out - and their recent damage bonus scales from 0% to 45%, meaning a player that has done 800 damage or more in the last 20 seconds has a melee crit rate of 60%." TL;DR If you did 800+ damage in 20 seconds, you have a 60% crit chance. Dunno how the effect decays though.
yes i am perfectly aware of this stuff thank you we're looking for deep rooted design here
[QUOTE=Hell-met;48191594]yes i am perfectly aware of this stuff thank you we're looking for deep rooted design here[/QUOTE] TF2 took a turn during it's development to encourage closing in on an opponent, because fights are far more interesting when up-close than to try to peck away at each other from across the map. This is where falloff and rampup come into play, to both encourage aggressive play and discourage campy play. Melee weapons are the extremes in that case, they are as close as you can get to an opponent without clipping inside of them. However, it's incredibly obvious with the ramp-up system implemented that no one would reasonably be using their melee to fight with when their weapons are far more capable of outputting more damage. Cue the addition of a higher crit rate for melee weapons than other weapons; it gives them "purpose" beyond complete last-ditch efforts (and even then it still was a failure in most cases). It's an alternative approach to simply drastically increasing melee damage to make it seem worth using, if anything, melee weapons feel as if they have critical failures built into them to keep them from being the most-optimal option. Hell, melee used to only do a pitiful 18 damage.
[QUOTE=Mort Stroodle;48189840]If they removed random crits, they'd need to either keep melee crits or rebalance melee. Melee was definitely balanced around random crits.[/QUOTE] Melee is balanced? Tell that to Heavy. His melees suck
Heavy melees are supposed to be utility. Why would you punch someone when you have a minigun. GRU and FOS are good and neither of them are meant for killing anything.
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