Stuff that Annoys you in TF2: bind m1 say "( ͡° ͜ʖ ͡°)" edition
5,023 replies, posted
Everything about the Heavy's kit upsets me. He has two slots that most people never use unless they're running GRU or Sandvich.
I actually hate Sandviches although they brought more usage into his secondary slot, mostly because it's just an overwhelming buff compared to the shotguns. Shotguns don't exactly matter when you have 200 rounds of hellfire raining on your foes- if your Medic or companion is low on health you drop them this big ass instant health kit on their face.
So, i joined a random friend's game on TF2. I could only join the opposite team so i did. 10 mins later they started spamming our spawn and i prevented them from doing so.
Turns out that random friend of mine was an admin and he kicked me for "Disrespect."
Later he told me that i was annoying and that they were trying to "keep engies away from building stuff outside."
[B]That's not how it works.[/B]
Well, if we speak about rebalancing random crits 1 time and for all, I made a suggestion a while ago on reddit that got mostly ignored so here it is.
[url]https://www.reddit.com/r/tf2/comments/36rqlh/suggestiondiscussion_brandnew_random_crit_system/[/url]
it obviously need some tweaks now, but does this idea have potential?
Anyone else get a bug where the Marked For Death symbol will be above someone who very much isn't? I.E. a Soldier or Heavy who was marked for death because of GRU or Escape Plan but the symbol just didn't go away? Happens to me fairly often leading to some deaths that shouldn't have occurred. If I had known they weren't marked for death I wouldn't have been as risky as I was.
[QUOTE=Anderan;48190558]Do mean damage spread or just the way pellets spread over distance, because that's kinda how shotguns work.[/QUOTE]
Random pellet spread. Disabled in comp and decent servers. Pellets form a 3x3 pattern rather than landing randomly.
I have this one glitch that makes the ammo HUD disappear randomly. Then it sometimes comes back after death
The objective HUD and the health HUD are still there however, only the ammo hud. Even the killfeed, the chat and the voice chat are still there. Only the ammo HUD. Nothing else
Does anyone know how to fix this?
The sad truth is that in reality the most viable melee weapons are just utility, as in the Gloves of Running U. and atomizer, Escape Plan etc.
There are exceptions for some classes but you get my point.
Now cap it.
Is it really such a bad thing that good melees don't necessarily need to be good at killing things?
It's fine, even good, for some utility melees, but it'd be nice if the ones without utility were good at killing things (Fists, Fire Ax, Bonesaw...)
[QUOTE=Bynine;48193543]It's fine, even good, for some utility melees, but it'd be nice if the ones without utility were good at killing things (Fists, Fire Ax, Bonesaw...)[/QUOTE]
I'm pretty salty that the Fire Axe and Bonesaw suck. Especially the Fire Axe, because Pyro (theoretically) needs his melee more then the other classes because he's almost always in melee range.
[QUOTE=Oizen;48191981]Melee is balanced?
Tell that to Heavy. His melees suck[/QUOTE]
I think you didn't really get his message.
It'd be a good start by properly quoting what he said. He said melees are balanced [i]around random crits[/i], not that melees [i]are balanced[/i], which would imply fairly different things.
Heavy's melees may suck with some exceptions, but his default melee works just like any of the other classes' default melees. I think that in opinions like Stroodle's the only valid melees you could take in consideration are the standard ones which all work the same; [i]same damage output, same attack speed and rate, [/i]and most important, [i]same random crit chance mechanics[/i].
The fact that melee weapons never crit when I use them, and when I'm in a melee fight with somebody they always get a crit on the first hit and kill me instantly
The only way I'll ever see melees being balanced in the future is if they make them deal decent to substantial damage while also offering utility by default.
The TFC Crowbar was an absolute joke and in live TF2 now, it's a 50/50 chance of being onesided by the opposition due to random crits.
I'm kinda bored of the new maps because I've played them so much, but it's hard to find a populated pub playing anything but them.
I just wanna play Process, not Powerhouse.
[QUOTE=Oizen;48191981]Melee is balanced?
Tell that to Heavy. His melees suck[/QUOTE]
What does this post even mean? I'm talking about the way melee was designed, not whether it's viable for every single class.
[editline]13th July 2015[/editline]
Heavy sure af wouldn't be any better at melee if there [I]weren't[/I] random crits, so this isn't relevant in the slightest.
when you decide to use a melee weapon, you're already rewarded with it's basic functions. they don't need to reload, can "shoot" infinitely and deal decent damage that can 2-shot some classes. the drawback is obviously the range. of course primaries are always better but they need aim, have self damage or limit your movement. it's a trade-off. according to that logic you wouldn't ever see melee kills in CS or DoD, right? well no it still happens.
that doesn't explain why they do triple damage 4/5 of the time
[QUOTE=Hell-met;48194640]when you decide to use a melee weapon, you're already rewarded with it's basic functions. they don't need to reload, can "shoot" infinitely and deal decent damage that can 2-shot some classes. the drawback is obviously the range. of course primaries are always better but they need aim, have self damage or limit your movement. it's a trade-off. according to that logic you wouldn't ever see melee kills in CS or DoD, right? well no it still happens.
that doesn't explain why they do triple damage 4/5 of the time[/QUOTE]
That's the game's way of taking damage ramp-up as a concept to reward getting close to players, and then amping it up threefold to make melee "viable."
All I know is the fact that the Zatoichi can randomly do 195 instead of 65 damage when it's a weapon that restores all your health on kill is just straight up silly.
It's drawback just isn't enough when put on a demoknight with good shield practice. A guaranteed crit on something that fully heals you on a kill is absolutely disgusting.
[QUOTE=DJswitch;48197428]It's drawback just isn't enough when put on a demoknight with good shield practice. A guaranteed crit on something that fully heals you on a kill is absolutely disgusting.[/QUOTE]
The worst is when you are actually trying to kill him but thanks to random crits he kills all your low skill teammates while tanking all your damage.
[t]http://images.akamai.steamusercontent.com/ugc/49861453302060667/DFD246350F5C6E67C65C750C02691CCC2D1223AB/[/t]
It's even worse when the chain crits come out.
Not pictured: two more crits, but they were pushed out of the feed
[QUOTE=DJswitch;48192076]I actually hate Sandviches although they brought more usage into his secondary slot, mostly because it's just an overwhelming buff compared to the shotguns. Shotguns don't exactly matter when you have 200 rounds of hellfire raining on your foes- if your Medic or companion is low on health you drop them this big ass instant health kit on their face.[/QUOTE]
To be fair, the increased mobility and lack of spinup sound on the shotgun make all the difference in the world in certain situations. There have been many times where I've killed people running after me because they turn a corner to be met by a shotgun blast to the face, but were expecting a heavy eating a Sandvich.
[QUOTE=Mayor Luigi;48197641]To be fair, the increased mobility and lack of spinup sound on the shotgun make all the difference in the world in certain situations. There have been many times where I've killed people running after me because they turn a corner to be met by a shotgun blast to the face, but were expecting a heavy eating a Sandvich.[/QUOTE]
I actually use the shotgun for this purpose only, and the fact that a meatshot to the face is a lot quicker than revving up and letting your enemy know you're there. A lot of people underestimate the useful-ness of the shotgun but again, it's a "selfish" pick compared to using a sandvich.
I think that strange parts are a super cool idea, I just have one problem with them.
Literally only one is compatible with mediguns. I can understand parts like Buildings Destroyed or whatever not working but why can't I put dominations on them? I suppose it's just how they're coded or something. But still, you think after two/three years after being introduced we'd have more Medic-themed parts than Allied Healing Done.
[QUOTE=Clener74;48194254]I think you didn't really get his message.
It'd be a good start by properly quoting what he said. He said melees are balanced [i]around random crits[/i], not that melees [i]are balanced[/i], which would imply fairly different things.
Heavy's melees may suck with some exceptions, but his default melee works just like any of the other classes' default melees. I think that in opinions like Stroodle's the only valid melees you could take in consideration are the standard ones which all work the same; [i]same damage output, same attack speed and rate, [/i]and most important, [i]same random crit chance mechanics[/i].[/QUOTE]
No I'd say Heavy's default melee weapon sucks too.
At his speed and range, default fists just aren't even viable.
I actually melee better with the GRUs as heavy, and that marks for death
I hate how competitive games seem to be so focused around the Medic, as if Valve put too much power into their hands.
[QUOTE=Dr. Kyuros;48194328]The only way I'll ever see melees being balanced in the future is if they make them deal decent to substantial damage while also offering utility by default.
The TFC Crowbar was an absolute joke and in live TF2 now, it's a 50/50 chance of being onesided by the opposition due to random crits.[/QUOTE]
yeah but the chances of you using your crowbar in tfc are much lower than using melee in tf2
most classes had like 3 different weapons and a lot of them using different ammo reserves, along with like 2 grenades for each class
with TF2 you run out of ammo more often and your teammates dont throw backpacks on the ground for you
[editline]13th July 2015[/editline]
[QUOTE=DJswitch;48198155]I hate how competitive games seem to be so focused around the Medic, as if Valve put too much power into their hands.[/QUOTE]
history repeats itself, valve put all the medics massive op-ness into utililty and now he offers so much utility its a tragedy when he dies
[QUOTE=DJswitch;48198155]I hate how competitive games seem to be so focused around the Medic, as if Valve put too much power into their hands.[/QUOTE]
They put exactly enough power into his hands. He's a keystone class but relies on other classes to function, a lot like the Engineer.
[QUOTE=_charon;48198206]They put exactly enough power into his hands. He's a keystone class but relies on other classes to function, a lot like the Engineer.[/QUOTE]
Well, yeah, he's a very team-dependent kind of class that can't accomplish much on his own. His ubers, though, are game-breaking mechanics that can break even the hardest of well defended spots in competitive modes. It's why they banned the Vita-Saw- because ubers are just so powerful.
[QUOTE=Oizen;48198107]No I'd say Heavy's default melee weapon sucks too.
At his speed and range, default fists just aren't even viable.
I actually melee better with the GRUs as heavy, and that marks for death[/QUOTE]
But you're still blabbering about Heavy himself whereas we are talking about the melee weapons themselves. Heavy's speed does not change anything regarding the original topic about [i]default melees and their random crit chances[/i].
Such a tough cookie, huh. Two misunderstandings in a row.
Sorry, you need to Log In to post a reply to this thread.