Stuff that Annoys you in TF2: bind m1 say "( ͡° ͜ʖ ͡°)" edition
5,023 replies, posted
[QUOTE=_Pai;48207003]They banned that too, along with weapon pickups in general, because they've been playing the same meta for years and can't adapt to changes in the game. This is part of why I think valve is unwanting to deal with the competitive community, and has been for years. Hopefully Valve-run matchmaking with no or very few limits will help change the mindset of that community.[/QUOTE]
For the time being, it's in the middle of a season, of course they're not going to give [i]anything[/i] this drastic a green light until the dust settles and they can decide on a mutually-enticing ruleset that keeps the gameplay both interesting and fast paced. That's not a case of "can't adapt," that's a case of "we started with a ruleset, we finish with the same ruleset to keep it consistent."
Being able to change weapons on the fly is a humungous shift in the functionality of [i]the[/i] most important class in the game.
Since before the game was released, the ubercharge was designed to be 8 seconds of being overpowered, the thing that causes pushes and breaks stalemates and standoffs. This great power is incredibly difficult to hold as the class that controls it is very fragile, so the game becomes a race of ubercharges as both medics are keeping mental tabs on each other, so they know when it's safe to push forward or when a pop needs to be forced out of them in order to get an uber advantage. As an example, a Medic can run Kritzkrieg to surprise the other team with an aggressive approach. If that push takes down the enemy Medic, the Kritzkrieg Medic not only has a very obvious uber advantage (0 and respawning vs 0 and building) but he is free to [i]take the enemy medic's ubercharge[/i]. So the game shifts from a 30 second grace period of no more ubers coming out, it's not able to be piggybacked almost immediately. Even if the only casualty from the Kritz is the Medic, the team not only has to play down a player [i]and[/i] heals, but they have to deal with a second uber that they can't do anything about other than run or hope that they can juggle it away for long enough. However, without a medic of their own, the optimal choice is to give up ground to ensure they don't just get wiped dead. Before the update, a Medic drop usually entails losing enough ground for the next point to be capped. If the enemy Medic has free reign to take a second uber, not only does his team get that freebie control point, but his team will continue to hold uber advantage, giving them an obvious opportunity to press for more than just that 1 freebie. This is a very big change, and it's not necessarily for the better.
This wouldn't be as huge of a problem if charges didn't carry over. Hell, I'd posit that a more-sensible change would be that you'd only be capable of picking up weapons that fall off of people that you [i]personally[/i] kill and not just off of anyone who's died in the nearest square mile. You want to add insult to injury? You gotta do the injuring yourself, the insulting comes after.
[QUOTE=Psychopath12;48207338]For the time being, it's in the middle of a season, of course they're not going to give [i]anything[/i] this drastic a green light until the dust settles and they can decide on a mutually-enticing ruleset that keeps the gameplay both interesting and fast paced. That's not a case of "can't adapt," that's a case of "we started with a ruleset, we finish with the same ruleset to keep it consistent."
Being able to change weapons on the fly is a humungous shift in the functionality of [i]the[/i] most important class in the game.
Since before the game was released, the ubercharge was designed to be 8 seconds of being overpowered, the thing that causes pushes and breaks stalemates and standoffs. This great power is incredibly difficult to hold as the class that controls it is very fragile, so the game becomes a race of ubercharges as both medics are keeping mental tabs on each other, so they know when it's safe to push forward or when a pop needs to be forced out of them in order to get an uber advantage. As an example, a Medic can run Kritzkrieg to surprise the other team with an aggressive approach. If that push takes down the enemy Medic, the Kritzkrieg Medic not only has a very obvious uber advantage (0 and respawning vs 0 and building) but he is free to [i]take the enemy medic's ubercharge[/i]. So the game shifts from a 30 second grace period of no more ubers coming out, it's not able to be piggybacked almost immediately. Even if the only casualty from the Kritz is the Medic, the team not only has to play down a player [i]and[/i] heals, but they have to deal with a second uber that they can't do anything about other than run or hope that they can juggle it away for long enough. However, without a medic of their own, the optimal choice is to give up ground to ensure they don't just get wiped dead. Before the update, a Medic drop usually entails losing enough ground for the next point to be capped. If the enemy Medic has free reign to take a second uber, not only does his team get that freebie control point, but his team will continue to hold uber advantage, giving them an obvious opportunity to press for more than just that 1 freebie. This is a very big change, and it's not necessarily for the better.
This wouldn't be as huge of a problem if charges didn't carry over. Hell, I'd posit that a more-sensible change would be that you'd only be capable of picking up weapons that fall off of people that you [i]personally[/i] kill and not just off of anyone who's died in the nearest square mile. You want to add insult to injury? You gotta do the injuring yourself, the insulting comes after.[/QUOTE]
No shitting on comps dick or anything, but I personally can't see it living much longer if keeps on denying such big changes like the weapon pick-up system. If one happens, there's more down the road, definitely.
If such big changes have the potential to be implemented into TF2 in the first place, then I'd say we are at the point of "anything goes". Class mechanic overhauls, stock weapon changes, anything can happen. It's very unlikely, I know, but it CAN happen, that's what I am saying. And what if all the classes DO get overhauled or changed drastically? What if Pyros airblast is modified to be additive, rather than fixed? Will comp just revert the update?
I'm no comp player, but if I were, I would be bored already. If all these years I'd have to play the same formula, I would lose interest. Big changes such as these keep things fresh for me, personally. And I really hope more of such happen. TF2 is in need of drastic changes.
You know comp has been around just as long as TF2 has, right? "Holy shit Valve completely changed everything IT'S HAPPENING" isn't exactly a groundbreaking phrase in the comp community lol.
I dislike the people who say that competitive is unwilling to adapt or change especially if they haven't played competitively themselves. I remember someone in my pug group asking me why Reserve Shooter was banned a few months ago and I was like "well because it's overpowered in 6s" and he asks "why not test it?" Well there's a couple of reasons for that.
The big thing Psychopath already mentioned is that UGC is already in the middle of its seasons right now and saying "yeah you can do this new stuff" is hugely unfair to the teams who have already played their matches and has the potential to be hugely unfair for teams about to play their matches. That AsiaFortress Cup video I linked like last page I think is a prime example of that.
But it's not like the admins and players look at something and say "nah" and it's banned. We do play testing. We see how weapons work in various formats and game types. And yes even if it's the most horrifically overpowered thing ever we still slug through multiple rounds of torture I mean play testing.
So no, suggesting that comp should unban Weapon or play Map is almost guaranteed not to be the first time someone's suggested that. It's been done, and clearly unsuccessfully if it's banned or unplayed.
I dunno, there's just something about people who say "comp rejects everything without even looking at it" while they're ironically doing the same thing to comp themselves
Anyway I guess I kinda got a little off topic but basically *there is a reason why competitive is structured the way it is - it's not a bunch of nerds sitting in a room saying "this is what the meta is going to be! hurr"*
[QUOTE=QUILTBAG;48211464]You know comp has been around just as long as TF2 has, right? "Holy shit Valve completely changed everything IT'S HAPPENING" isn't exactly a groundbreaking phrase in the comp community lol.
I dislike the people who say that competitive is unwilling to adapt or change especially if they haven't played competitively themselves. I remember someone in my pug group asking me why Reserve Shooter was banned a few months ago and I was like "well because it's overpowered in 6s" and he asks "why not test it?" Well there's a couple of reasons for that.
The big thing Psychopath already mentioned is that UGC is already in the middle of its seasons right now and saying "yeah you can do this new stuff" is hugely unfair to the teams who have already played their matches and has the potential to be hugely unfair for teams about to play their matches. That AsiaFortress Cup video I linked like last page I think is a prime example of that.
But it's not like the admins and players look at something and say "nah" and it's banned. We do play testing. We see how weapons work in various formats and game types. And yes even if it's the most horrifically overpowered thing ever we still slug through multiple rounds of torture I mean play testing.
So no, suggesting that comp should unban Weapon or play Map is almost guaranteed not to be the first time someone's suggested that. It's been done, and clearly unsuccessfully if it's banned or unplayed.
I dunno, there's just something about people who say "comp rejects everything without even looking at it" while they're ironically doing the same thing to comp themselves
Anyway I guess I kinda got a little off topic but basically *there is a reason why competitive is structured the way it is - it's not a bunch of nerds sitting in a room saying "this is what the meta is going to be! hurr"*[/QUOTE]
Is this directed toward my post? Hard to tell to be honest.
If it is, then I did not suggest any weapon unbanning or map playing whatsoever.
All I said was that I, personally, can't see comp living much longer if it keeps denying big changes, if there are more to come, which there definitely will be, look at weapon pick-up.
If it isn't, then oops.
I intended it to be a general "anti-anti-comp" post tbh, I'm not very good at getting my points across @ 4 AM fffff
Still though, like I said, I think that the weapon change mechanic isn't going to affect comp more than any other change in the past few years will have affected it (barring the L&W sticky nerf UGH). It's really more of a gimmick because you should be using the same loadouts anyway, save for Medic - I hope Valve changes the dropped Mediguns retaining charge thing, then weapon dropping really just won't even matter.
[QUOTE=brenz;48211535]Is this directed toward my post? Hard to tell to be honest.
If it is, then I did not suggest any weapon unbanning or map playing whatsoever.
All I said was that [B]I, personally, can't see comp living much longer if it keeps denying big changes,[/B] if there are more to come, which there definitely will be, look at weapon pick-up.
If it isn't, then oops.[/QUOTE]
he literally just said that the reason they are denying big changes is because they're in the middle of a season. once the season is over, they'll most likely start playtesting this shit and start balancing things. as far as I know, they'll probably only ban medic pickups in the end
Prediction-wise, I don't expect the pickup mechanic to be given a green-light in the end for reasons other than Uber retention.
For other classes, the swapping mechanic will mostly be swapping to the exact same weapon that they're using currently. The trick is this though: swapping to a weapon picks the weapon up as it was when it was dropped. So if say a Demoman surprises an enemy Demoman, he can take his fully-loaded Stickybomb launcher instead of reloading his own. A 16 sticky onslaught without stopping to reload is a pretty terrifying prospect; it'd be uncommon since there's only one of each Demoman in all currently-running formats, but god help you if he does that in the middle of a Kritzkrieg. I could see far more frequent mid-battle switches for free reloading in the case for bombing Soldiers and Scouts, as their mobility and aggression give them ample means of pouncing on their opposite-colored counterpart. The other surprise pick I could see happening is to have a Demoman with a shield target the enemy Demoman, take his head, and then take his stickybombs.
Like with ubercharges, all classes are given some capacity to swipe an enemy's momentum out from under them and turn it around on their not-yet-dead teammates. While they have not nearly as much impact as a turned-around ubercharge, they still will pose such a problem when it comes time to put things to the test. In a way it's a lot like the Half-Zatoichi; you or a teammate get a kill and get the opportunity to reset your lost-momentum and replace it with a full silo (it doesn't even have to be immediate, you have like 30 seconds time before the fallen weapon disappears), just without the penalty of having to actually [i]use[/i] the Half-Zatoichi.
oh man i love me some pyro contracts
reflect demo grenades back into them, dont get bonus cp
reflect huntsman arrows into headshots, dont get bonus cp
reflect [B]cow manglers[/B] back into their own soldiers, get no bonus cp
only counts normal rockets mmhmm
eventually get everything done for a concealed killer case my "favorite" type of weapons!
just kill me
[QUOTE=QUILTBAG;48198985][video=youtube;ttATFoOsHog]http://www.youtube.com/watch?v=ttATFoOsHog&feature=youtu.be[/video][/QUOTE]
It's beautiful. I love this change. TF2 meta needs to be shaken up more often; tired of stale shit.
[IMG]http://i.imgur.com/s8EQ9mz.png?1[/IMG]
It's been "This season" for [I]five years[/I].
[QUOTE=Xamad;48214761][IMG]http://i.imgur.com/s8EQ9mz.png?1[/IMG]
It's been "This season" for [I]five years[/I].[/QUOTE]
I miss the days when I could see who had the most duels globally. Now that it's just friends, they haven't 'duelled' in ages, let alone played TF2 so the numbers have been the same for years.
I would certainly duel more if duels didn't consist on the person getting one kill on me and jus hide in spawn like a pussy for the rest of the game. I much rather do this with friends since they play fair with me and are only there for the fun factor.
Most of the top duelists were just farming all their wins and eventually got caught right?
Holy shit guys remember when those reward hats that went to the top duelist, stamp buyer, and gift giver were a thing? Do they even still move from player to player anymore? I haven't seen one in-game in years.
[QUOTE=Fapplejack;48215555]Most of the top duelists were just farming all their wins and eventually got caught right?
Holy shit guys remember when those reward hats that went to the top duelist, stamp buyer, and gift giver were a thing? Do they even still move from player to player anymore? I haven't seen one in-game in years.[/QUOTE]
I saw a stamp-buyer a few weeks ago, didn't take a screenshot tho
[QUOTE=Xamad;48214761][IMG]http://i.imgur.com/s8EQ9mz.png?1[/IMG]
It's been "This season" for [I]five years[/I].[/QUOTE]
That just means we're only half way through the season!
i have to sit next to a resupply cabinet to idle level up my dalokohs bar now
ugh
Earlier i played on a german server by accident... It was fucking ridiculous, the scouts literally ran right past me when sniping only to get fucked by sentries at the base cp, enemy snipers that literally had no peripheral vision and kept running back to the same spot i killed them only to die again, spies using dead ringer and not running after i shoot them and all that shit. The best part was when four enemy snipers that saw me through a window lined up in a queue and i headshot each one in order and they came back after the respawn. Its like simo hayha vs soviet conscripts lmao, none of them got me until i reached around 50 kills
[QUOTE=Snowshoe;48214138]It's beautiful. I love this change. TF2 meta needs to be shaken up more often; tired of stale shit.[/QUOTE]
best part is UGC banned picking up weapons primarily for this reason
that and probably roamer bombing and picking up a RL and continuing to bomb
basically no fun allowed
[QUOTE=Punchy;48216647]best part is UGC banned picking up weapons primarily for this reason
that and probably roamer bombing and picking up a RL and continuing to bomb
basically no fun allowed[/QUOTE]
Do you know how unbalanced a Medic killing another Medic at near full charge and then getting 2 ubers is? It's not about no fun allowed, it's about balance needs to exist.
[QUOTE=ColdAsRice;48216006]Earlier i played on a german server by accident... It was fucking ridiculous, the scouts literally ran right past me when sniping only to get fucked by sentries at the base cp, enemy snipers that literally had no peripheral vision and kept running back to the same spot i killed them only to die again, spies using dead ringer and not running after i shoot them and all that shit. The best part was when four enemy snipers that saw me through a window lined up in a queue and i headshot each one in order and they came back after the respawn. Its like simo hayha vs soviet conscripts lmao, none of them got me until i reached around 50 kills[/QUOTE]
I can't find the annoying part...
[QUOTE=Punchy;48216647]best part is UGC banned picking up weapons primarily for this reason
that and probably roamer bombing and picking up a RL and continuing to bomb
basically no fun allowed[/QUOTE]
A lot of these complaints just seem like people who don't understand competitive Team Fortress 2 looking at what comp players are doing and complaining that they're not doing it their way. It's like if people got upset that competitive Smash Bros uses the stock format instead of time.
Having a Medic contract based around pocketing a Demo makes me hate the fact you can't tell a Demo from a Demoknight on the scoreboard. Why can't they have the emblem include an Eyeylander or something when they have a shield instead of a Stickybomb launcher equipped?
[QUOTE=TectoImprov;48216889]A lot of these complaints just seem like people who don't understand competitive Team Fortress 2 looking at what comp players are doing and complaining that they're not doing it their way. It's like if people got upset that competitive Smash Bros uses the stock format instead of time.[/QUOTE]
a bloo bloo bloo
if you don't want the enemy medic picking up yours, kill him/uber first/be a not shitty team
Isn't it banned because they're already in the middle of a season, and it doesn't make sense to change up something that big right now? That seems fair to me.
[QUOTE=Snowshoe;48216997]a bloo bloo bloo
if you don't want the enemy medic picking up yours, kill him/uber first/be a not shitty team[/QUOTE]
"You don't like being killed? just stop dying and git gud scrub"
Please don't be surprised if people laugh at such a way of thinking.
[QUOTE=Fapplejack;48216988]Having a Medic contract based around pocketing a Demo makes me hate the fact you can't tell a Demo from a Demoknight on the scoreboard. Why can't they have the emblem include an Eyeylander or something when they have a shield instead of a Stickybomb launcher equipped?[/QUOTE]
...because it's visible on their playermodel?
[QUOTE=Rajikaru;48217097]
...because it's visible on their playermodel?[/QUOTE]
I judge who gets priority ubers when leaving spawn based on the scoreboard and what classes I see, but I just want to find a demo to give my ubers to and pop some bases, and 4 fucking times in a row today the lone demo on our team I was going to rely on is charging around and swinging his Zatoichi left and right and is useless to me.
When there's a guy whose logo is an explody device, I expect him to do some fucking exploding. It makes the life of Medic harder because the guy you expect to uber is suddenly no more useful than ubering a Scout.
It makes no sense for them to enable such a huge new gameplay feature halfway through the season.
The story of TF2:
3 Medics pocketing a VERY obvious aimbotter. Call a vote to kick him? Overall vote is no (and I suspect it's the medic's farming points from him).
[t]http://images.akamai.steamusercontent.com/ugc/440575356422145886/53A05A947CD3ED9859B0AD03E83838F79945D0AF/[/t]
What better way to advertise how much of a script kiddy (a quite literal kiddy if you judge by the name alone) you are, than to rename your primary weapon to advertise said script kiddy hacks!
[t]http://images.akamai.steamusercontent.com/ugc/440575356422145420/C2D7F4DB4E09683850A394AD337A1480AD0536CE/[/t]
All the stuff that's hanging around TF2 like old garbage that nobody uses anymore.
Duels, replays, decals, crafting tokens, you name it... It's just sort of depressing to see a lot of those items in game. I mean, I saw somebody dueling the other day and I was legitimately confused as to what was going on for a moment because it's been so long since that was a [i]thing[/i].
[QUOTE=Zenamez;48217480]The story of TF2:
3 Medics pocketing a VERY obvious aimbotter. Call a vote to kick him? Overall vote is no (and I suspect it's the medic's farming points from him).
[t]http://images.akamai.steamusercontent.com/ugc/440575356422145886/53A05A947CD3ED9859B0AD03E83838F79945D0AF/[/t]
What better way to advertise how much of a script kiddy (a quite literal kiddy if you judge by the name alone) you are, than to rename your primary weapon to advertise said script kiddy hacks!
[t]http://images.akamai.steamusercontent.com/ugc/440575356422145420/C2D7F4DB4E09683850A394AD337A1480AD0536CE/[/t][/QUOTE]
He's an aimbotter and he only has 150 something kills? For shame.
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