• Stuff that Annoys you in TF2: bind m1 say "( ͡° ͜ʖ ͡°)" edition
    5,023 replies, posted
I get so many things i don't even want from my contracts. Spruce Deuce Scattergun (Field Tested) is a prime example. If anybody wants it. Give me a good ol friend request :v:
Just played on jump_quba. I finally manage to do a jump I've been struggling with for half an hour. I get to the next jump, fail and because you keep your velocity when you're being reset for whatever reason I fly right back into the previous jump...
[QUOTE=qwea00;48364560]Just played on jump_quba. I finally manage to do a jump I've been struggling with for half an hour. I get to the next jump, fail and because you keep your velocity when you're being reset for whatever reason I fly right back into the previous jump...[/QUOTE] well if you play the map offline you can noclip so
[QUOTE=Makzu;48361015]That is because the map was designed to be an arena map. But Valve didnt put that in. And that pisses me off more than the map itself.[/QUOTE] Even still, I can't see it being any better as arena.
[QUOTE=Plaffy46;48361738]The yellow overlay on killicons should have been for minicrits, find somethign else for australiums.[/QUOTE] Does the console still say that kills by Minicrits are Crits? Wonder how difficult it would be to adjust the code if that's what is holding it back.
I really wish they would remove the Halloween restrictions
Why is it so fucking hard to find a game where one team isn't completely and utterly stomping the other team? And since the team getting stomped upon always has players leaving, I'm forced to play on the team with nothing but morons and maybe 2 passable players that is constantly dying and I can't get any fucking traction because the whole goddamn enemy team is always just lollygagging outside our spawn because this team is too fucking incompetent to even keep their spawn clear.
[QUOTE=Trekintosh;48368066]Why is it so fucking hard to find a game where one team isn't completely and utterly stomping the other team? And since the team getting stomped upon always has players leaving, I'm forced to play on the team with nothing but morons and maybe 2 passable players that is constantly dying and I can't get any fucking traction because the whole goddamn enemy team is always just lollygagging outside our spawn because this team is too fucking incompetent to even keep their spawn clear.[/QUOTE] Try 5cp servers. If either team gets a sufficient advantage, the game ends quickly, which prompts the game to scramble more quickly. Contrast with other map types where they rely on timers for a stomping team's reign to be brought to an end.
i'll take the bazooka over the air strike
[QUOTE=Escargotage;48368394]i'll take the bazooka over the air strike[/QUOTE] really? parachute enemies are the funniest opponents. it's a golden opportunity to test your airshots.
[QUOTE=Jarokwa;48368149]beggar's bazooka soldiers[/QUOTE] that thing just needs a splash damage penalty 25% seems fair, weapons that spam that much need less splash, air strike needs its splash penalty brought back to 15%
airstrike is hardly an issue and most people hardly ever understand how to use it.
Airstrike is absolutely insane vs sentries in relatively open maps like Upward. Or any map that lets them get full-speed firing. No single engineer can heal enough per second to survive more than one volley and that's if you can react fast enough to even touch the sentry before it melts.
[QUOTE=Trekintosh;48368066]Why is it so fucking hard to find a game where one team isn't completely and utterly stomping the other team? And since the team getting stomped upon always has players leaving, I'm forced to play on the team with nothing but morons and maybe 2 passable players that is constantly dying and I can't get any fucking traction because the whole goddamn enemy team is always just lollygagging outside our spawn because this team is too fucking incompetent to even keep their spawn clear.[/QUOTE] Valve will never fix the team scrambling system. According to the TF2 commentary, a stalemate is the worst possible outcome when the teams are evenly matched. [quote][The Administrator's] disappointed and slightly angry evil overlord clearly lets you know, in the world of Team Fortress a tie does not mean everyone wins, but that everyone loses.[/quote] [quote]Ideally matches should end in a victory for one team and a loss for the other. Stalemates are essentially a loss for both teams.[/quote] I suspect the scrambling code has remained very basic because of that philosophy. Auto-balance merely ensures equal numbers on each team. If you have the Top 3 players on one team, scrambling is still going to give 2 good players on one team and 1 on the other. And of course maps like Payload and Attack/Defend are heavily skewed towards one team because of the respawn timers. [quote]Invulnerability also sharpens pacing by helping your team push through a defensive stalemate when an enemy team turtles up and refuses to come out of their base.[/quote] [quote]Furthermore, once a team was reduced to defending a single control point, the stronger attacking team was often unable to successfully assault the final point for the full capture period, which caused too many games to end in a stalemate.[/quote] Games like CTF and 5CP do not bias one team in terms of map design. But stalemates occur more often in these gamemodes and can give extremely prolonged match times. I've had some intense and enjoyable moments when the teams were evenly matched, but it usually swings one way after a while because people disconnect when the matches take too long.
When you start playing like trash for no reason and don't know why.
[QUOTE=mralexs;48368009]I really wish they would remove the Halloween restrictions[/QUOTE] Hallo-vision would be a better idea.
[QUOTE=Trekintosh;48368696]Airstrike is absolutely insane vs sentries in relatively open maps like Upward. Or any map that lets them get full-speed firing. No single engineer can heal enough per second to survive more than one volley and that's if you can react fast enough to even touch the sentry before it melts.[/QUOTE] It's pretty worthless for everything but chokepoint holding, yeah.
[QUOTE=Upgrade;48368912]Valve will never fix the team scrambling system. According to the TF2 commentary, a stalemate is the worst possible outcome when the teams are evenly matched. I suspect the scrambling code has remained very basic because of that philosophy. Auto-balance merely ensures equal numbers on each team. If you have the Top 3 players on one team, scrambling is still going to give 2 good players on one team and 1 on the other. And of course maps like Payload and Attack/Defend are heavily skewed towards one team because of the respawn timers. Games like CTF and 5CP do not bias one team in terms of map design. But stalemates occur more often in these gamemodes and can give extremely prolonged match times. I've had some intense and enjoyable moments when the teams were evenly matched, but it usually swings one way after a while because people disconnect when the matches take too long.[/QUOTE] There's a difference between one team having a significant advantage and absolutely steamrolling the other. I don't mind losing, I mind not being ably to get any traction whatsoever. It's unbelievably infuriating to be a decent player in a team surrounded by mongaloid retards who can't tell their ass from an enemy and the other team is full of hardened killers who can sniff out an enemy with their nose plugged.
[QUOTE=Trekintosh;48369197]There's a difference between one team having a significant advantage and absolutely steamrolling the other. I don't mind losing, I mind not being ably to get any traction whatsoever. It's unbelievably infuriating to be a decent player in a team surrounded by mongaloid retards who can't tell their ass from an enemy and the other team is full of hardened killers who can sniff out an enemy with their nose plugged.[/QUOTE] confirming [t]http://images.akamai.steamusercontent.com/ugc/702911793095628100/4F070475E57F8C143A7A8D1417422CA9B5B51A4D/[/t]
One the bright side being on the team doing the rolling is a decent enough opportunity to practice classes you're outright bad at.
[img]http://i.imgur.com/wd5duzF.png[/img]
[QUOTE=DrPyspy;48370360][T]http://i.imgur.com/wd5duzF.png[/T][/QUOTE] It's not like he'd extinguish you even if he had a regular flamethrower. He'd just stare at you. Mindlessly. Watching you burn to death. or he'd just ignore you and walk away
[QUOTE=DrPyspy;48370360][img]http://i.imgur.com/wd5duzF.png[/img][/QUOTE] Why does everybody have these Pyros that won't extinguish them when i only have Pyros that extinguishes me as soon as i get ignited? Content: People are still complaining about the Loch N Load. Maybe if you didn't disable your sentry with the wrangler just so it would take less damage and made it repair harder you could have saved it! [B]Jesus.[/B]
[QUOTE=DrPyspy;48370360][img]http://i.imgur.com/wd5duzF.png[/img][/QUOTE] Hey that's my pyro loadout. I hate both teams equally when I run that.
[QUOTE=DrPyspy;48370360][img]http://i.imgur.com/wd5duzF.png[/img][/QUOTE] the other day i was near death but i found a med health kit; a pyro fuckin' swoops by grabs it to heal the graze on his shoulder from when a shotgun pellet cross mapped him while charging off again clutching his flamethrower like the rat bastard he was.
[QUOTE=Purple Gecko;48370640]the other day i was near death but i found a med health kit; a pyro fuckin' swoops by grabs it to heal the graze on his shoulder from when a shotgun pellet cross mapped him while charging off again clutching his flamethrower like the rat bastard he was.[/QUOTE] I once grabbed a health kit thinking i had low health as Demo Turns out i had another burning Demo from my team coming after me to get the health kit. I said "Oh well, i have low health anyways!" ...+1 HP. I apogolized to that same Demo and gave him a Chargin' Targe.
I feel like people purposely play as scout and lose around 10 health so they can swoop in and grab health kits from dying team mates The perfect strat
[QUOTE=IAreLegend;48370751]I feel like people purposely play as scout and lose around 10 health so they can swoop in and grab health kits from dying team mates The perfect strat[/QUOTE] Trust me, as a slightly experienced Scout, if I wanted to purposely take health kits from other dying team mates, I'd go Boston Basher and just swing. On a health kit. A LARGE health kit.
[QUOTE=DrPyspy;48370360][img]http://i.imgur.com/wd5duzF.png[/img][/QUOTE] imagine the same exact scenario, except i'm using the scorch shot to hurt myself and steal the medikit away.
[QUOTE=IAreLegend;48370751]I feel like people purposely play as scout and lose around 10 health so they can swoop in and grab health kits from dying team mates The perfect strat[/QUOTE] I see so many people complain about this but whenever I play scout its switched, I'll have medics that refuse to heal me even when there's no combat currently going on and if I rush towards any med kits an ally, usually a soldier or demoman will suddenly make a dash for it to heal the 5 damage he sustained from some enemy plinking him at long distance with a shotgun.
Sorry, you need to Log In to post a reply to this thread.