• Stuff that Annoys you in TF2: bind m1 say "( ͡° ͜ʖ ͡°)" edition
    5,023 replies, posted
[QUOTE=Mike16112;48472271]Does that work? My video settings still say I'm using directx. Edit: Oops, late reply.[/QUOTE] Same with me. I still sort of think that there is no OpenGL support for Windows, which is why all these shitty fps configs use DX8
[QUOTE=Techbot;48470586][vid]http://3kv.in/~techbot/ShareX/2015/08/16/asdf.webm[/vid][/QUOTE] To top this off, have medics pocket him for points - and every vote to kick him fails.
I keep getting skins for classes I don't even play from the contracts. A minor complaint, but I kinda wish I got skins for classes I actually played instead.
[QUOTE=Stiffy360;48471876]Heavy is a pretty useless class unless he has a team helping him, in which case he becomes incredibly powerful. It usually only takes 2 hits to kill him, and due to his lack of mobility he's a pretty easy target. If you want to see a class that takes almost no skill, try soldier. (Yes some shots take a lot of skill) but generally you can just fire a few rockets in your enemies direction and kill things. Not to mention his ability to always get lots of crits.[/QUOTE] I don't know what universe you live in, but in this one heavy doesn't die to two rockets. Three, if you're lucky, and can get all three shots above 100 damage, but less than likely considering damage falloff. Heavy doesn't need to reload, whilst you a soldier, does, and in the second it takes to reload the heavy has already done 150 damage to you and you're dead. Not to mention every single quick-fix gibus medic ever flocks to the heavies and heals him faster than you can damage, and you've got the ones that stand halfway across the map shooting at you constantly peppering you with 3 damage every second.
I keep getting kicked from Bootcamps for stupid reasons I can understand if i get kicked from Mann Ups for doing something wrong, but just don't kick me for collecting money on Bootcamps!
I usually spray from across the map on 2fort to make the snipers go away when I cross the bridge
When Steam suddenly shows TF2 as not installed, which ends with me having to fuck around defragmenting Steam files to have it show again.
[QUOTE=Larry'sNod;48472051]i never got the thing with people saying "lol 3 tours? get out" how am i supposed to increase the number of tours when you are preventing me from playing the tours what is your logic there[/QUOTE] The irony is that low tour people somehow get better loot.
[QUOTE=Zenamez;48472372]To top this off, have medics pocket him for points - and every vote to kick him fails.[/QUOTE] Or the server lacks votekick.
[QUOTE=TheEyes;48472647]I don't know what universe you live in, but in this one heavy doesn't die to two rockets. Three, if you're lucky, and can get all three shots above 100 damage, but less than likely considering damage falloff. Heavy doesn't need to reload, whilst you a soldier, does, and in the second it takes to reload the heavy has already done 150 damage to you and you're dead. Not to mention every single quick-fix gibus medic ever flocks to the heavies and heals him faster than you can damage, and you've got the ones that stand halfway across the map shooting at you constantly peppering you with 3 damage every second.[/QUOTE] Heavy also needs to be spun up and nearly stood still, meaning he has fuck-all mobility while you can jump around and peek corners and use cover however you wish. Nevermind that he actually has to track enemies to some degree if they're moving quickly or if he's using something other than the minigun, while you're shooting at a stationary and predictable target. You don't have to be a pubstar or a competitive player to shut down a beginner heavy with shit positioning. Positioning is where the majority of the heavy's skill lies, and you shouldn't blame the heavy as a class if you ignore that and rush him straight on and die.
Spawncampers. Ugh.
[QUOTE=Trekintosh;48468050]You know what bothers me? Gameplay commentaries, frag videos, tf2 videos in general where they cut the video right as they're gonna die. Just show the death dangit. It's not like anyone believes after your 5-kill streak you ran into a heavy's face and got away.[/QUOTE] I agree, but preferred to videos that aren't edited. It was funny encountering omfgninja on a valve server and watching him get destroyed on borneo, but it happens to everyone at least every once and a while and no point in videos showing bad play.
[QUOTE=Notsofriendly;48473881]A minor pet peeve: People who argue whether Call of Duty and Team Fortress 2 are better. What I personally believe is that TF2 is more unique; the classes are given easily distinguishable appearances and truckloads of personality that grants them their iconic statuses. It openly embraces the concept of zany originality that many video game companies have followed for years. I honestly wouldn't be surprised if Nintendo was responsible for creating the game, provided they stepped out of their family-friendly boundaries. Meanwhile, there's COD. I'll only be covering the multiplayer aspect of the games; the stories in the games are another subject entirely. At its core, it is a run-of-the-mill shooter, particularly the later entries in the series. The mercenaries of that game, outside of the single-player campaign, are given no characterization and little differentiation in their physical appearances. Obviously, this is due to the fact that the games are meant to be realistic shooters, and mercenaries aren't expected to easily identify others on the opposing side. The two are so [I]wildly[/I] different from each other (aside from genre) that there's no comparison. If people like me want to play games for their originality, let them be. If people want a more realistic approach to the FPS genre, let them be. We don't need the wretched sides of either community butting heads over something so petty.[/QUOTE] Well at least in Call of Duty the average player does try to reach the map's objectives instead of showing off
[QUOTE=UberMunchkin;48475772][del]iirc didn't it turn out that some of his videos were staged?[/del] searched up the video, tbh it could've easily been faked. Looking at his ancient 3-part Spy tutorial got me sad. I miss quick-stabbing, and having a backstab system that works :([/QUOTE] Which video did you search? Not sure if I've played with the original stabbing system as I joined right after the engy update, but yeah the current system's fail stabs are comical unless it happens like 5 times in a row. In which case shooting at feet becomes appealing :v:
When I miss sniper rifle shots because I keep trying to lead them instead of just shooting.
[QUOTE=Totenkreuz;48478516]When I miss sniper rifle shots because I keep trying to lead them instead of just shooting.[/QUOTE] When I miss sniper rifle shots because a teammate walked into me or my line of sight.
[QUOTE=UberMunchkin;48475772]Looking at his ancient 3-part Spy tutorial got me sad. I miss quick-stabbing, and having a backstab system that works :([/QUOTE] Quick stabbing is pretty much all stabs now, also the old system was actually worse. Failstabs and facestabs were an actual design feature rather than a glitch.
[t]http://puu.sh/jEZDG/a4dd4e7bb6.jpg[/t]
The Persian Persuader has the same hit length as the Eyelander, which apparently explains why a demoknight was able to hit me with it 10 miles away despite it being a shorter sword. I was confused as hell wondering how he was hitting me when he wasn't even close to me. Also the Chargin' Targe being a wooden shield shouldn't grant you fire resistance equal to that of the pyro. It makes zero sense and is the worse thing valve has ever done with weapons.
[QUOTE=LolzMan1325;48480386]The Persian Persuader has the same hit length as the Eyelander, which apparently explains why a demoknight was able to hit me with it 10 miles away despite it being a shorter sword. I was confused as hell wondering how he was hitting me when he wasn't even close to me. Also the Chargin' Targe being a wooden shield shouldn't grant you fire resistance equal to that of the pyro. It makes zero sense and is the worse thing valve has ever done with weapons.[/QUOTE] Some naturally occurring types of wood are more fire resistant than steel. Besides tf2 has never been remotely realistic.
I hate how when you backpedal away from the same class with similar melee range and speed, say both of you are bootie demoknights with persuaders, the person chasing you seems to hit you from about 7 feet away, but when you try to hit hit back every single swing whiffs
[QUOTE=ColdAsRice;48480579]I hate how when you backpedal away from the same class with similar melee range and speed, say both of you are bootie demoknights with persuaders, the person chasing you seems to hit you from about 7 feet away, but when you try to hit hit back every single swing whiffs[/QUOTE] you move slower walking backwards than walking forwards, would link the wiki but it seems to be down
[QUOTE=poptart TF2;48480632]you move slower walking backwards than walking forwards, would link the wiki but it seems to be down[/QUOTE] Doesn't explain how only his swings connect but mine don't
[QUOTE=ColdAsRice;48480647]Doesn't explain how only his swings connect but mine don't[/QUOTE] lag compensation?
[QUOTE=LolzMan1325;48480386]Also the Chargin' Targe being a wooden shield shouldn't grant you fire resistance equal to that of the pyro. It makes zero sense and is the worse thing valve has ever done with weapons.[/QUOTE] I'm gonna let you in a little secret here. When the Targe was added, there was no other shield. It was just The One Shield Item in the game, and probably was made wood for visual flair so it's not just a disc of gray on Demo's arm. And so, because TF2 works off of exaggerated, stylized physics, the medieval shield protects you (at release, incredibly so) from modern day weaponry, because shields protected medieval people from weapons and shit. Specifically, it protects against explosive damage and fire damage most likely because an item based around charging at someone and then hitting them in the face with a sword would benefit most from protecting against high-damage burst damage that causes heavy knockback (Soldiers, other Demomen) and a damage type regulated to the class that fights best at close range (Pyro). I doubt Valve thought 6 years ago, "Well hold on a second, what if we added a metal shield 2 years from now? We couldn't have the Targe resist fire, it's made out of wood". If you're gonna talk about why the Targe's resistances are excessive (which they are), speak from a game balance perspective, not about how the shield logically doesn't make sense. Otherwise we'd still be stuck arguing how the fuck the Rocket Launcher works if the rockets are pressed together nose-to-end.
The targe should also have a bullet vulnerability to offset the fire and explosive resistances. Granted, the shotgun can already take down a demoknight with no heads pretty easily.
[QUOTE=Anderan;48480742]The targe should also have a bullet vulnerability to offset the fire and explosive resistances. Granted, the shotgun can already take down a demoknight with no heads pretty easily.[/QUOTE] targe doesn't need a nerf IMO Remove some flame resistance, add some grenade jumping resistance, call it a day
it annoys me that valve hasn't at least noticed the winglet. he pushes out sfm's almost as good as theirs at a very quick time and if they're not planning on noticing him they should just hire him because his stuff is great for inbetween updates.
[QUOTE=Anderan;48480742]The targe should also have a bullet vulnerability to offset the fire and explosive resistances. Granted, the shotgun can already take down a demoknight with no heads pretty easily.[/QUOTE] Lol how would that make sense From a gamefeel perspective that would be just as bad as the invisible and almost intangible vulnerabilities of other weapons
revolver is very awkward to use since the reload nerf and I'm baffled spy mains aren't saying a word about it. Unless I'm not browsing the proper places?
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