Stuff that Annoys you in TF2: bind m1 say "( ͡° ͜ʖ ͡°)" edition
5,023 replies, posted
[QUOTE=ASIC;48573845]Why the hell would one have valuable shit on an account one hacks with?[/QUOTE]
Because VAC works oh so well.
[t]http://i.imgur.com/3UTt5f1.gif[/t]
(Ok never using sharex to make a small gif of a recording.)
I would probably be one of those medics.
Makes map-specific contracts really easy.
[QUOTE=That Spy;48578109]Strange Iron Curtains still don't exist[/QUOTE]
They should just make a Reskin Strangifier. A catch all strangifier that works with all reskins barring a few that were already introduced (Bacon Grease, Awper Hand).
In fact just bring strangifiers back in general, that way people who have normal killstreak items or whatever don't have to get another killstreak kit for their strange.
Everyone says the huntsman is easy to hit with, but I'm lucky if I can even hit anything.
I'm just overall bad at sniping in TF2 probably because I play other games where Sniping mechanics are different.
[QUOTE=poptart TF2;48577589]The issue with snipers is he is the only long range class in a close to mid range game who is just shoehorned in because theres this unwritten rule that every fps has to have a sniper, we cant remove him now since he is its been out for years but ideally I would have released tf2 without sniper and buffed spy to be the main pick class[/QUOTE]
The game gets overtaken very quickly when there aren't looming threats such as Snipers and sticky traps. A team with a dominant offensive force will continue to remain dominant because the only way to challenge them is to get close, which works against your challenge because they get a damage boost as well. They can walk wherever they want without much challenge. The Sniper, as well as the concept of sticky traps, exist as a threat. It's something meant to make players consider their positioning and sight-lines before stiff-arming their opponents. A sniper picking someone off is an upset and it's meant to be an upset. You need to respect that potential threat.
A good comparison is fighting games. Think of sniper as a strike-immune attack. The mere existence of an attack that can be thrown out to reverse the situation makes the opponent more wary of what their opponent is capable of doing -- it opens up opportunities to bait the obvious counterattack and punish accordingly, for example. Sniper is very counterable -- almost all of his mechanics are built specifically so he's [i]not[/i] a good FPS sniper; he's the one that breaks the norm and actually sucks in comparison.
Without snipers and sticky trap threats, the game gets run over very quickly by aggressive scout and soldier play, with very very little room for other combat classes to shine because there's not much threat preventing players from going ham.
Sniper is basically an alternate Spy that's better at camping and killing at range in return for not being very mobile or sneaky. Spy is better at getting behind enemy lines, getting kills on oblivious players before escaping, and taking out lone targets like Sentry nests with little support, while Sniper can take out someone who is being protected by their team with ease.
I use to think Sniper had no place in TF2, but think of how awful well-defended Meds and turtling Engies would be if there wasn't someone who could control them so well.
You guys wanna know what's worse than aimbot hackers?
The damn medics healing them.
I can't really think of any way to change up sniper to make skilled snipers less unfun to play against that doesn't punish the majority of snipers who are no where near as good.
[QUOTE=Anderan;48580348]I can't really think of any way to change up sniper to make skilled snipers less unfun to play against that doesn't punish the majority of snipers who are no where near as good.[/QUOTE]
That's the point though. It's the [I]one[/I] purely aim based class. Even the best snipers can be outmaneuvered. It takes literal MLG level bullshit, like headshotting while being rocket juggled at 4 feet, for a sniper to make the game unplayable. Even then, he's only carrying 3 maybe 5 players on his back. You can do the same with a heavy or soldier, especially with a braindead pocket, and without [I]that[/I] much skill. Maybe others can chime in, but I haven't seen any snipers that good in a longgggg time. As a personal anecdote: I used to think it was pointless, that sniper deaths felt so [I]arbitrary[/I], but then I got better and I started even playing sniper myself and everything started to make more sense.
[QUOTE=Mbbird;48580357]That's the point though. It's the [I]one[/I] purely aim based class. Even the best snipers can be outmaneuvered. It takes literal MLG level bullshit, like headshotting while being rocket juggled at 4 feet, for a sniper to make the game unplayable. Even then, he's only carrying 3 maybe 5 players on his back. You can do the same with a heavy or soldier, especially with a braindead pocket, and without [I]that[/I] much skill. Maybe others can chime in, but I haven't seen any snipers that good in a longgggg time. As a personal anecdote: I used to think it was pointless, that sniper deaths felt so [I]arbitrary[/I], but then I got better and I started even playing sniper myself and everything started to make more sense.[/QUOTE]
I heavily depends on the map. For instance I was on badwater a few weeks ago, we were holding the 2nd point just fine. Until suddenly a sniper joins and literally within 5 minutes he had a 20 killstreak. He wasn't even hacking and yet this one sniper just fucking murdered everything that appeared in front of him (since it was the long corridor on badwater everything was in his sightline at one point or another) and his team had enough bodies to keep him from getting flanked. They only ended up losing at the 2nd to last point because I put a sentry in a cubbyhole that he couldn't get an angle on and his team was bad enough that they couldn't push it.
True people like this are a rarity but it's a case of a class having an extremely high skill ceiling that once anyone gets even close to they just stop being even remotely fun to play against on certain maps.
I look at the TF2 Sniper as a necessary evil, tbh, and I'm a lousy Sniper myself and do get frustrated at times by good ones, so I have no particular reason to defend the class.
Sure, you could tweak him to a certain degree, but compared to most other FPS games, he already has a lot of built-in gameplay mechanic limitations to keep his damage output somewhat in check and make him more vulnerable/less able to snipe on the move.
Stuff like the zoomed-in headshot delay (although that could be a bit higher tbh, quickscopes are still a bit too good of a midrange/closerange quick defense or finishing tool), the 1 second charge delay, moving very slowly while scoped, flinching when getting shot at, the fact that overheal exists and makes it much harder to OHK most classes with quickscopes if the other team has a Medic or two that keeps several nearby teammates constantly overhealed etc.
Usually when a Sniper is [I]that[/I] dominant, they're either one of the very rare aimbot-level godlike ones that are just much better than the rest of the server (and could probably kick your ass with some other classes as well if they felt like it, I've been trounced by good Snipers switching to other classes many times before), or it's 50+ percent the map's fault. Decent TF2 maps have enough flanking routes and alternate paths and cover to allow you to sneak up to or put pressure on a decent Sniper to kill them or force them to run.
Just like Engies serve the role of keeping mass-Scout-capping rampages in check, a decent Sniper can keep the power class + Medic combos that usually dominate this game in a pub environment in check. Sure, too many bad Snipers usually ends in disaster, but if the Sniper didn't exist in TF2, you can be sure Soldiers, Demos and Heavies backed up by Medics would just plow through pub teams even more. A good Sniper that has spome protection by teammates or a nearby Sentry nest can give these combos pause and acts as a kind of soft counter to them, better than flimsy, vulnerable Spies ever could.
Removing the only long-ranged class that can reliably pick off slow-on-foot power classes (Soldier, Demo, Heavy) stacked in larger numbers would only result in these massed combos being even more effective.
Of course, stacking Snipers isn't usually a solution to lots of combos on the other team, but one or two decent ones backed by your own combos and fighting classes can very well have a better chance at stopping all those overhealed explosive classes and Heavies trying to brute-force their way through.
TL,DR: In skilled hands, the Sniper could do with quickscoping being made a tad more awkward/delayed (but that would only make the legions of shitty Snipers in every pub ever more of a dead weight/liability, like Anderan says), but in a crowded, spammy pub environment, neither Scouts, nor Pyros nor Spies nor Engies can really keep massed powerclass combos at bay as much as a Sniper. That's his positive contribution to TF2 interclass balance, imo.
Honestly I think sniper could do with a very very slight damage falloff
Engineer is the "fuck your fun" class for me because having a bad team is literally hell on earth for an engie who is being constantly terrorized by soldiers, spies, and demos, oh my!
[QUOTE=_Pai;48581639]Honestly I think sniper could do with a very very slight damage falloff[/QUOTE]
More like a reversed damage falloff. Like if you are in the sniper's face you take less damage. He IS supposed to be a long range class after all.
[QUOTE=Untailygean;48582830]More like a reversed damage falloff. Like if you are in the sniper's face you take less damage. He IS supposed to be a long range class after all.[/QUOTE]
Sniper should reward being closer to the enemy, not camping at the back of the map. Not in your face close, just closer.
There are bizarre bugs on Balloon Race where you can't hit anything as a Sniper over the absurdly long sightlines.
Though it may have something to do with the constantly moving platforms and the limitation of the game engine for long distances.
[QUOTE=Untailygean;48582830]More like a reversed damage falloff. Like if you are in the sniper's face you take less damage. He IS supposed to be a long range class after all.[/QUOTE]
This already exists.
It's called missing.
[QUOTE=Upgrade;48583140]There are bizarre bugs on Balloon Race where you can't hit anything as a Sniper over the absurdly long sightlines.
Though it may have something to do with the constantly moving platforms and the limitation of the game engine for long distances.[/QUOTE]
Hitscan isn't infinite, it's never infinite. If it were infinite, it'd run the risk of causing softlocks on maps that have no firm boundaries (at least until they hit a memory cap).
The way hitscan works is that it has some ridiculously high distance, it checks that much distance between the player and where they're pointing, then it looks to see if anything is obstructing that straight line. If something is, it halves that and checks again. If the check fails, then it increases until it finds that collision. If the check succeeds, it continues to iteratively halve itself until the check succeeds and it can proceed to the final step where it finds that collision.
TF2 hitscan is large enough to encompass all official maps from end to end. Unofficial maps can potentially be larger, and the hitscan's finite range is more pronounced. Rifle has the longest hitscan range, other bullet weapons have a shorter hitscan range, then disciplinary action, then demoman swords (sans katana), then all melee weapons, then shield bashes.
The way I see it when it comes to sniper, the source of a lot of the frustration is that dying to a sniper is in many ways inherently anti-fun. Lets take the "other" loner pick class, Spy.
You got backstabbed. The spy either made use of a lack of awareness at that moment on your side, a distraction.. maybe even both. He had to get right in your face where damage-ramp up would make him die quickly if you noticed him before he stabbed you. He put himself at great risk in his attempt of killing you, and he got you as a result. The next time he tries to get you, you turn around in time. He's close to you, so a 100-damage rocket and a shotgun shell takes care of him.
Then there's the sniper.
You got headshot. The sniper perhaps made use of a mistake in your positioning as you walked into his sightline, but you feel like there was nothing you could have done. Turning around wouldn't save you, seeing him might have let you get away in time, or at least get away with a big flesh wound in your body as opposed to your face. He did [i]not[/i] put himself at great risk to take you out, only another sniper can really go head-to-head with him at the range he killed you from. He's well past the maximum damage falloff range, so you either have to get close to him or hope a spy takes care of him/someone countersnipes him. For most snipers explosive jumping will probably let you close the distance, but if he's smart and sticks by his teammates you'll land in the middle of them with reduced health.
I'm a sniper "main" myself but I am fully aware of how sniper seems really out of place in TF2. Hell, the same goes for the Ambassador as it lets the spy combine his high-risk high-reward attacks with the ability to kill or severely cripple basically anyone from sniper range if he can pull it off. Doesn't help that a lot of the people that are drawn to the sniper's high mechanical aiming skill requirement are kind of shitty people either :v:
At the same time I really do feel the sniper is needed. Take an aware medic, an aware soldier/demo/heavy and give them an aware pyro bodyguard and it turns into super hell for any spy that tries to give them a hard time unless he has teammates that provide good distractions.. or fall back on sniper-like ambassador tactics. A sniper is a near-constant threat, a reason to keep your positioning and the map layout in mind in a rather special way at all times if you know there is a sniper out there. Pop a moment too late when you go through a chokepoint and you might drop the uber. Then the other team does the same thing and it's a battle of attrition leading to the stalemates that a lot of people seem to hate more than a reincarnated Adolf Hitler.
I personally don't think sniper's close-range abilities need a nerf. If a sniper headshots you at close range by literally swinging his mouse and hitting you it's basically the same as a dodgy "sidestab" from a spy as far as I'm concerned, and doing that kind of stuff consistently is by no means an easy task. If we assume similar skill then a scout/soldier/whatever class that tends to get close to a sniper wins the majority of the time already.
He tends to slaughter enemies that are of a lower skill, but that really goes for any class. He just does it in a way where the lower-skill enemies are rarely capable of killing him at all, even with those pesky random crits!
tl;dr I feel that people think the sniper isn't a fun class to fight as their choices don't really have an impact on the outcome if his skills are up to par, but I still feel he's an important class to prevent <heavy class>+medic stacking to truly clusterfuck-worthy levels. "git gud xD" sniper mains don't understand how weird the sniper class is in the big picture in TF2
[QUOTE=Psychopath12;48583612]This already exists.
It's called missing.
Hitscan isn't infinite, it's never infinite. If it were infinite, it'd run the risk of causing softlocks on maps that have no firm boundaries (at least until they hit a memory cap).
The way hitscan works is that it has some ridiculously high distance, it checks that much distance between the player and where they're pointing, then it looks to see if anything is obstructing that straight line. If something is, it halves that and checks again. If the check fails, then it increases until it finds that collision. If the check succeeds, it continues to iteratively halve itself until the check succeeds and it can proceed to the final step where it finds that collision.
TF2 hitscan is large enough to encompass all official maps from end to end. Unofficial maps can potentially be larger, and the hitscan's finite range is more pronounced. Rifle has the longest hitscan range, other bullet weapons have a shorter hitscan range, then disciplinary action, then demoman swords (sans katana), then all melee weapons, then shield bashes.[/QUOTE]
In his case, hitscans doesn't matter as much as moving objects. An enemy standing on a moving object is literally the first cause of unregs after bad internet or network settings.
Still better than games like Fallout [URL="http://www.cinemablend.com/games/Fallout-Character-Wearing-Train-Hat-73507.html"]where trains are actually hats attached to a fast running NPC.[/URL]
I'll never understand why people shit on that, that's an intelligent use of resources.
[QUOTE=Totenkreuz;48584204]I'll never understand why people shit on that, that's an intelligent use of resources.[/QUOTE]
A lot of people have zero understanding of the processes behind development.
There's just a ton of things that's great about the game, sometimes you just cannot see why people hate it.
There's nothing like the feeling of getting a godlike. Your first godlike should be around #3 on your bucket list. It's so nervewracking, slowly climbing up, until you're at 19 kills. Then you're at low hp, but wait, you make a sudden recovery, and get a group kill! Nothing can top that feeling.
The maps are brilliant - sure, there are some exceptions. 2fort and Junction spring to mind - but in tf2, you can just avoid these maps, and go on your favourite ones. They're (mostly) all well designed, being tons of fun to play on. You just can't not enjoy the map, unless you're trying not to.
And, there's the community. Most people are friendly. You even see some people help out in game with new players, something you'll never see in other games. Everyone tries their best most of the time, and even when they don't, it's all fun! In other games, everyone tryhards too much and doesn't know how to have fun.
Of course, there's the balancing between classes too. The unlocks system is great - demoman can change completely based on unlocks. Soldier has many different playstyles based on the weapons you use - shotgun vs gunboats vs parachute, black box vs direct hit vs stock. The medi-gun a medic uses can be a complete gamechanger. And, of course, there's the pyro--
[IMG]https://wiki.teamfortress.com/w/images/thumb/b/b7/Reserve_Shooter.png/250px-Reserve_Shooter.png?t=20111211104241[/IMG]
[IMG]https://i.imgur.com/x4oDFEf.png[/IMG]
Fighting the Beggar's Bazooka
Trying to keep a Sentry alive when every single class except Scout/Medic/Engie can so easily destroy them. Especially soldiers. They've got two weapons, the Beggar's Bazooka and the Air Strike, that can take out a sentry before you can even react. Stickies (and quickies) are also stupid powerful vs engie buildings. The Gun Mettle buff for heavy vs buildings also sucks for engies, a heavy could already solo a level 3 if he could get around a corner from it, now it's even easier. And your mongaloid team couldn't care less about spychecking anywhere around your stuff, then yell at you when there's no teleporter or dispenser. Nor are they anywhere to be found when you're trying to hold off the entire enemy team pushing your point by yourself.
I actually rage quit when some dumb fuck said in chat "oh my god this shit engie doesn't have a tele up yet" while I fend off about 4 people CONSTANTLY destroying my shit.
It STILL bugs me that pyro gets shit no matter what he does. Toasting people? W+M1 noob. Comboing? Crutch-abusing combo jockey. Pybro? Idiot too bad to get points otherwise. Reflecting? Lucker noob.
The only choice is to embrace the tears.
It's because Pyro is able to do a lot with mimimal effort. That makes people (including myself) mad.
[QUOTE=Trekintosh;48586490]Trying to keep a Sentry alive when every single class except Scout/Medic/Engie can so easily destroy them. Especially soldiers. They've got two weapons, the Beggar's Bazooka and the Air Strike, that can take out a sentry before you can even react. Stickies (and quickies) are also stupid powerful vs engie buildings. The Gun Mettle buff for heavy vs buildings also sucks for engies, a heavy could already solo a level 3 if he could get around a corner from it, now it's even easier. And your mongaloid team couldn't care less about spychecking anywhere around your stuff, then yell at you when there's no teleporter or dispenser. Nor are they anywhere to be found when you're trying to hold off the entire enemy team pushing your point by yourself.[/QUOTE]
I still feel like the wrangler repair nerf was a bit much. At this point you really can't keep a sentry up through an uber without assistance from your team or the people being ubered fucking up in some way. I guess that was the point though.
Random crits in general and crockets in specific should be removed.
With sniper as my second most played class I try not to play it all campy-like except in a scenario where I specifically must defend an objective or help the team complete an objective at that very moment. Otherwise I rather enjoy getting in mid-close range with it and getting in the thick of things - quick scopes and hipshot kills as well as the occasional jarate support make playing it much more of a fun rush than sitting back waiting for someone to come into my sightlines. Constantly moving, switching positions after getting a kill or two, taking risks and lots of them, that's fun and it gives the enemy more of a chance of a fair fight given that I have this huge advantage of only needing to click someone's head to kill or soften them up for my teammates to finish off. Maybe that's not the smartest way to play but it's a heck of a lot of fun nabbing people at close ranges where they aren't expecting a sniper to be or are otherwise underestimating me because my positioning is unusually aggressive compared to most players that pick sniper.
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