• Stuff that Annoys you in TF2: bind m1 say "( ͡° ͜ʖ ͡°)" edition
    5,023 replies, posted
snipers really aren't that much of a threat, unless they're hiding by a sentry gun, or by spawn
What the fuck is the point of joining a jump map if you go Demo with Base jumper? That's like participating Tour de France and then taking a fucking bus!
Actually I'm pretty sure people have done exactly that. [editline]1st September 2015[/editline] [QUOTE=Jesp;48590997]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.[/QUOTE] Blame Valve for making Pyro a shit class.
A lot of the nerfs in Gun Mettle felt unnecessary to me
People that have no idea how to spy check
[QUOTE=TheEyes;48585009] [IMG]https://wiki.teamfortress.com/w/images/thumb/b/b7/Reserve_Shooter.png/250px-Reserve_Shooter.png?t=20111211104241[/IMG] [/QUOTE] I agree that facing a Reserve Shooter Pyro can be agonizing, especially if the Pyro player is a major dickwad who runs it with Degreaser. That doesn't mean that there is no way of fighting him reliably or without some fun, though. Several classes have weapons that can counter Degreaserve Pyro playstile. Scout: [img]https://wiki.teamfortress.com/w/images/thumb/9/91/Shortstop.png/250px-Shortstop.png?t=20111212113146[/img] Best way of dealing with a Degreserve Pyro is to keep your distance, and fighting at distance is where this gun truly shines. Use your speed to stay outside the airblast range while peppering the Pyro until he's dead and avoid jumping. Great thing about the Shortstop is that it synergizes well with many different secondaries, namely Mad Milk, Pistol and Crit-a-Cola. All of these can make peppering a Degreaserve Pyro an easier and more enjoyable process. Heavy: [img]https://wiki.teamfortress.com/w/images/thumb/3/37/Tomislav.PNG/250px-Tomislav.PNG?t=20110624024456[/img] + [img]http://i.imgur.com/RrypPMM.png[/img] This has been my favorite primary+secondary setup for Heavy since Gun Mettle update. If you get ambushed by a Degreaserve Pyro the faster spin-up time of Tomislav will help you react quickly and shoot him down while extra max health provided by Dalokohs Bar will help you survive Reserve Shooter's burst and allow you to patch yourself up after the fight and mitigate afterburn damage if you got lit on fire during the fight. Not to mention that increased accuracy of Tomislav makes you generally effective against enemies that need to close their distance with you to become a threat provided you spot them at range. Medic: [img]https://wiki.teamfortress.com/w/images/thumb/d/d9/RED_Quick-Fix.png/250px-RED_Quick-Fix.png?t=20111211014748[/img] This medigun is a major 'fuck you' to airblast-happy Pyros when you have ubercharge. Good thing is that Quick-fix's uber builds pretty damn fast so you should often be having it at the ready when you need it. The faster healing rate may help you save teammates who are being airblasted and eating bursty minicrit pellets and the damage you're covering up with your heals will get your uber to charge even faster. Pyro going straight after you with a Powerjack? Have a friendly Scout nearby and latch onto him with your healing beam to gain his movement speed and escape from the Pyro. Engineer: [img]https://wiki.teamfortress.com/w/images/thumb/9/9e/Red_Frontier_Justice.png/250px-Red_Frontier_Justice.png?t=20111210192702[/img] + [img]http://tf2wiki.net/ww/images/7/78/Jag.png[/img] Shotgun crits do considerable damage at medium range so if you have some revenge crits in store you can burst the Degreaserve Pyro down if you see him coming at you. Frontier Justice pairs particularly well with the Jag as you will be able to build and redeploy your Sentry faster at places where it may get some quick kills and increase your crit counter. As long as you have crits in store and are outside of airblast's range you will have an edge over the Pyro.
When you run through an uncontested doorway and a random crit sticky airburst kills you from like 5 meters away
2 script kiddies in 1 team as Snipers, they were decimating the other team and nobody totally brought up about voting, they were just shrugging off and keep playing until they disconnected. Maaaaan.
The fact that Black and White paint is so expensive when it comes to trading. Just having Black Paint on a hat magically makes the worst hat worth an entire key, even if it doesn't look good on the hat.
[QUOTE=Sweater;48594466]2 script kiddies in 1 team as Snipers, they were decimating the other team and nobody totally brought up about voting, they were just shrugging off and keep playing until they disconnected. Maaaaan.[/QUOTE] Because they know trying to vote kick them does fuck all. All the times I've tried vote kicking a script-kiddy hacker - it never goes through. I can guarantee it'll fail every time in fact; that's how often I've seen one fail.
then they get their friends to votekick you, of course it passes
Still waiting untill Valve makes drops from Halloween 2013 tradeable...
Autobalance and random crits, can't wait for comp update specifically so I don't have to deal with that constant bullshit ever again
[QUOTE=Zenamez;48594902]Because they know trying to vote kick them does fuck all. All the times I've tried vote kicking a script-kiddy hacker - it never goes through. I can guarantee it'll fail every time in fact; that's how often I've seen one fail.[/QUOTE] They didn't have that script that would constantly change name or such. I managed to kick one since the dude named himself "I Hack". As soon as i pointed them out they kept looking at me.
[QUOTE=Trekintosh;48591165]Random crits in general and crockets in specific should be removed.[/QUOTE] Whoever thought randomly getting something capable of oneshotting pretty much everything, is literally an eldritch abomination
[QUOTE=Jetpack Bear;48595496]Whoever thought randomly getting something capable of oneshotting pretty much everything, is literally an eldritch abomination[/QUOTE] [IMG]https://www.tf2wh.com/img/filters/sniper.png[/IMG]?
You know it's even more disgusting when an ubered player still gains random crits.
[QUOTE=TheEyes;48595541][IMG]https://www.tf2wh.com/img/filters/sniper.png[/IMG]?[/QUOTE] That's not random
While we're removing random crits, can we remove pretty much every single pyro weapon?
[QUOTE=Oizen;48595585]While we're removing random crits, can we remove pretty much every single pyro weapon?[/QUOTE] Pyro would be fine if the mechanics weren't archaic, broken, and self-defeating. Until that day, the class will always get flak.
[QUOTE=Psychopath12;48595627]Pyro would be fine if the mechanics weren't archaic, broken, and self-defeating. Until that day, the class will always get flak.[/QUOTE] The name Pyro implies the mechanic is setting people on fire. Not scoring free criticals, or spamming a physics breaking air blast. I literally hate everything about pyro
[QUOTE=Oizen;48595649]The name Pyro implies the mechanic is setting people on fire. Not scoring free criticals, or spamming a physics breaking air blast. I literally hate everything about pyro[/QUOTE] The problem with setting people on fire is that the mechanical application of it is so unreliable that the class hit its own skill ceiling before standing up off the floor. Until the addition of more tools, the Pyro was extremely straightforward as far as class depth goes. Those tools offered reliable damage output, and players became so dependent on it that the class itself is now centered around them. I can guarantee you that the Pyro would be in a much different place with a much different set of tools had the fire itself been consistent, reliable, and potent enough for skilled players to utilize without making low-skilled maneuvers have easy payouts. The class is designed to be easy to pick up and the flamethrower to be easy to use, that doesn't necessarily mean that it needs to be so easy to use that it's impossible to use well due to its own random inconsistencies.
[QUOTE=Jesp;48584027]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] Mini sentries were "balanced" but I didnt see any complaints when it was reworked to be less annoying in gun mettle. Gunslinger is still a viable unlock its just less cheap and annoying. I see no reason why sniper cant get a gunslinger style rework to still remain viable but less cheap and irritating
You can reliably hit people with flames if you learn to ignore the visual representation of the particles. I learned by using phlog. It only shows in which directions you're spewing the particles, but not where they go. It's essentially like a second crosshair, it doesn't try and lie to you about what you're hitting or not like the other flamers. You know when a direct stream of fire hits the other guy from hitsounds and learn that way. It kinda sucks that they couldn't make a proper visualization. As far as design goes, flamer is fine. Acts as you'd expect, lead your flames to hit the target. People die pretty fast to it if you practice leading just a little bit. Just don't lead them in a way that the visible flames act, that thing is so off and random it hurts. You can visibly torch a guy and he doesn't even get lit because you were actually spewing the invisible shits in an irrelevant direction. Maybe if the visualisation were on point, Pyro would have better counterplay to him similar to a projectile class. People would learn to read his leading patterns and avoid them. Instead, practically nobody knows what fire actually acts like, especially not the Pyro players, so nobody can use or counter the flamer properly. Instead, Pyro gets a bunch of guaranteed crit support options as a bandaid solution. Ech.
Suijin and Scout contracts. ugh, I wouldn't wish that on my worst enemy.
servers with no players: <50 ping servers with yes players: >150 ping
This is less something that annoys me and more something that depresses and frustrates me. I go on tf2 thinking 'yeah today will be great, I'll play a support class and help out whatever team I get put on' I end up joining a payload server and at first my team is doing fantastic, I'm supporting them by making a teleporter and dispenser, so we win the round, at the second stage my team goes from fantastic to horrible, as soon as I set up a teleporter exit half my team goes engineer and builds right next to my things. Somehow, by luck or simply the enemy team being overwhelmed by the engineer spam, we get to the third stage, by now I see two people join red, one with the generic lft 6's name and another I can't quite recall. By now my team is still full on engineer, meanwhile the enemy team has gone from average to playing like its a high level competitive match, the two people who joined went heavy and medic, I figured I'd go spy to try and counter them while they're too busy spawn camping. As I do the majority of my team does the same, so by the time I get in close for a stab they already know to expect spies, so I end up getting gunned down. We lost the round and didn't even manage to push the cart anywhere near the first checkpoint. We end up going to frontier, and again, the heavy and medic stack onto the same team, and again the majority of my team goes sniper, spy or scout. The round began and instantly the entire team is full of unusual wearing, austrailium equipt pubstompers, who ofcourse have chat binds to spam and again we didn't even get near the first checkpoint. As we go on defense I go engie, figuring by now the only thing likely to stop them, atleast for a few seconds is a sentry, just a few seconds into the round a spy with the red tape recorder runs up, saps my things while a pyro follows him and uses the homewrecker on all of my buildings, destroying them instantly. So I fall back, try to rebuild, and about 20 seconds into building again a group of people swarm my sentry and I die along with it. So they take the first checkpoint easily, by now I've lost the will to even bother playing a support class for my team and go heavy, within under a minute my team gets decimated and we lose the second checkpoint, before we did though I got a chance to respawn, only to find the heavy and medic combo already found they're way to our spawn, and proceed to spawn camp us, we end up dying because multiple teammates were determined to rush them head on, opening the spawn room doors for them to shoot us, I end up getting gunned down and see, as expected, an austrailium minigun with a custom description, linking the guys tumblr, he'd done this with a variety of his austrailiums, none had custom names, all had descriptions showing a link to his tumblr, towards the end I just lost the will to keep playing and left, figuring I can't help the team against that.
I sear sometimes people just have a magic fucking 6th sense and just instantly snap around and shoot you out of the air.
[QUOTE=Anderan;48597175]I sear sometimes people just have a magic fucking 6th sense and just instantly snap around and shoot you out of the air.[/QUOTE] Sometimes I'm playing soldier and a scout comes up behind me without my knowledge, and somehow, between the first shot and what would be the second shot, muscle memory forces me to do a 180 and 1-shot the scout with a rocket (if he's at already less-than-full). Usually I just stand still for a couple of seconds and type in the chat "what?"
[QUOTE=Drury;48595958]You can reliably hit people with flames if you learn to ignore the visual representation of the particles. I learned by using phlog. It only shows in which directions you're spewing the particles, but not where they go. It's essentially like a second crosshair, it doesn't try and lie to you about what you're hitting or not like the other flamers. You know when a direct stream of fire hits the other guy from hitsounds and learn that way. It kinda sucks that they couldn't make a proper visualization. As far as design goes, flamer is fine. Acts as you'd expect, lead your flames to hit the target. People die pretty fast to it if you practice leading just a little bit. Just don't lead them in a way that the visible flames act, that thing is so off and random it hurts. You can visibly torch a guy and he doesn't even get lit because you were actually spewing the invisible shits in an irrelevant direction. Maybe if the visualisation were on point, Pyro would have better counterplay to him similar to a projectile class. People would learn to read his leading patterns and avoid them. Instead, practically nobody knows what fire actually acts like, especially not the Pyro players, so nobody can use or counter the flamer properly. Instead, Pyro gets a bunch of guaranteed crit support options as a bandaid solution. Ech.[/QUOTE] I don't think fixing the Flamethrower's bullshit hitbox is enough. I honestly think pyro needs a complete overhaul. He's balanced entirely around a broken mechanic. Thinking about Soldier, a common tactic is to pop people up in the air, and then hit them with an air rocket. This still takes a considerable ammount of skill, airshots aren't easy, the enemy still has some control over their direction, they can even use your rockets to rocket jump. Pyro can airblast people running away from him to catch up to them, it just eats any sort of momentum they had previously. Which gateways into all his famous freecrit combos weapons A broken mechanic that gateways into more broken mechanics. On top of just using the flamethrower regularly being broken with misleading visuals. I cannot think of a redeeming quality of this class.
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