[QUOTE=Demo-the-man;48619067]I hate people who STILL complain about the Loch N Load.
+10 points to them if they are also an Engi who mindlessly hits their buildings while i am raining down hell upon them.
Some people can never be satisfied with the nerfs.[/QUOTE]
the actual reason why it gets hate is and has always been because of the extra projectile speed which makes it easier to connect hits
it's like the first version of the libertylauncher which was insane in this regard
[QUOTE=Trekintosh;48618893][B]FUCK THE LOCH N LOAD[/B]
Seriously. Being able to take out a level 3 in two pipes (with a third in the chamber to boot) is a damage barrier that should have never been crossed.[/QUOTE]
Simple solution: Don't put the sentry in a spot where a demoman could easily shoot it with the loch.
Won't really go into whether the thing is OP or not (might not be in the greater scheme of things), but I'm having a hard time deciding whether the current LnL is better or worse than the old pre-Smissmas one, especially in the ''rather too forgiving to use and dumb to fight against'' department.
Disregarding the two relatively minor stat changes which kinda cancel each other out imo (less self-damage than before, but a moderately smaller blast radius) it's essentially a question of whether the loss of 20% extra damage vs. players offsets the pretty huge deal of gaining an extra grenade (going from 2 to 3 is a rather big buff on a hard-hitting, easy to hit weapon).
On the one hand, the thing is a bit less bollocks vs. Scouts and other light classes since it doesn't one-shot them anymore and leaves them with a bit more health to fight back or run away for health, but on the other hand it's now even better versus Sentry nests, as the Demo still has a pipe left after 2-shotting a level 3, meaning he can finish off the Engie (if they get damaged by the splash) or put a big dent into another Sentry or building. It's also arguably better than before versus multiple beefier, slower classes like Heavies, Soldiers or other Demos, and especially overhealed combos, as the 3rd grenade allows them to kill even a 260-300 health fully overhealed non-Heavy patient in one clip, or they can 2-shot one guy and proceed to plant another 100 dmg pill into the Medic or another teammate.
And versus individual, non-overhealed targets, it's about as effective as before, possibly more. It can still 2-shot everything bar a heavy AND have 1 grenade to spare in case the Demos misses or has to hit another target, whereas before it did 240 damage in 2 shots (lots of excessive damage versus non-overhealed people) but left the Demo with an empty clip, having to often go through a period of vulnerability when reloading.
So compared to the pre-Smissmas version it's now a bit worse (but still very strong) versus light classes like Scouts, equally powerful versus individual 150-200 hp classes, better versus 2 or more beefier targets, and even better versus Sentry nests. And in all situations it has the pretty huge tactical benefit of having 3 instead of only 2 pills in the clip, which turns it from a weapon totally focused on just bursting down one target at a time to a weapon that can deal out big damage to 2 or more targets in one clip. Makes it a lot more flexible imo.
Of course, there's the significant lack of rollers, which can be very useful in many situations, but I'd reckon even the nerfed LnL is [I]generally[/I] better for self-defense and direct combat than the pre-smissmas one or the stock GL. Lack of rollers probably prevents it from being an ''upgrade in practice'', but it's still rather annoying to face.
Interested in hearing you guys' views.
[QUOTE=Medevila;48621042]...they nerfed the short circuit?[/QUOTE]
Secondary fire is now the old slow-firing Short Circuit that destroys projectiles; primary fire is still the fast firing beam but no longer destroys projectiles.
yeah it requires skill again
"useless!!!"
The Short Circuit was a mistake.
I wish Valve had approved of the original concealed minigun hand concept, I feel like we would've got something less frustrating out of that. A Widowmaker pistol would be neat.
[QUOTE=_charon;48621072]Secondary fire is now the old slow-firing Short Circuit that destroys projectiles; primary fire is still the fast firing beam but no longer destroys projectiles.[/QUOTE]
The new secondary fire is still a whole lot cheaper and a bit faster than the original short circuit. If it wasn't for the Smissmas monstrosity we had to deal with for more than a year, and it had just been an update to the old short circuit instead, I'd bet a lot of people would actually be calling it overpowered.
"Really, Valve? You gave the short circuit a metal cost buff, a firing speed buff, a damage buff, AND a built-in pistol that doesn't have to reload? Look, I know it was bad before, but you might've gone too far with all these buffs, guys."
the best part is nobody ever asked to make it do stream damage
the old slow 5 damage zaps were perfect
[QUOTE=TwoYearLurker;48621245]The new secondary fire is still a whole lot cheaper and a bit faster than the original short circuit. If it wasn't for the Smissmas monstrosity we had to deal with for more than a year, and it had just been an update to the old short circuit instead, I'd bet a lot of people would actually be calling it overpowered.
"Really, Valve? You gave the short circuit a metal cost buff, a firing speed buff, a damage buff, AND a built-in pistol that doesn't have to reload? Look, I know it was bad before, but you might've gone too far with all these buffs, guys."[/QUOTE]
*built-in 2cm range pistol
[QUOTE=Mort Stroodle;48621493]*built-in 2cm range pistol[/QUOTE]
*built in fast firing low DPS melee weapon
[QUOTE=Nemisis116;48619378][t]http://i.imgur.com/LHCDRJg.jpg[/t]
Literally as the cart was already triggered
Why do I even play this fucking game[/QUOTE]
I've always hated the autobalance in TF2 because it never made sense to me.
"Oh, the RED team is losing badly and a number of them are leaving the game, let's just take someone from the BLU team on the bottom of the scoreboard and put them on RED instead of that one guy on the top of the scoreboard who is carrying the BLU team to victory. That will certainly sort things out."
I wish Pyrovision goggles could be equipped in the action slot, where they wouldn't appear on your character. If I want to change the environment and make everything look weird, I should have to ruin my character's loadout to do it.
[QUOTE=_charon;48621108]The Short Circuit was a mistake.
I wish Valve had approved of the original concealed minigun hand concept, I feel like we would've got something less frustrating out of that. A Widowmaker pistol would be neat.[/QUOTE]
Widowmaker pistol wouldn't work because the engineer already has an insane amount of pistol ammo
[QUOTE=Krandel;48622096]I've always hated the autobalance in TF2 because it never made sense to me.
"Oh, the RED team is losing badly and a number of them are leaving the game, let's just take someone from the BLU team on the bottom of the scoreboard and put them on RED instead of that one guy on the top of the scoreboard who is carrying the BLU team to victory. That will certainly sort things out."[/QUOTE]
But then conversely, I've been at the top of the board doing the majority of the work and then all of a sudden, I'm on the other team meaning that effort I exerted helping my team win means nothing.
[QUOTE=Krandel;48622096]I've always hated the autobalance in TF2 because it never made sense to me.
"Oh, the RED team is losing badly and a number of them are leaving the game, let's just take someone from the BLU team on the bottom of the scoreboard and put them on RED instead of that one guy on the top of the scoreboard who is carrying the BLU team to victory. That will certainly sort things out."[/QUOTE]
It's because autobalance is about literal balance: the team numbers need to be even, not the skill level.
[QUOTE=Mort Stroodle;48622296]I wish Pyrovision goggles could be equipped in the action slot, where they wouldn't appear on your character. If I want to change the environment and make everything look weird, I [B]should[/B] have to ruin my character's loadout to do it.[/QUOTE]
What?
I dislike contract farmers that whine when you kill them.
[QUOTE=Krandel;48622096]I've always hated the autobalance in TF2 because it never made sense to me.
"Oh, the RED team is losing badly and a number of them are leaving the game, let's just take someone from the BLU team on the bottom of the scoreboard and put them on RED instead of that one guy on the top of the scoreboard who is carrying the BLU team to victory. That will certainly sort things out."[/QUOTE]
It wouldn't even be hard to fix. Just remove the part where teams get balanced mid-match. It's still better to lose due to everyone quitting than to get autobalanced to the team that everyone left and lose with the few remaining people for no reason. It's utterly pointless to balance teams when one team has 2 more people on it. Somebody will join soon enough and with 12 men per team, it's not a huge difference.
Also, one thing that just happened to me on powerhouse. As usual, 30 minute stalemate. Then we manage to break their defense and somebody on the other team instantly calls scramble vote. Had it passed, I would track every single person who voted yes down, kidnap their children, and force them to watch as they're being chased by angry tractor drivers in a field of lego. As for the person who called the vote, I would have him run there himself and chase him down personally. And as a matter of fact, it actually almost passed and I have saved all of their Steam IDs, so I may consider doing it anyway.
[QUOTE=QUILTBAG;48622666]It's because autobalance is about literal balance: the team numbers need to be even, not the skill level.[/QUOTE]
I figured as much. Doesn't make it any less annoying, though.
[editline]5th September 2015[/editline]
[QUOTE=Drury;48622709]It wouldn't even be hard to fix. Just remove the part where teams get balanced mid-match. It's still better to lose due to everyone quitting than to get autobalanced to the team that everyone left and lose with the few remaining people for no reason. It's utterly pointless to balance teams when one team has 2 more people on it. Somebody will join soon enough and with 12 men per team, it's not a huge difference.
[/QUOTE]
I guess that might work, as long as at least one or two of the players on the top of the score board for the winning team gets autobalanced.
Trading is a pain now for me, people think they are the first to come up with the plan to make profit off buying low, selling high, but really it just ticks everyone off
No, I do want that hat, but I will not pay a key for it.
No, i wont pay extra because its in a over-used set.
No, I will not sell you the hat for half the price (Looking at you Sub Zero Suit)
No, I want a normal strange, not a goddamn Australium Professional Killstreak Nicknamed Redescribed Knife.
My main issue with autobalance is that it works by averaging player score, which fails when there are outliers in the points spread. I regularly play on valve servers, and I commonly get far more points than the next highest scorer in the server. When the teams are scrambled, I am always paired with the potatoes and recently joined players, while the other team has more players who are not as skilled but still competent, and proceed to walk all over us because there is only so much I can do alone.
I've progressively gotten worse at reflecting rockets as Pyro over time. Now I get a plain ol' crocket slowing moving towards me ready to be reflected back at the other team but somehow I fuck it up.
Contracts can be hell since I'll crash 5 minutes into any Valve server game
No South American Valve servers, I know we have the worst community out there* and we butcher english eacily, but c'mon, playing contracts or MvM with +200 ping it's harder than killing my oponents, and I have to pray to avoid Spy contracts.
*citation needed
From the "Stuff You Love in TF2" Thread
[QUOTE=mcharest;48618483]Watching two pyros trying to kill each other with flamethrowers[/QUOTE]
I always end up in this, since I think "Pyros are immune to fire, so of course, the smart decision is to use another weapon!" and then I always get killed by their flamethrower. :(
[QUOTE=LegndNikko;48624916]
I always end up in this, since I think "Pyros are immune to fire, so of course, the smart decision is to use another weapon!" and then I always get killed by their flamethrower. :([/QUOTE]
Of the pyro's arsenal, the flamethrower has the most DPS of any of his weapons, including the shotgun, if you can aim perfectly. (Flamethrower does 153 per second, shotgun does 144 [technically] per second)
The main advantage of the shotgun over the flamethrower though is that you can be out of their flamethrower's range while damaging them.
Shotgun is the edge when 2 pyros showdown from outside the Flamethrower range. If they encounter eachother within that range the winner is really just decided by who got the first hit in.
Almost no pyros use shotgun though, it's all about those sick degreaser+flare combos
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