• Stuff that Annoys you in TF2: bind m1 say "( ͡° ͜ʖ ͡°)" edition
    5,023 replies, posted
[QUOTE=_charon;48652424]So all of a sudden TF2 is getting 25 fps on lowest settings when it was getting like 30-40 fps on slightly-less-than-highest settings a few days ago. I haven't changed anything with TF2 or my laptop in that time. What even.[/QUOTE] I noticed when my laptop isn't charging the framerate takes a hit, maybe that's why?
[QUOTE=TectoImprov;48652941]I noticed when my laptop isn't charging the framerate takes a hit, maybe that's why?[/QUOTE] You can fix this by enabling high performance mode when the laptop isn't on charge within the windows power settings Or leave it off for a better battery life
-snip, wrong thread-
Fucking endless dancers. I bought the dance to kill time in setup not make my entire team dance for the whole round. Also, is the lenny face broken in the title for anyone else? [sp] Not like that is a bad thing [/sp]
[QUOTE=Rumia;48636535]What's so bad about Suijin's design other than the trees bug?[/QUOTE] Well, I'm not who you asked, but I've seen tons of salt about Suijin, so I'll try and explain. People complained that the Sniper sightlines were out of control. It used to have sightlines from spawn, sightlines from all over the map, you could hide in the trees, and the slower classes could be picked off constantly. Now with the changes, the sniping fun has been cut down, but it's bad at the point for the classes which rely on mobility are getting screwed over because the changes at the point. I play Medic, so I didn't have as much problem with Snipers as say a Heavy would with the earlier incarnation. I actually found the open point helpful as it gave lots of strafing, as well as lots of doors to escape through if I had to make a run for a health pack or escape a deadly situation. But the last time I played Suijin I found that Soldiers and Demomen were using the barriers to corner the more fragile classes like Scouts and Medics. Last time I played, the point was basically a Scout and Medic deathtrap as Soldiers and Demomen would circle around and cut off the exits and make it impossible to get out of a tense situation if your patient died on you. It'd probably wreck an Engineer's chances of setting up his sentry anywhere but on top as well. Then again, I was fairly sure we had some comp people on that day. Lots of instructional micspamming and unusuals about. So it might not be as bad with the usual pub crowd, but it is very exploitable. Also a lot of people are reporting it lags really badly for them. Though I play on a really old laptop and I never had too much trouble and I liked it prior to the point changes.
[IMG]http://imgur.com/evSbVs1.png[/IMG] how creative
After playing several MvM missions back-to-back it saddens me to know they haven't added content for it in close to two years.
And how they haven't fixed bugs that are present since the relase of the gamemode. The most annoying one is when the robots use human voice lines instead of robot ones (except of death voice lines, these are always robot for some reason).
fun fact: I emailed Eric about that prior to 2cities, and he replied and said they couldn't replicate the bug. Said the same thing for when I told them how common robots would appear giant sometimes when your game goes through lag :v:
[QUOTE=Matihood1;48654588]And how they haven't fixed bugs that are present since the relase of the gamemode. The most annoying one is when the robots use human voice lines instead of robot ones (except of death voice lines, these are always robot for some reason).[/QUOTE] I also thought they said they fixed the spectator cosmetics hovering around you, but when I was reviving someone earlier- their loadout was right in my face.
[QUOTE=Razi The Red;48654646]I also thought they said they fixed the spectator cosmetics hovering around you, but when I was reviving someone earlier- their loadout was right in my face.[/QUOTE] Apparently they fixed it for normal game but not for MvM.
[QUOTE=LurkMoar;48653822]Well, I'm not who you asked, but I've seen tons of salt about Suijin, so I'll try and explain. People complained that the Sniper sightlines were out of control. It used to have sightlines from spawn, sightlines from all over the map, you could hide in the trees, and the slower classes could be picked off constantly. Now with the changes, the sniping fun has been cut down, but it's bad at the point for the classes which rely on mobility are getting screwed over because the changes at the point. I play Medic, so I didn't have as much problem with Snipers as say a Heavy would with the earlier incarnation. I actually found the open point helpful as it gave lots of strafing, as well as lots of doors to escape through if I had to make a run for a health pack or escape a deadly situation. But the last time I played Suijin I found that Soldiers and Demomen were using the barriers to corner the more fragile classes like Scouts and Medics. Last time I played, the point was basically a Scout and Medic deathtrap as Soldiers and Demomen would circle around and cut off the exits and make it impossible to get out of a tense situation if your patient died on you. It'd probably wreck an Engineer's chances of setting up his sentry anywhere but on top as well. Then again, I was fairly sure we had some comp people on that day. Lots of instructional micspamming and unusuals about. So it might not be as bad with the usual pub crowd, but it is very exploitable. Also a lot of people are reporting it lags really badly for them. Though I play on a really old laptop and I never had too much trouble and I liked it prior to the point changes.[/QUOTE] One shitty thing was prior to the update there was only one entrance to the upper balcony and if an engie built a nest up there it could be a pain in the ass to get an angle on it to destroy it.
get ready for the ayylmaos
As soon as I apply a killstreak kit to any weapon I stop being good with it or everyone starts stealing my kills. I like bringing a demo down to low health, launching the last rocket to kill him then he gets killed by a shitty fucking battle spy charging in with the ambassador and all I get is a fucking assist. [editline]11th September 2015[/editline] I also like that my O key keeps rebinding itself to retry for some reason, so i keep pressing it in the middle of battle. and then of course because valve is too fucking incompetent to fix sv_pure the game closes.
[QUOTE=IntenseBarney;48659841]As soon as I apply a killstreak kit to any weapon I stop being good with it or everyone starts stealing my kills. I like bringing a demo down to low health, launching the last rocket to kill him then he gets killed by a shitty fucking battle spy charging in with the ambassador and all I get is a fucking assist. [editline]11th September 2015[/editline] I also like that my O key keeps rebinding itself to retry for some reason, so i keep pressing it in the middle of battle. and then of course because valve is too fucking incompetent to fix sv_pure the game closes.[/QUOTE] I have only one weapon with killstreak applied and when I use it I don't even look at my current killstreak count. I just focus on blowing everyone on sight. [sp]Since it's Beggar's Bazooka :v[/sp]
I believe this pretty much sums up getting killed by a low-hp enemy: [t]http://images.akamai.steamusercontent.com/ugc/615095100146293303/FFC61D3421A6D1E310F272132D9DA399914C1279/[/t]
tried hard to like the parachute just can't. It's so awkward. Whenever I get in a tough fight, I just always accidently set it off. Or when I get juggled, I just can't close it and fight at the same time.
B.A.S.E. Jumper feels a bit weird for me as well. Whenever I rocket/sticky jump, I hold the jump key after I jump/while I'm in the air for some reason, and that activates the parachute in weird situations, and messes me up. [sp]Or maybe I should just get better at rocket jumping[/sp]
When nothing you do is enough [t]http://i.imgur.com/eJaO1ir.jpg[/t]
I usually don't think of myself as irritable, but Jesus fucking Christ I just endured the worst game of MvM I've EVER played. The Engi and Heavy wanted to perch up on the boxes in Mannhattan with the dispenser, a Pyro and Scout who couldn't stay alive and a Soldier who just really wasn't contributing. I just bit my lip and kept healing, but holy shit it was just bad.
Should have gone something that can actually get shit done.
Not sure why but sometimes my buildings explode when I get out of spawn and pickup them up. [vid]http://3kv.in/~techbot/ShareX/2015/09/12/Team%20Fortress%202%2011.09.2015%2021_57_28.webm[/vid]
[QUOTE=Techbot;48665967]Not sure why but sometimes my buildings explode when I get out of spawn and pickup them up. (video)[/QUOTE] That's Valve's way of fighting against building-in-spawn exploits, if I recall correctly. Try leaving the spawn area and picking the building up from outside next time.
[QUOTE=KandyMan;48666022]That's Valve's way of fighting against building-in-spawn exploits, if I recall correctly. Try leaving the spawn area and picking the building up from outside next time.[/QUOTE] Aren't teleporters the problem? Why don't they just make only the tp explode?
because it's 2015 and we still have the dodgiest hit detection ever
People who expect me to and then whine when I don't indulge myself into melee fights. Bitch, you have random crits, super unreliable hit detection, you can even kill people that are behind you for fuck sake and you expect me to willingly participate in that? Lol nope.
Respawn times.
[QUOTE=Techbot;48665967]Not sure why but sometimes my buildings explode when I get out of spawn and pickup them up. [vid]http://3kv.in/~techbot/ShareX/2015/09/12/Team%20Fortress%202%2011.09.2015%2021_57_28.webm[/vid][/QUOTE] Pretty sure if you're standing in spawn and pick it up it auto-explodes. I have done this so many times it's irritating as fuck
Hit an enemy with melee, doesn't register Throw two enemies to the corner and melee one of them, doesn't register Hit M1, get killed by a rocket, hit register and enemy gets damaged.
How am I supposed to counter a Loose Cannon + charge targe wielding Demoman as a Pyro?
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