• Stuff that Annoys you in TF2: bind m1 say "( ͡° ͜ʖ ͡°)" edition
    5,023 replies, posted
Can we just talk for a second about how Enforcer literally has a 20% direct damage boost and slower firing speed making it easier to place shots? THAT is the broken gun here.
Spy in general pisses me off to be honest.
When people kick me for micspamming sermons. :(
hey guys, sniper has this cool new thing called headshotting that's exclusive to him oh wait, it isn't
[QUOTE=Jetpack Bear;47199334]hey guys, sniper has this cool new thing called headshotting that's exclusive to him oh wait, it isn't[/QUOTE] Guaranteed kill headshots are unique to the Sniper, though. [sp]i guess the ambassador could kill a spy with the kunai or the big earner in one shot but who cares[/sp]
I hate when people complain about me teaming up with a medic. God forbid I use teamwork! Oh, and just because we both know how to play, doesn't mean we're pubstompers that know eachother. Double points if they're a scout main and think they're hot shit when they kill the medic.
[QUOTE=_charon;47199340]Guaranteed kill headshots are unique to the Sniper, though. [sp]i guess the ambassador could kill a spy with the kunai or the big earner in one shot but who cares[/sp][/QUOTE] Yeah but so could most other guns without a headshot, to be fair. :v: What I dislike, honestly, is just how public games seem to work. At least on Valve servers, you'll have 2 engies. Okay, fair enough, we're defending. Suddenly the cart is being pushed a lot/your intel is gone twice/your point is getting capped. Look at scoreboard, all the engies went spy to get revenge on the spies that killed them. All the heavies went sniper to do the same. I just dunno why it seems like a good idea, guys.
Going "rage Direct Hit Soldier" is a new one I heard. Even though Ive been using the direct hit since the beginning of the round.
Amby isn't a crutch. It does take a fair amount of skill to aim it correctly and you have to be really good to do well with it. The problem with the Amby is the fact that it throws the entire fucking concept of stealth out the window. Instead of getting burned when you're found you just get to do sudden 105 damage rapid fire shots while the revolver was balanced around sucking and made you rely more on stabbing. "Aw shit you were ignited because you didn't sneak past the other team correctly? It's okay bro just get those headshots and try again."
[QUOTE=Fapplejack;47199614]Amby isn't a crutch. It does take a fair amount of skill to aim it correctly and you have to be really good to do well with it. The problem with the Amby is the fact that it throws the entire fucking concept of stealth out the window. Instead of getting burned when you're found you just get to do sudden 105 damage rapid fire shots while the revolver was balanced around sucking and made you rely more on stabbing. "Aw shit you were ignited because you didn't sneak past the other team correctly? It's okay bro just get those headshots and try again."[/QUOTE] That's not the fault of the Ambassador, if anything the issue is still the Dead Ringer. It makes aggression into an extremely safe option. Something that the Spy was intentionally designed to perform poorly at. While the Ambassador does permit some aggressive play on its own, it's designed in such a way that getting cocky will leave you in over your head.
[QUOTE=Fapplejack;47199614]Amby isn't a crutch. It does take a fair amount of skill to aim it correctly and you have to be really good to do well with it. The problem with the Amby is the fact that it throws the entire fucking concept of stealth out the window. Instead of getting burned when you're found you just get to do sudden 105 damage rapid fire shots while the revolver was balanced around sucking and made you rely more on stabbing. "Aw shit you were ignited because you didn't sneak past the other team correctly? It's okay bro just get those headshots and try again."[/QUOTE] If you'er that close to a Pyro and you manage to pull off a headshot after being ignited, burning recoil and all, then you deserve the headshot.
[QUOTE=Psychopath12;47199642]That's not the fault of the Ambassador, if anything the issue is still the Dead Ringer. It makes aggression into an extremely safe option. Something that the Spy was intentionally designed to perform poorly at. While the Ambassador does permit some aggressive play on its own, it's designed in such a way that getting cocky will leave you in over your head.[/QUOTE] what about the part where the spy can do 105 in a position where he would do ~35 with the revolver
[QUOTE=Hell-met;47199841]what about the part where the spy can do 105 in a position where he would do ~35 with the revolver[/QUOTE] Props to him for getting the headshot. Seriously, what is with all this sudden salt over the Ambassador? It's literally the epitome of skill-based unlocks. You get a headshot, you get rewarded, but it's nowhere near as powerful as a Sniper Rifle, and chances are if the Spy's far enough away for you to not punish him for taking pot shots, then he's playing smart. Yes, it sucks that Spy isn't as stealth focused because of it, but it's not like stealth as a whole is reliable. Even the best Spies can get around 2 stabs if they're lucky in one life, and that isn't much.
-snip-
[QUOTE=Rajikaru;47199889]Props to him for getting the headshot. Seriously, what is with all this sudden salt over the Ambassador? It's literally the epitome of skill-based unlocks. You get a headshot, you get rewarded, but it's nowhere near as powerful as a Sniper Rifle, and chances are if the Spy's far enough away for you to not punish him for taking pot shots, then he's playing smart. Yes, it sucks that Spy isn't as stealth focused because of it, but it's not like stealth as a whole is reliable. Even the best Spies can get around 2 stabs if they're lucky in one life, and that isn't much.[/QUOTE] well cool then i want the old +80% spin-up tomislav because i could get rewarded for killing people before i even touch the ground my point is spy has no business at mid/long range. unless sniper gets a stock shotgun in his secondary
Let's give Demoman a shotgun, just to piss everyone off.
[QUOTE=Hell-met;47200211]well cool then i want the old +80% spin-up tomislav because i could get rewarded for killing people before i even touch the ground[/QUOTE] Because comparing the Tomislav to the Ambassador and not another stupidly designed weapon like, say, the Enforcer, is totally sensible. Also Amby shots only kill if you're 102 or less health. Stop acting like every shot from an Amby kills you no matter what. The only classes that are mortally wounded from Ambassador headshots are Scouts (who shouldn't be getting headshot in the first place, that's kind of their shtick), Snipers (who deserve it for not being around their team and also because the weapon was designed to counter Snipers with Razorback, if you're the Sniper work on your poisitioning), and Engineers (if you're not near your gun to protect you or if the Spy is far enough away to be able to headshot you without being punished, again, work on your positioning). It's all about positioning, you see. If a Spy is able to headshot you and get away with it either you're standing still or you're too far away from your team, and you would've died anyways. In a crucial moment like chasing a Spy down, remember to not one in a straight line towards him, and focus on messing up his aim. He actually does LESS damage (woah! didnt know that) compared to other revolvers if he doesn't get headshots, and shots are guaranteed to be less accurate so chances are unless he's actually a good Spy he'll barely get any shots. [QUOTE=Hell-met;47200211]my point is spy has no business at mid/long range. unless sniper gets a stock shotgun in his secondary[/QUOTE] Bushwacka + Jarate. Does more damage than a close-range max ramp-up Shotgun shot and is guaranteed to do that damage.
[QUOTE=Hell-met;47199841]what about the part where the spy can do 105 in a position where he would do ~35 with the revolver[/QUOTE] Spy is a class designed as an assassin. Selectively eliminating targets is the entire purpose of both the Spy [i]and[/i] Sniper classes. Both are incredibly weak when pressured because their go-to methods of assassination rely on the target being unaware and on the user not having interruptions throwing them off. An aware target will throw interruptions out in the form of shooting at you, this both places their bodies clear in the way of their backs [i]and[/i] disrupts the assassin's aim, potentially thwarting his attempts. A spy that is taking potshots with the Ambassador is either selectively singling you out or going in guns akimbo. In both cases, he'll be easy to take down if you exert pressure on him. If he's off in a remote location, make his location not remote. This is true for both classes. Remove their free reign and it's much more difficult to use these tools. This is where the Dead Ringer becomes obnoxious, as it makes it much more challenging to lock someone out of a remote and safe perch while also making it much more safe to get aggressively close to his targets by shrugging off damage.
Ummm You guys have it all wrong, close range headshots are easier because the target you have to hit is that much larger due to proximity. The ambassador just needs real downsides because the ones it has are a complete joke.
[QUOTE=poptart TF2;47200556]Ummm You guys have it all wrong, close range headshots are easier because the target you have to hit is that much larger due to proximity.[/QUOTE] It's also moving much more violently and erratically. Try again.
[QUOTE=poptart TF2;47200556]Ummm You guys have it all wrong, close range headshots are easier because the target you have to hit is that much larger due to proximity. The ambassador just needs real downsides because the ones it has are a complete joke.[/QUOTE] The firing speed and damage penalties, as well as the no crits, aren't humongous but they're enough to balance the gun out. Sure, at a theoretical perfect level of play it's almost a direct upgrade to stock but not only does that situation not exist, Spy is very infrequently used in 6v6s where said level of play would matter so the Ambassador only serves as a boon to make the class more attractive. In your average pub or lobby the Ambassador is balanced and skill indexed, and the real problem lies in the Dead Ringer, as has been said before.
[QUOTE=Rajikaru;47200438]Because comparing the Tomislav to the Ambassador and not another stupidly designed weapon like, say, the Enforcer, is totally sensible. Also Amby shots only kill if you're 102 or less health. Stop acting like every shot from an Amby kills you no matter what. The only classes that are mortally wounded from Ambassador headshots are Scouts (who shouldn't be getting headshot in the first place, that's kind of their shtick), Snipers (who deserve it for not being around their team and also because the weapon was designed to counter Snipers with Razorback, if you're the Sniper work on your poisitioning), and Engineers (if you're not near your gun to protect you or if the Spy is far enough away to be able to headshot you without being punished, again, work on your positioning). It's all about positioning, you see. If a Spy is able to headshot you and get away with it either you're standing still or you're too far away from your team, and you would've died anyways. In a crucial moment like chasing a Spy down, remember to not one in a straight line towards him, and focus on messing up his aim. He actually does LESS damage (woah! didnt know that) compared to other revolvers if he doesn't get headshots, and shots are guaranteed to be less accurate so chances are unless he's actually a good Spy he'll barely get any shots. Bushwacka + Jarate. Does more damage than a close-range max ramp-up Shotgun shot and is guaranteed to do that damage.[/QUOTE] I'm not looking for a guide, usually i'm the one popping 102s. I'm actually "that guy". I just want to know why I have that much power instead of cloaking around because i would have an otherwise CQC black revolver that does 30 damage at the same range I normally engage with amby. and comparing a melee to a shotgun plz
[QUOTE=Hell-met;47200721]I just want to know why I have that much power instead of cloaking around because i would have an otherwise CQC black revolver that does 30 damage at the same range I normally engage with amby.[/QUOTE] Long range weapon performs well at long range and less-well at shorter ranges. Stop the presses.
[QUOTE=Hell-met;47200721] and comparing a melee to a shotgun plz[/QUOTE] Comparing a guaranteed one-hit kill on any class that isn't Soldier or Heavy that needs about the same range as the range in which a point blank shotgun shot will do literally half that (if every pellet hits) in the same amount of time plz* Also you're doing a lot of damage cause you hit a very small hitbox that moves unpredictably. That's all there is to it.
[QUOTE=Psychopath12;47200738]Long range weapon performs well at long range and less-well at shorter ranges. Stop the presses.[/QUOTE] being bad at headshotting at short range shouldn't balance a gun it doesn't perform "less-well" in capable hands so
[QUOTE=Hell-met;47201145]being bad at headshotting at short range shouldn't balance a gun it doesn't perform "less-well" in capable hands so[/QUOTE] At short range there's the implicit fact that you have someone in your face shooting at you. In doing so, they're exerting pressure in two ways. Firstly, in being shot, your limited health is quickly depleting itself, strongly coercing the player to fire more quickly. Accuracy aside, quicker shots are incapable of attaining headshots and deal less damage than the stock counterpart. It doesn't matter if you can get 2 pinpoint headshots if you're dead before the second one can come out. If you get the drop on someone, good for you, you did what Spy is meant to be doing: taking people by surprise. Secondly, in being shot, your aim is being jarred constantly. Ambassador's effectiveness drops of harshly when your headshots are failing to connect. While it may be a non-issue to stoic players who operate well under pressure, it doesn't invalidate the fact that, in attacking someone head-on, you are forfeiting your perfect accuracy. Of course if you get someone by surprise, my above point makes a return. If you're in the camp of people who want it to be incapable of performing headshots at certain ranges, make that clear instead of arguing semantics over what is and isn't fitting to a class's design. Finesse or difficulty in execution aside, it does fit the Spy's class dynamic at a conceptual level.
Why did the Loch n Load need a buff? It went from seriously powerful in the hands of a skilled player to basically uncounterable if you're not a scout. It's terrifying if someone's even halfway competent. Also what I hate that brought this up is when I join and the team that's one player down so I HAVE to join is either incompetent or the other team is completely stacked so badly I can't get any traction. Every time I come out of spawn I get massacred before I can pin down anyone.
[QUOTE=Trekintosh;47201444]Why did the Loch n Load need a buff? [/QUOTE] It didn't. Welcome to Valve's thought process.
[QUOTE=QUILTBAG;47201514]It didn't. Welcome to Valve's thought process.[/QUOTE] It was the worst of his launcher options. Only having 2 pipes basically means that if you miss [i]at all[/i] you'll need to reload. It didn't help that the damage threshold only really breaks 1 realistic damage threshold. Compared to stock, it had a 1-pipe edge against overhealed Medics, overhealed Heavies, and level 3 unwrangled sentries. The former of which were unrealistic to actually happen, especially given that you'd be forced to reload and give time for the healing to be done. On top of randomly 1-shotting light classes, it had little of tactile worth to it. The increased pipe speed made things a little easier to connect with and that was it. Old Loch was just plain frustrating for both the user and people being shot by it. Now the new loch doesn't offer much else either. Frankly it has no real niche to fill. It does compliment the Close Combat Kit though, as a loch pipe can soften up medium-health classes into kill territory with the melee (something that the stock launcher falls slightly short on). But that's more a byproduct of creating an aggressive berserker and not so much about offering variety in how a Demolitions player plays. I'd much prefer it have some sort of skill-indexing involved to reap some other reward than raw damage. The Loose Cannon fills that niche well enough with the tradeoff of requiring proper timing and leading. There are a few directions to take it depending on what sort of style suits your mindset. Here's an example pulled from my own head: Loch-n-Load -50% clip size -25% explosion radius Launched bombs shatter on surfaces Direct hits landed when at 0 ammo will instantly load another pipe. *Manually reloading will reload both pipes at once. Reload speed is slowed to reflect this change. What this would do is make the weapon combo-oriented. If you can keep hitting your shots you can potentially fire until you run entirely out of ammo, or indefinitely if you're standing at a dispenser.
[QUOTE=Psychopath12;47201944] Direct hits landed when at 0 ammo will instantly load another pipe. [/QUOTE] Frankly I could see this being broken as fuck. A constant never ending stream of pipes from anyone competent enough to land them reliably would just be insane.
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