Stuff that Annoys you in TF2: bind m1 say "( ͡° ͜ʖ ͡°)" edition
5,023 replies, posted
Why would anyone think that instant respawn on a Payload server is a good idea?
[QUOTE=Brobattington;47284200]Why would anyone think that instant respawn on a Payload server is a good idea?[/QUOTE]
no time to build proper sentries, the cart will never start rolling back, that means minisentrys galore and blue team always wins even if they die a thousand time each person to do so. its a good idea if you wanted a D-day simulation in tf2
i stopped touching those kind of 32-man insta-respawn LIVE NUDES servers because of that
[QUOTE=Brobattington;47284200]Why would anyone think that instant respawn on a Payload server is a good idea?[/QUOTE]
Whoever thought fast respawn was a good idea at all?
[QUOTE=SoftHearted;47284445]Whoever thought fast respawn was a good idea at all?[/QUOTE]
People who played Arena.
That's about it.
[QUOTE=SoftHearted;47284445]Whoever thought fast respawn was a good idea at all?[/QUOTE]
I use a 32 man instant respawn turbine in order to practice airblasting and spamming due to the high amount of players and the sheer spam that goes on. A lot of comp players go on it too so its a good learning experience
Also to answer your question more broadly, people who actually want to play the videogame and not be punished with 20 second respawn times because there's a heavy outside spawncamping.
Eeerrr... I just don't really like Fast respawn. It nullifies the consequences of dying almost completely. Specially in a game like TF2. It gets annoying killing someone and they just come back in like 2 seconds like nothing happened.
- More than one Spy and/or Sniper on Payload defense
- Three Engineers and no teleporters
- NECA and VALVe being unable to get their act together and produce the rest of the damned action figures
[QUOTE=Silicon Jones;47284226]no time to build proper sentries, the cart will never start rolling back, that means minisentrys galore and blue team always wins even if they die a thousand time each person to do so. its a good idea if you wanted a D-day simulation in tf2[/QUOTE]
It's actually the opposite. Red is a bazaar of level 3's, and blue never wins. (because red respawns instantly too, so they can easily replace the defenders that fell, and blue has to use teleports in order to put pressure on red)
when someone pulls out a melee, i pull out my melee, they pull out their gun, shoot me and then switch back to melee to pretend they didnt mean to shoot me
listen kid you dont want to melee fight then fine but dont fucking act like you meant to melee you know damn well what you did
[QUOTE=_Pai;47284489]I use a 32 man instant respawn turbine in order to practice airblasting and spamming due to the high amount of players and the sheer spam that goes on. A lot of comp players go on it too so its a good learning experience
Also to answer your question more broadly, people who actually want to play the videogame and not be punished with 20 second respawn times because there's a heavy outside spawncamping.[/QUOTE]
If only there was a way to keep both parties happy:
a) I shouldn't be punished with a 20-second respawn because I got killed by a spawn-camper.
b) People shouldn't respawn so quickly because it wreaks havoc on game flow; defenses rebuild faster and pushes are continuous.
I feel like 20 second respawn should never be a thing in a game where you can die because RNG decided to make one guy shoot a rocket that did 3x damage.
[QUOTE=Anderan;47285211]I feel like 20 second respawn should never be a thing in a game where you can die because RNG decided to make one guy shoot a rocket that did 3x damage.[/QUOTE]
Death is both inconsequential and essential at the same time.
In a game where objectives are the ultimate goal, dying is just something that is a means to an end. A suicidal attack on a key enemy player can turn the tide, and respawn waves are skewed in a way that favors attackers over defenders, so as to encourage aggressive trades if the time calls for it.
Random crits are a completely separate mechanic intended to 'level' the playfield between a good player and a bad player. Without taking the mechanics where higher damage = higher crit rate into account, that [i]still[/i] favors the good player. A good player will more-consistently be putting out damage that has potential to crit, while the bad players will be connecting with far fewer shots. If anything, random crits just make it so a good player can [i]reasonably[/i] have a threat of dying, despite that fact being mitigated by how potent a good player can be when backed by a competent team. That slim chance of someone walking out and getting a crit are intended to be a warding-off incentive to get a curbstomping player to give the other team some breathing room, but that happens so infrequently that it may as well not be intended at all.
If anything, crits are the cheap out to make melee weapons even remotely attractive to use in close-combat; other than on Demoman and Sniper, melee weapons are objectively your [i]worst and least reliable[/i] weapon on your person. The game is designed with fights intending to end quickly if you are close to your opponent, this is shown through both damage ramp-up and the insane crit-rate that melee weapons possess. The mantra is high-risk; high-reward.
The mechanic itself would've been fine if it were an exclusive benefit to using the objectively-bad melee weapons that had no other purpose than to be fallback tools. As it is now, it creates frustrating imbalances where it was intended to level the playfield. A badly-timed critical hit sends someone into a lengthy respawn because dying at inopportune moments is intended to give the killing-player's team a window in which to press their advantage for the objective. Instant-respawn gives such a little window to operate in that it's actually advantageous for the defenders to suicide toward the objective until BLU is wiped out and has to travel.
I once backstabbed an engie and sapped his sentry.
Because of fast respawn, he was able to respawn, find me, crit me in the face with his shotgun, and bust my sapper all before the sentry was taken down.
This is why fast respawn is fucking dumb.
[QUOTE=Fapplejack;47285373]I once backstabbed an engie and sapped his sentry.
Because of fast respawn, he was able to respawn, find me, crit me in the face with his shotgun, and bust my sapper all before the sentry was taken down.
This is why fast respawn is fucking dumb.[/QUOTE]
I remember a server that had truly instant respawn, you didn't even get to see your killer. The moment you die you pop into spawn, more than often players would respawn doing their crit death screams.
(Getting backstabbed was fucking scary cause you don't see it coming, all you get is the crit "POWWHH" sound effect and client side vocal of spy laughing at you blaring in your ears)
Let's say the main 'hay room' outside left spawn on 2fort, an engineer that was killed trying to defend his sentry will be sitting on top of it again in under [I]five[/I] seconds. That's a big problem if you are sitting around the corner reloading your empty launchers.
Tried playing heavy on a nocrit server against semi-competent people.
It's like playing IWBTG: MP Edition.
[editline]9th March 2015[/editline]
IWBTHWG
[QUOTE=Hell-met;47283102]i've never seen new players not understanding the concept of building.
yeah they place their stuff poorly but they understand what the wrench is for.[/QUOTE]
I have.
[IMG]http://i61.tinypic.com/vjos8.jpg[/IMG]
[sp]Granted, he also referred to dispensers as "gaspumps" and asked the medic to help him when he got stuck.[/sp]
[QUOTE=Upgrade;47285018]If only there was a way to keep both parties happy:
a) I shouldn't be punished with a 20-second respawn because I got killed by a spawn-camper.
b) People shouldn't respawn so quickly because it wreaks havoc on game flow; defenses rebuild faster and pushes are continuous.[/QUOTE]
What if respawns are proportional to the amount of time you were alive, max being about 20-25 secs?
I swear you could spend a whole game not seeing an enemy as an Engineer, but the second you decide you want to move your sentry a horde of Scouts will descend upon you.
[QUOTE=An Armed Bear;47288090]I swear you could spend a whole game not seeing an enemy as an Engineer, but the second you decide you want to move your sentry a horde of Scouts will descend upon you.[/QUOTE]
You instantly reminded me of this video. Close to the end.
[HD]http://www.youtube.com/watch?v=kVrrt-nvDnQ[/HD]
[QUOTE=Otterman;47288184]You instantly reminded me of this video. Close to the end.
[HD]http://www.youtube.com/watch?v=kVrrt-nvDnQ[/HD][/QUOTE]
I'm amazed I haven't seen that yet.
[QUOTE=SlickBlade;47286210]I remember a server that had truly instant respawn, you didn't even get to see your killer. The moment you die you pop into spawn, more than often players would respawn doing their crit death screams.
(Getting backstabbed was fucking scary cause you don't see it coming, all you get is the crit "POWWHH" sound effect and client side vocal of spy laughing at you blaring in your ears)
Let's say the main 'hay room' outside left spawn on 2fort, an engineer that was killed trying to defend his sentry will be sitting on top of it again in under [I]five[/I] seconds. That's a big problem if you are sitting around the corner reloading your empty launchers.[/QUOTE]
Worse thing about those servers?
If you Get killed by an sniper you don't even get to see where the mother fucker is hiding
So snipers can just hide behind bushes, or even in trees if they can, and you won't ever know see what hit you
[editline]9th March 2015[/editline]
[QUOTE=An Armed Bear;47288090]I swear you could spend a whole game not seeing an enemy as an Engineer, but the second you decide you want to move your sentry a horde of Scouts will descend upon you.[/QUOTE]
Or 10 spies suddenly Uncloak around you and facestab you to death.
How I learned to stop worrying and love the stickybomb.
[t]http://puu.sh/gtFIR/8d543bbc6c.jpg[/t]
[QUOTE=Anderan;47290254]How I learned to stop worrying and love the stickybomb.
[t]http://puu.sh/gtFIR/8d543bbc6c.jpg[/t][/QUOTE]
Love the SR sticky bomb.
!rtd
[QUOTE=Metaru;47291177]!rtd[/QUOTE]
!rtd
opponent gets toxic
stands outside my spawn for 30 seconds
google how to tie a noose
[QUOTE=Fapplejack;47291409]!rtd
opponent gets toxic
stands outside my spawn for 30 seconds
google how to tie a noose[/QUOTE]
Invisible spy rolls toxic..
Surprise!
-snip- You know what? Never mind.
[QUOTE=Metaru;47291177]!rtd[/QUOTE]
It really depends on the server. In some servers like surf dm with instant respawn it's good fun.
Sv_pure in MvM. This makes no sense. The only mod-cheat worth using in MvM that I could think of is the one that allows you to see money through walls but this can be easily prevented from using by banning 2 files: money's VMT and particle. There's no need to ban all mods in MvM.
There's no reason to use sv_pure in general unless it's a competitive tournament or some kind of official match (e.g. UGC).
sv_pure on pubs and Valve servers is stupid and always will be.
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