• Stuff that Annoys you in TF2: bind m1 say "( ͡° ͜ʖ ͡°)" edition
    5,023 replies, posted
[QUOTE=EliaMoroes;47562078]I confirm what I said: Team Fortress 2 became a MOBA Literarly you can't do anything without a fellow team mate supposed know-it-all chewing you out. You don't play as an enginner? Well, you should, because the guy needs someone to repair is shit. You don't uber someone because your meter isn't full and the patient die? You are a shitty noob medic. You are a spy and can't destroy all the enemy engineers nest in a second? You suck as a spy The "fuck this game and all F2P games" edge draws nearer and nearer[/QUOTE] It's been that way since I started playing in 2009.
[QUOTE=Lolkork;47563316]why is the lnl still popular, i can't think of many situations where it would be superior to the grenade launcher.[/QUOTE] It's easier to hit people with. That's a huge thing. Also it kills sentries in two hits, and now is even capable of taking down heavies without reloading. Pretty damn OP actually.
lack of rollers isn't that bad of a downside either. roller kills were always a sort of unexpected bonus. so in the end it's -1 grenade for easier hits and +20% dmg. wooo
People always say the LnL is easier to hit with but honestly I have move trouble hitting with it than with the stock launcher. I guess I'm just more used to the default pipe speed.
I'm just too used to using the LnL i don't really find the "learning curve" of getting back into stock worth it, though by the time i start playing TF2 properly again ill probably be a blank slate.
[QUOTE=Lolkork;47564545]also i just tested a thing with the reduced blast radius of the lnl, i'm not completely certain this is always true but it seems like the stock grenade launcher will damage an engineer standing right behind a sentry, but the loch n load will not.[/QUOTE] the third pipe will kill him anyway. yours truly, valve team.
If he's at 125, which is likely for engineers with dispensers and whatnot, it won't.
[QUOTE=Drury;47567217]If he's at 125, which is likely for engineers with dispensers and whatnot, it won't.[/QUOTE] a sentryless 5hp engee and the demo can just charge in
[QUOTE=Drury;47567217]If he's at 125, which is likely for engineers with dispensers and whatnot, it won't.[/QUOTE] You could just aim for his feet, causing him to take fatal fall damage.
tide turners overnerf, fall damage stops your charge FUCKING FALL DAMAGE
The more I play the more I want to defecate on the face of whoever invented their version of random crits. [editline]22nd April 2015[/editline] and giving the reserve shooter to pyros.
[QUOTE=poptart TF2;47573484]tide turners overnerf, fall damage stops your charge FUCKING FALL DAMAGE[/QUOTE] It's funny, Monday night during my weekly tabletop session we were talking about how fall damage is OP in every system. I guess that includes TF2 as well.
I'm using the loch n load because this outrageous damage spread.never allows me to kill soldiers in 2 shots and heavies in 3 shots with the stock. Yeah i am dead serious.
If I need to turn a game around I have no shame in switching to that death machine.
[QUOTE=poptart TF2;47573484]tide turners overnerf, fall damage stops your charge FUCKING FALL DAMAGE[/QUOTE] What i don't understand is any bullet damage or ridiculous fall damage stops tide's turner charge but firing a grenade right into him does not, whereas a grenade literally stops me with the chargin targe. WHY.
[QUOTE=yellowoboe;47576152]If I need to turn a game around I have no shame in switching to that death machine.[/QUOTE] You are a horrible person that needs to be sentenced to death via Direct hit airshot.
[QUOTE=Lolkork;47581816]I wish they added some premium only valve servers, would probably become the best pub servers.[/QUOTE] I kinda disagree. Just because you paid for something does not make you instantly better. It would probably be filled with either pub stompers or f2p players that got $0.50 from their family and spent it on a rocket jumper so they would become premium. And since it is free to play, restricting access until you buy something ingame so you can play on a server contradicts the Free to [i]Play[/i] aspect of the game.
[QUOTE=Plaffy46;47576188]What i don't understand is any bullet damage or ridiculous fall damage stops tide's turner charge but firing a grenade right into him does not, whereas a grenade literally stops me with the chargin targe. WHY.[/QUOTE] Honestly they need to remove the charge drain completely and just make it have increased knockback while charging instead, that actually has counterplay. We shouldnt be overnerfing items because bad players dont know how to deal with them. Look at the axtinguisher
[QUOTE=poptart TF2;47573484]tide turners overnerf, fall damage stops your charge FUCKING FALL DAMAGE[/QUOTE] Valve always nerfs things to the point of uselessness though. Though I never even saw the thing as that overpowred to begin with, I've almost always picked the targe over it The only reason that weapon got the "op" feeling it did, was because of the shit they did to the stickybomb launcher around the same time it came out.
[QUOTE=Lolkork;47583626]Another way of making the valve servers better would be to add a play time requirement for certain servers, and maybe a maximum play time for other.[/QUOTE] Or a requirement to complete the tutorial(s). That way it won't scare off new players with low play times since they'll have to visit another server to get their hours up (with the potential of getting a bad feel for the game due to the community and never coming back to it) but will teach them (forcefully) how the game should be played and it shouldn't take too long to breeze the tutorials while also picking up mechanics.
[QUOTE=Zenamez;47583912]Or a requirement to complete the tutorial(s). That way it won't scare off new players with low play times since they'll have to visit another server to get their hours up (with the potential of getting a bad feel for the game due to the community and never coming back to it) but will teach them (forcefully) how the game should be played and it shouldn't take too long to breeze the tutorials while also picking up mechanics.[/QUOTE] if they're going to add a requirement to complete the tutorials, then they should make the tutorials actually good first
[QUOTE=TwoYearLurker;47584391]if they're going to add a requirement to complete the tutorials, then they should make the tutorials actually good first[/QUOTE] Do this and then give a hat for completing them. Partially because I simply want a graduation cap hat in the game but still :v:
is the tutorial still set in hydro? a map/gamemode with so much potential no body plays on?
[QUOTE=CrossNgen;47586602]is the tutorial still set in hydro? a map/gamemode with so much potential no body plays on?[/QUOTE] The tutorial has always (from what I remember) been set in a custom version of Dustbowl. tr_dustbowl.bsp
That's odd, maybe I'm confusing it with the commentary mode
Most of the tutorials except the Dustbowl one are actually set in that indoor area behind BLU's first spawn in Thunder Mountain. Maybe you mistook it for Hydro because of the props or something.
[QUOTE=TwoYearLurker;47587356]Most of the tutorials except the Dustbowl one are actually set in that indoor area behind BLU's first spawn in Thunder Mountain. Maybe you mistook it for Hydro because of the props or something.[/QUOTE] pretty sure the training map came before thunder mountain
[QUOTE=Hell-met;47588092]pretty sure the training map came before thunder mountain[/QUOTE] It did (by a month) but that doesn't really mean anything.
-snip-
[QUOTE=poptart TF2;47582748]Honestly they need to remove the charge drain completely and just make it have increased knockback while charging instead, that actually has counterplay. We shouldnt be overnerfing items because bad players dont know how to deal with them. Look at the axtinguisher[/QUOTE] Its been months since they fixed the Turner. Get over it already.
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