Stuff that Annoys you in TF2: bind m1 say "( ͡° ͜ʖ ͡°)" edition
5,023 replies, posted
[QUOTE=Bynine;47883341]Oh yeah btw as long as we're on the subject the Powerjack is just as bad, if not worse than, the Degreaser in terms to eclipsing all of his alternatives. The downside is minor and the upsides are gargantuan, and I really don't see the point in using anything else, besides maybe the Homewrecker if you're defending last and there's nowhere to run to[/QUOTE]
Backscratcher
[QUOTE=Lolkork;47883768]Said the same thing about the heavys melee:
[IMG]https://wiki.teamfortress.com/w/images/thumb/e/ea/Backpack_Fire_Axe.png/90px-Backpack_Fire_Axe.png?t=20111119221623[/IMG]
When weapon is active:
+15% faster move speed on wearer
Balance the rest of the melees accordingly.[/QUOTE]
That's a decent idea that's been thrown around often, the only issue is that it opens up this weird precedent of either the Fireaxe being more than just a reskin of other stock melees (and thus superior just because) or Valve having to rework all or most of the stock melees (bar the Wrench, Kukri, Knife and Bottle, although the Skullcutter's now a practical upgrade over the latter) and giving them some utility to match the dominant unlocks. Which is complicated and might end in powercreeping certain classes nedlessly.
I think most people would agree that simply due to their design and the fact that TF2 focuses on weapons with lots of close-range damage ramp-up, some classes (Engie, Spy, Sniper, Demo and Medic to a lesser extent) even in their stock form have more use for their melees (including actual melee combat) than others (Heavy, Soldier, Scout, Pyro with stock), and that certain classes (Heavy/GRU, Soldier/Escape Plan + Disciplinary Action, Pyro/Powerjack) benefit way more from their melee unlocks than others.
I would've loved a proper and well-executed rework of stock melees that avoided dangerous powercreeping, but I guess buffing certain other Pyro melees to match the PJ's utility or arbitrarily giving the speedboost-while-a-melee is out characteristic to the stock Fireaxe is an easier solution.
[QUOTE=Oizen;47882891]If you just removed the degreaser, pyro would be almost non viable.
Almost everything he does relies on that one weapon alone.
A shame too, but Pyro needs a complete overhaul for me not to hate him.[/QUOTE]
Degreaser is just a placebo, if not a downgrade. Using it generally makes people rely way too much into airblast, wich often ends into 9/10 Pyros being predictable as fuck. The switch speed is moit since the axtinguisher nerf, and even then the stock shotgun damage is enough to kill anyone thats not a heavy at full heal. And even then you can toast one rev up heavy at point blank without being killed in the process and without relying on airblast.
Anyone who ever says degreaser its the only way to play pyro are most likely the same ones WHO can only play with the dead ringer.
[QUOTE=Drury;47883443]Backscratcher[/QUOTE]
only when roaming without medics or engineers, but I use it anyways
Blutsager.
Free health for hitting a target with impossible to dodge needles.
I'm actually suprised by how often I see folks on various forums claim that the Overdose is pointless/useless and that even other syringe guns are better - I thought that just a few years ago, before the Crossbow's big buffs, the Overdose was generally considered to be a practical upgrade over the other two?
Sure, it's been overshadowed by the Crossbow due to the latter's buffs, and it's true that the speed buff while having the weapon out isn't exactly a gamechanger, but the utility of being able to retreat more quickly when left alone and chased by an enemy more than outweighs the tiny difference in DPS. And unlike the Blutsauger, you don't need to sacrifice passive regen.
I can easily say that I've quite often escaped chasing Pyros and Scouts while backpedalling and shooting them full of needles more easily due to the Overdose. Much more often than the 10% lower damage prevented me from killing them.
Making the speed buff apply all the time would be too huge of a buff unless you lowered the dmg output further or some other bigger downside. Making the Medic automatically even faster and better at dodging just for doing his basic job of healing stuff isn't a good idea. Classes like Pyro could just easily get outrun by a Medic even if they ambushed them.
I've said this before, but the Overdose isn't underpowered or anything; it's just super boring. I use the syringe gun over it because I like the syringe gun's model better.
[QUOTE=Bynine;47883341]Oh yeah btw as long as we're on the subject the Powerjack is just as bad, if not worse than, the Degreaser in terms to eclipsing all of his alternatives. The downside is minor and the upsides are gargantuan, and I really don't see the point in using anything else, besides maybe the Homewrecker if you're defending last and there's nowhere to run to[/QUOTE]
Honestly I think the Homewrecker needs sentry knockback reduction. Not immunity like the Quick-Fix megaheal, but at least allow me to use it to get closer when I get ubered.
I always have it equipped (Aus, Scorch/Det, Homewrecker), but never get to use it for it's intended purpose.
[QUOTE=Lolkork;47886666]The pyro is supposed to be extremely weak against sentries[/QUOTE]
Pyro is supposed to be the best close-range class. Even now if you can get close to sentries, you can beat them easily.
[QUOTE=Lolkork;47886666]And the homewrecker is fine as it is. It's just a bit situational, always having it equipped is a mistake.[/QUOTE]
The problem with the Homewrecker is that it's primary stat is something you rarely see it used for and it does nothing to make you want to use it for that purpose.
The one hit removal of sappers has more or less become it's most prominent feature and I wouldn't give that up unless the team lacks Engineers- which is rare/never on the servers I play on.
[QUOTE=Bynine;47883341]Oh yeah btw as long as we're on the subject the Powerjack is just as bad, if not worse than, the Degreaser in terms to eclipsing all of his alternatives. The downside is minor and the upsides are gargantuan, and I really don't see the point in using anything else, besides maybe the Homewrecker if you're defending last and there's nowhere to run to[/QUOTE]
Lets just nerf every melee weapon to be equally shitty instead of making them all cool alternatives
[editline]5th June 2015[/editline]
[QUOTE=Razi The Red;47887373]Pyro is supposed to be the best close-range class. Even now if you can get close to sentries, you can beat them easily.
The problem with the Homewrecker is that it's primary stat is something you rarely see it used for and it does nothing to make you want to use it for that purpose.
The one hit removal of sappers has more or less become it's most prominent feature and I wouldn't give that up unless the team lacks Engineers- which is rare/never on the servers I play on.[/QUOTE]
Technically its primary stat is what allows it to destroy sappers in one hit so it actually is used quite often :P
[QUOTE=poptart TF2;47887699]Lets just nerf every melee weapon to be equally shitty instead of making them all cool alternatives
[/QUOTE]
Okay now you're kind of pissing me off dude, I really don't know where everyone's getting this idea that I think all Pyro weapons should be nerfed. The Powerjack and Degreaser are just so much better than all his alternatives that there's little point in choosing anything else, severely limiting his diversity, that's [I]all I'm trying to say[/I]
[QUOTE=Bynine;47888043]Okay now you're kind of pissing me off dude, I really don't know where everyone's getting this idea that I think all Pyro weapons should be nerfed. The Powerjack and Degreaser are just so much better than all his alternatives that there's little point in choosing anything else, severely limiting his diversity, that's [I]all I'm trying to say[/I][/QUOTE]
Well noobs bitched about the axtinguisher until it got unfairly nerfed, and the stock fireaxe is always going to be shit on a class with a primary built around close range stream damage. The back scratchers still situtationally good at times and the homewrecker has its use.
The others are situationally useful [I]but the powerjack is always useful. [/I]Thats my problem. Yeah occasionally you'd want a homewrecker but 95% of the time a Powerjack is going to have more utity for you.
[QUOTE=Trekintosh;47888374]The others are situationally useful [I]but the powerjack is always useful. [/I]Thats my problem. Yeah occasionally you'd want a homewrecker but 95% of the time a Powerjack is going to have more utity for you.[/QUOTE]
Because any utility is better than no utility, theres a reason every soldier uses escape plan or disciplinary action, every heavy uses gru or FoS, and every medic uses ubersaw
[QUOTE=poptart TF2;47888660]Because any utility is better than no utility, theres a reason every soldier uses escape plan or disciplinary action, every heavy uses gru or FoS, and every medic uses ubersaw[/QUOTE]
This is more of an indication of Valve's inability to come up with interesting melee weapons consistently rather than any argument for keeping the powerjack outright better than other pyro melees. Nobody is saying make all melee's worthless, just balance them out to make more than one equally viable.
[QUOTE=Anderan;47889991]This is more of an indication of Valve's inability to come up with interesting melee weapons consistently rather than any argument for keeping the powerjack outright better than other pyro melees. Nobody is saying make all melee's worthless, just balance them out to make more than one equally viable.[/QUOTE]
which again, bad player whining killed the axtinguisher
I dislike how if I'm playing engi somehow the other engi believes we need to build RIGHT NEXT TO EACH OTHER.
Bonus if he puts down a sentry before a dispenser and taking from my dispenser
"Dear Valve...please make the dispenser prioritize its own engi over another one, till then I shall pick up my dispenser and watch as the other engi gets demolished by a pyro which said engineer will blame me for their death"
[QUOTE=Lolkork;47891390]When you just waited 20 seconds to respawn and a sniper greets you with an additional 20 second timer just as you leave spawn.[/QUOTE]
this is why i try to find servers with no respawn time.
[QUOTE=poptart TF2;47892465]which again, bad player whining killed the axtinguisher[/QUOTE]
come to think of it, bad player whine also killed the BFB and the shortcircuit, but in reverse.
these guns were majestic pre-buff
[QUOTE=Hell-met;47893115]come to think of it, bad player whine also killed the BFB and the shortcircuit, but in reverse.
these guns were majestic pre-buff[/QUOTE]
The Short-Circuit was so-so pre-buff, it was difficult to use for very little reward. The buff was way overkill though.
Old BFB was great and I miss it a lot, rest in peace you majestic unique no-jumping-ever gameplay and full clip size beast.
Related to which, I hate some of their more inane balancing choices. Cleaner's Carbine; super weak SMG but practically guaranteed headshot damage for 3 seconds if you finish someone off with it? Sign me up! Then suddenly we get slightly more damage for a few more seconds and it's just kinda eh. Sniper is a burst damage class, crits are always a better reward then minicrits, not to mention they were easier to chain up.
Also the Cozy Camper. It was never a fantastic item, but the slowdown while scoped was interesting and could be worked around. The new 20% damage vulnerability is just stupid, totally defeats the purpose of it.
zapping 4 crockets in a row was rewarding enough
the most important part being it was fair to the enemies facing it since not only you needed good timing but you weren't repairing anything during that time
[QUOTE=Lolkork;47893174]The issue with no respawn times is that it becomes far too easy to defend because the defending team spawns closer to the objective. The only gamemode that works okay with no respawn times is koth, since it doesn't really involve any type of defense.[/QUOTE]
well, good thing too. i mainly play koth.
a giant wave of f2p gibus heavies with pyrovision goggles
[QUOTE=Trixil;47894585]a giant wave of f2p gibus heavies with pyrovision goggles[/QUOTE]
This should be in the Stuff You Love thread. Just go demoman or soldier or spy or sniper. It's practically free kills.
[QUOTE=Trixil;47894585]a giant wave of f2p gibus heavies with pyrovision goggles[/QUOTE]
what if they were good?
A competent demoman is a match for a heavy of any skill level. He's so strong against them it might as well be a hard counter.
[QUOTE=Trekintosh;47894712]A competent demoman is a match for a heavy of any skill level. He's so strong against them it might as well be a hard counter.[/QUOTE]
You could say the same of soldier vs heavy
Heavy has really lost his presence. Even when I play Scout, seeing a heavy barely means anything to me anymore.
[QUOTE=Oizen;47894834]You could say the same of soldier vs heavy
Heavy has really lost his presence. Even when I play Scout, seeing a heavy barely means anything to me anymore.[/QUOTE]
Could you go further into that? Maybe it was the fact that other classes got pretty good unlocks to use in most situations (e.g. Powerjack, Beggar's Bazooka, Dead Ringer, etc.) and became more outstanding, or maybe Heavy really lost his "dangerous" theme because of all those unskilled, common players that you see playing as him in Valve servers.
Even then, I occasionally come across those that know how to exploit an unlock to its fullest and can get pretty annoying (especially when they have a Medic that heals and ubers them only), but I would say that they are far less than the ones with gibus/merasmus hats and Mercenary badges.
What should be done so Heavy gains more "presence", while keeping it balanced? I don't think a simple change would work here.
guys who's gonna be king of page 69
spoiler: i am
(hopefully)
[highlight](User was banned for this post ("why reply/page king shit" - NiandraLades))[/highlight]
[QUOTE=Trixil;47895370]guys who's gonna be king of page 69
spoiler: i am
(hopefully)[/QUOTE]
No it should be me :3
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