• Stuff that Annoys you in TF2: bind m1 say "( ͡° ͜ʖ ͡°)" edition
    5,023 replies, posted
[QUOTE=poptart TF2;47895745]No it should be me :3[/QUOTE] nah
[QUOTE=Trixil;47895824]nah[/QUOTE] Yes =:O [highlight](User was banned for this post ("Off-topic/previous bans" - NiandraLades))[/highlight]
[QUOTE=Clener74;47895346]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.[/QUOTE] I think the entire alt weapon thing is actually one of the biggest reasons, to be blunt. Most heavy weapons suck. I remember a good few years ago that Heavy used to have his own decent unlocks, being the Tomislav, Sandvich, and GRU. But Valve triple nerfed him. Tomslaiv got nerfed pretty hard, The sandvich lost its 150 pick up insta heal on heavy, GRU went from -7hp per sec to Marked for Death. Not ONLY that but during the Love and War update, heavy's damage got nerfed again, Miniguns now were given an Accuracy rampup along with Demo's Stickies being nerfed. The sticky nerf was undone, the minigun nerf wasn't. And it was pretty unjustified honestly. Basically when it comes to picking my heavy loadout, its not a choice of "what weapon is better for this situation", its more of "What weapon is the least shittiest" Primaries: Stock: Obvious choice Tomislaiv: Pretty weak Hu-long Heater: Is it payload? Yes? Use. If not, Stock. Brass Beast: Sniperbait Natascha: Scouts and Demoknights only. Seconadries: Stock: Shotgun heavy isn't the worst thing, but I'd rather just use the minigun. Sandvich: Ususally the most viable option Steak Sandvich : This thing increases the damage done to you, AND locks you to melee. Literally garbage. Chocolate bar: Its the Sandvich...but worse. Family Buisness: Downgrade from Stock Melees: Im not even going to bother, Only the GRU is viable, I dont even think Stock fists are that good. Heavies melees should be a LOT stronger considering their bad range and his slow movement speed. As you said sometimes heavies can get some momentum when paired with a medic, thats great and all, but he shouldn't require one to function. Another reason I think heavy is underpowered in the current game is, he's just so damn slow. I mean I get thats the point, but at this time its kinda overdone. The reason classes like Scout, Soldier and Demoman are held as they are in the competitive scene isnt their damage output, its their mobility. Soldier has the Gunboats that let him fly around the map. Demoman can do the same with sticky jumps. Scout is naturally fast, give him the babyface and he's insanely fast, give him the soda popper and he has amazing air game. Even if you give heavy the GRU, his groundspeed is nothing special, and using his Gloves of Running slightly faster, you temporarily lose heavy's tanking abilities. Hell this post was a lot longer than I wanted it to be, but I meant everything I said. Heavy is probably the worst class to me. Which is sad, because I want to love him.
We're not even close to that page you little twits. Anyways, on the topic of Heavy. He needs a buff of some sort, or just some good unlockables. If the current unlockables were in some way balanced so Heavy could stand a chance against anything stronger than a stiff breeze, we might see a resurgence in Heavies in-game, [editline]7th June 2015[/editline] [B]WHOOPS I GUESS THAT HAPPENED[/B]
We couldn't even leave spawn. [t]http://images.akamai.steamusercontent.com/ugc/36373486559352991/92A7C8380F987E05E7C31C479218ECF76DF55AF4/[/t]
The most fun I've managed with heavy is gimmick loadouts when I'm not playing serious. Sneaky heavy with tomislav, steak, and warrior's spirit is fun sometimes, if the team is good enough to carry me while I attempt my shenanigans. Otherwise, holiday punch can also be fun. But... It would be nice to have a viable 'shake things up' loadout for heavy in semi-serious games. I have no idea how that would be accomplished, though. Maybe that's why heavy remains a boring class compared to all the others - I guess no one's really figured out how give him other options without breaking the class.
[QUOTE=Oizen;47882891]If you just removed the degreaser, pyro would be almost non viable. [/QUOTE] stopped reading there there's a reason why people hate the degreaser, and it's because pyros use it so fucking much, and are so bad that if they can't use it, pyro is bad try getting good without the degreaser get good
[QUOTE=Crash155;47896331]stopped reading there there's a reason why people hate the degreaser, and it's because pyros use it so fucking much, and are so bad that if they can't use it, pyro is bad try getting good without the degreaser get good[/QUOTE] What flamethrower would you reccomend then? Phlog? Back Burner?
stock or backburner
[QUOTE=Oizen;47895932]I think the entire alt weapon thing is actually one of the biggest reasons, to be blunt. Most heavy weapons suck. I remember a good few years ago that Heavy used to have his own decent unlocks, being the Tomislav, Sandvich, and GRU.[/QUOTE] Yes, I'm sure those unlocks used to rock back in the day with their original stats. Especially the Sandvich and the GRU. [QUOTE=Oizen;47895932]But Valve triple nerfed him. Tomislav got nerfed pretty hard, The sandvich lost its 150 pick up insta heal on heavy, GRU went from -7hp per sec to Marked for Death. Not ONLY that but during the Love and War update, heavy's damage got nerfed again, Miniguns now were given an Accuracy rampup along with Demo's Stickies being nerfed. The sticky nerf was undone, the minigun nerf wasn't. And it was pretty unjustified honestly.[/QUOTE] Really? I wasn't aware of the fact that the stickybomb launcher got "buffed" back - to be honest it was the last thing I expected to happen, but even then, the Heavy's an even worse case. The Demoman still had the Scottish Resistance with its stats intact; hell, even if the nerf was still there, they could have the Quickiebomb Launcher as an alternative (unless I'm mistaken the new three weapons were added to the game along with the nerf). The problem with Heavy is that the Minigun is arguably the most useful out of all his primaries, and not only does it seem to be nerfed every couple updates, but he [i]also[/i] has no primary unlocks that are 40% situational and 60% usable under all circumstances. You could make an exception for Natasha and the Huo-Long Heater, but the first deals even less damage and the second's high usage of ammo even when revving up feels almost like a passive downside when used repeatedly. I agree on that it was unjustified. I sometimes think that like Soldier, Heavy is meant for new players as a class to start playing and learning the game. See it that way, and the nerfs aren't just pointless, but also counter-productive. Imagine newbies that aren't that adept at aiming properly; now they do even less damage when they manage to hit. [QUOTE=Oizen;47895932]Basically when it comes to picking my heavy loadout, its not a choice of "what weapon is better for this situation", its more of "What weapon is the least shittiest" Primaries: Stock: Obvious choice Tomislav: Pretty weak Huo-long Heater: Is it payload? Yes? Use. If not, Stock. Brass Beast: Sniperbait Natascha: Scouts and Demoknights only. Secondaries: Stock: Shotgun heavy isn't the worst thing, but I'd rather just use the minigun. Sandvich: Usually the most viable option Steak Sandvich : This thing increases the damage done to you, AND locks you to melee. Literally garbage. Chocolate bar: Its the Sandvich...but worse. Family Business: Downgrade from Stock Melees: Im not even going to bother, Only the GRU is viable, I dont even think Stock fists are that good. Heavies melees should be a LOT stronger considering their bad range and his slow movement speed.[/QUOTE] As for primaries, it's like what I said before. Sasha is the only all-around minigun; nerf it, and you are nerfing Heavy as a whole. I find it hard to believe when the game encourages you to use the Brass Beast in defensive situations, since you are bait for any Sniper, Soldier, Scout, or Spy that is either lucky, skillful, or just in one of those sudden skill bursts that you occasionally get. Heavy secondaries and melees are down to personal preference because their stats alone don't help that much. It's interesting how most of his melees revolve around a passive effect, like the Fists of Steel, the GRU, and the Warrior's Spirit paws. [QUOTE=Oizen;47895932]As you said sometimes heavies can get some momentum when paired with a medic, thats great and all, but he shouldn't require one to function.[/QUOTE] I didn't literally say that he needs a Medic to make his unlocks work the way he wants them to work, though I have to admit they almost always had a Medic with them. [QUOTE=Oizen;47895932]Another reason I think heavy is underpowered in the current game is, he's just so damn slow. I mean I get thats the point, but at this time its kinda overdone. The reason classes like Scout, Soldier and Demoman are held as they are in the competitive scene isnt their damage output, its their mobility.[/QUOTE] Well, I think he used to have a point for being slow; [i]because of his weight and upper body trained just to handle that big minigun, the gun you are supposed to not directly encounter.[/i] Now that gun is even weaker but his speed remains the same, and so decent players are able to take him head-on, Scout or not. [QUOTE=Oizen;47895932]Soldier has the Gunboats that let him fly around the map. Demoman can do the same with sticky jumps. Scout is naturally fast, give him the babyface and he's insanely fast, give him the soda popper and he has amazing air game. Even if you give heavy the GRU, his groundspeed is nothing special, and using his Gloves of Running slightly faster, you temporarily lose heavy's tanking abilities.[/QUOTE] TF2 unlocks are about gaining something while losing something, but Heavy seems to be the only one [i]truly[/i] affected by this. BFB has just two shots less, and a double jump merely takes 25% of the boost bar. The Gunboats take away the whole secondary slot for an ever greater reward for those who are good enough with rockets alone, and the Soda Popper gives you a lot of air jumps in exchange for four less shots; but the two remaining are even more damaging in close range, and reload pretty fast. Heavy with the GRU simply leaves himself way more vulnerable to damage even after switching to his primary. If someone, say, a Scout, catches you with the GRU equipped and starts gunning you down, you would have to switch to your minigun, rev up and [i]then[/i] start shooting. All the time your marked-for-death status hasn't gone away, and you are probably dead already. [QUOTE=Oizen;47895932]Hell this post was a lot longer than I wanted it to be, but I meant everything I said. Heavy is probably the worst class to me. Which is sad, because I want to love him.[/QUOTE] I like how you put all of your thoughts there; it was nice discussing with you. In the end, I think it's pretty clear that the only viable primary Heavy has is the default minigun, and even when it's supposed to be (and probably is) the (only) all-around weapon, it feels weak and by the nerfs, Valve seems to reduce Heavy as a whole to defensive situations only, where he just has to roll around for example the control point and rev up if he knows someone is around. But in 96% of situations outside that, he either has to go with teammates, or a Medic. Else he's just as easy to kill as a Spy is to a Pyro. Exceptions can be made for those who are aware enough of themselves and their surroundings, though. Heavy has been so far the only class whose weapons have been nerfed, [i]without having the nerfs undone[/i]. He has lost presence because he stopped being able to show that above all, he is supposed to be the strongest class. Have a plan to kill him, and you can do it, even if he had a strategy of his own.
Dear scouts on fire, Please stop calling Medic whilst running through teammates and having some kind of fit on your mouse. Also, do not proceed to blame me for you dying. Yours sincerely, EVERY MEDIC
So I played Mannpower for the first time and I have to admit: It's boring (yay MVP with 221 points) and full of bugs... - Why is the grappling hook a action slot item and not a normal weapon? - Why can't we select the grappling hook via weapon quick switch (Q)? - The weapon selection for the grappling hook is bugged (Eventually a TF2Hud+ bug / The weapon selection for the Engie looks fine). - Sometimes the last selected weapon is wrong after using the grappling hook via action item key,
[QUOTE=Trech;47897308]So I played Mannpower for the first time and I have to admit: It's boring (yay MVP with 221 points) and full of bugs... - Why is the grappling hook a action slot item and not a normal weapon? - Why can't we select the grappling hook via weapon quick switch (Q)? - The weapon selection for the grappling hook is bugged (Eventually a TF2Hud+ bug / The weapon selection for the Engie looks fine). - Sometimes the last selected weapon is wrong after using the grappling hook via action item key,[/QUOTE] -Beta
Tbh, Mannpower's been in Beta for 6+ months and nearly all the changes made to it since then (bar the addition of the ctf_thundermountain map and the Knockout powerup) have been refining tweaks and relatively minor changes... which leads anyone who finds the basic premise to be flawed and impossible to balance properly between classes and skill levels (mainly, the unlimited grappling and the super-potent powerups, with some class + power combos being absolutely devastating and essentially free OP cheats for more experienced people to brutally stomp most of the rest of the server and go on insane killstreaks) to believe that they're simply not gonna change the core design of the mode and it can't really be improved or balanced much unless big changes are made. Subjective, I know, but everytime I point out these things that I find wrong with the mode a Mannpower fan will provide a ''counter-argument'' that it's [I]supposed[/I] to be a silly, crazy, imbalanced TDM 'fun' mode where you pick up a good power and go an a stomping spree against the endless flow of hapless Valve server kids , and where 2 or 3 players per team scoring a 100+ points and wild killstreaks rarely possible in regular TF2 at the expense of most of the rest is the whole point of the mode. Is it supposed to be imbalanced, solo-Fortress TDM stomping grounds for experienced players to stomp kids and newbies even more brutally? Where one guy with the right combo can literally decide the round by himself? Some trade-server-like playing ground for fooling around with the hook, not really bothering with the objective? 'Cause then it's pretty much already achieved that, I think, mission accomplished. Why even bother with further tweaking and refining attempts (I'd love it if the energy spent on tweaking certain powers were rather spent on balancing regular weapons, loads of underused Love and War and Smissmas '14 ones just waiting for some love) if the current Mannpower already achieves the 'objective' of being a random, crazy, imbalanced mess where you jump in for 30 minutes at a time to abuse certain class+power combos versus a majority of typical Valve server opposition that is ridiculously outmatched by a few better players who are now also made even stronger by powerul, randomly picked up buffs. There I go an a rant again, came out far longer than I planned :) [B]TL,DR:[/B] I'm just not buying the whole ''it's still in Beta'' arguments when pretty much zero noteworthy changes have been made to the core elements (powerups, grappling hook) that I find to be seriously flawed in this mode. Not to mention the ''It's supposed to be stupidly imbalanced and a mixture of gross powertrips and unfair experiences, depending on circumstance'' argument.
its been six months and powerups are still not time based. mannpower is still about wich heavy gets vampire first.
[T]http://i.imgur.com/bAV6dd0.png[/T] Oh sure, let me just trade away practically all my hats for a 20 cent skin from a game I never play. After all, "it's a very expensive" so where could that go wrong?
[QUOTE=Metaru;47898787]mannpower is still about wich demoknight gets knockout first.[/QUOTE] Fixed that for you
[QUOTE=Crash155;47896331]stopped reading there there's a reason why people hate the degreaser, and it's because pyros use it so fucking much, and are so bad that if they can't use it, pyro is bad try getting good without the degreaser get good[/QUOTE] pyro's options of attack are severely limited once you take the degreaser out of the equation. the lack of faster weapon switch speed hurts his combos immensely. so your main methods of killing people end up being: - w+m1 at people - wait behind a corner and then w+m1 at people at this point you become a dedicated sentry defender/spy killer, or semi-effective at ambushing completely oblivious players.
pfff no
[QUOTE=Snowshoe;47899475]pyro's options of attack are severely limited once you take the degreaser out of the equation. the lack of faster weapon switch speed hurts his combos immensely. so your main methods of killing people end up being: - w+m1 at people - wait behind a corner and then w+m1 at people at this point you become a dedicated sentry defender/spy killer, or semi-effective at ambushing completely oblivious players.[/QUOTE] If taking a non-stock weapon away from Pyro completely nullifies the class, maybe that should be a sign that something is wrong with Pyro
The good thing about mannpower is that, sometimes, you make an eye contact with one of your teammates that you want, and you both drop your powerups at the exact same time, take the other powerup and then both leave our own way with a "Thanks!". Man, it feels good.
[QUOTE=Snowshoe;47899475]pyro's options of attack are severely limited once you take the degreaser out of the equation. the lack of faster weapon switch speed hurts his combos immensely. so your main methods of killing people end up being: - w+m1 at people - wait behind a corner and then w+m1 at people at this point you become a dedicated sentry defender/spy killer, or semi-effective at ambushing completely oblivious players.[/QUOTE] Stock flamer's pretty useful even against competent people, it's not like you can't airblast rockets or do combos. It's just more counterable so you have to pick your fights, which isn't as hard as it sounds. Degreaser is just an upgrade, it allows mediocre pyros to take on more skilled people and makes amazing pyros who actually understand the class nearly impossible to avoid (even with the nerfed axtinguisher). Doesn't mean those pyros are useless with stock, not by a long shot. Just actually counterable past the point that they airblast you if you react in time. I think pyro's problem lies within his roles overlapping with those of multiple classes, while not being better at any of those. Pyro needs his own thing that he can excel at that's not setting spies ablaze or generally killing people because that proved to not be enough even if you make him absolutely amazing at both.
All these fucking engies popping up more and more with that tele trap spot on Upward. Even the ones on Blu are doing it, for fuck's sake.
The thing with Mannpower is that its literally just a goof. From what we can tell, it isn't Valve's main focus at all and was just made to show Tourists at the offices. (For years now people who've visited Valve have said they played a "unique fun goofy gamemode", most likely this.) It was most released as a last second decision, as it was literally less than a month after EOTL, as a hold-over update for people angry over EOTL, so they could focus more on technical stuff like the Taunt and Maps workshop, and Comp matchmaking.
[QUOTE=K4ZMA;47900197]All these fucking engies popping up more and more with that tele trap spot on Upward. Even the ones on Blu are doing it, for fuck's sake.[/QUOTE] Wasn't that fixed? Unless you're talking about a new spot I don't know about
[QUOTE=Snowshoe;47899475]pyro's options of attack are severely limited once you take the degreaser out of the equation. the lack of faster weapon switch speed hurts his combos immensely. so your main methods of killing people end up being: - w+m1 at people - wait behind a corner and then w+m1 at people at this point you become a dedicated sentry defender/spy killer, or semi-effective at ambushing completely oblivious players.[/QUOTE] maybe you should stop playing pyro because you're obviously bad at the easiest fucking class in the game
[QUOTE=Snowshoe;47899475]durrrr[/QUOTE] [t]https://wiki.teamfortress.com/w/images/thumb/2/2d/RedFlaregun.png/250px-RedFlaregun.png?t=20111211063125[/t]
[QUOTE=Scizor;47900545]Wasn't that fixed? Unless you're talking about a new spot I don't know about[/QUOTE]The corner in the tunnel after the first point. I know there was another one underneath the cliff.
[QUOTE=Crash155;47900721]maybe you should stop playing pyro because you're obviously bad at the easiest fucking class in the game[/QUOTE] [img]https://wiki.teamfortress.com/w/images/e/e6/Engineerava.jpg?t=20110422222431[/img]
[QUOTE=Oizen;47901654][img]https://wiki.teamfortress.com/w/images/e/e6/Engineerava.jpg?t=20110422222431[/img][/QUOTE] Engineer is actually one of the most difficult classes to play. Unsupportive teams most of the time. Glass cannon sentry that can be taken down stupidly easy. Spies and other classes get crits just by looking at you. Unless you're using minisentry, or in a cluster of engineers, then it's easy.
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