Even after all these years, I'm still sick of Pyros. I know people say "just keep your distance" - but it's not easy on small maps. Seriously, every corner.
[QUOTE=Talvy;53054998]After all these years, I'm still sick of Pyros. I know people say "just keep your distance" - but it's not easy on small maps. Seriously, every corner.[/QUOTE]
What class do you play curiously? Usually in my experience even the shotgun can out-DPS the flames of a flame thrower if you land the hits. Sure, you'll probably die from the afterburn, but at least the Pyro got fucked as well. It's the main reason why I run shotgun on Soldier.
As a soldier main, I don't mind any of the Rocketlaunchers, I think they're all good if they are used well.
even though everybody hated LL v1, it still had a straight forward design, purpose and downside. it wasn't a mutated gun full of nonsense
[QUOTE=qubestf2;53055045]As a soldier main, I don't mind any of the Rocketlaunchers, I think they're all good if they are used well.[/QUOTE]
As another soldier main, I can definitely conclude that the direct hit (and liberty launcher, but that's more of a crutch for missed shots/killing light classes) needlessly terrorizes the rest of the class lineup.
"Lets make a weapon that punishes jumping at someone with it with minicrits on top of the already big damage, as well as making airshots laughably easy with the incredibly fast projectile speed."
Clearly valve has never played ultiduo.
[QUOTE=Talvy;53054998]Even after all these years, I'm still sick of Pyros. I know people say "just keep your distance" - but it's not easy on small maps. Seriously, every corner.[/QUOTE]
And now you have to deal with jetpack pyros. Yes, I know any competent player would shoot that pyro out of the sky the second they heard the launching sound. However in valve servers/pubs you might as well walk back to spawn, especially if your playing a support class.
[QUOTE=C. Blades;53055118]As another soldier main, I can definitely conclude that the direct hit (and liberty launcher, but that's more of a crutch for missed shots/killing light classes) needlessly terrorizes the rest of the class lineup.
"Lets make a weapon that punishes jumping at someone with it with minicrits on top of the already big damage, as well as making airshots laughably easy with the incredibly fast projectile speed."
Clearly valve has never played ultiduo.[/QUOTE]
Are you for real?
i fucking hate the reflective black on the plaid potshooter MK.II skin, I wish they would've used the homemade heater skin for an MK.II instead
What paint should I use on a shotgun for Pyro with a coffin nail flamethrower? Leaning towards cabin fevered.
[QUOTE=qubestf2;53055131]Are you for real?[/QUOTE]
What's wrong about his statement?
[QUOTE=Blackavar;53055149]What's wrong about his statement?[/QUOTE]
as much as the DH can be hell to deal with in the hands of the competent, it is fully justified as loss of splash is just that big of a deal.
Honestly I praise anyone who can use the DH efficiently. I can't use that thing for the life of me. I am forever a stock RL guy.
[QUOTE=qubestf2;53055131]Are you for real?[/QUOTE]
Yes. There's a reason the thing's called the direct airshot. Overall the idea behind the weapon is fine, but it's frustrating due to how over-rewarding it can be in certain situations.
Getting bombed and can't deny? Can't predict jumpers contesting high ground?
Break out this thing and minicrit the fuck out of someone with the vastly easier ability to hit airshots, and almost guaranteed destruction when you do!
And you get to slap the dick out of light classes/is a simplistic counter for heavy, but that's less the problem here than it being a crutch for denying explosive jumping.
[QUOTE=C. Blades;53055170]Yes. There's a reason the damn thing's called the direct airshot. Overall the idea behind the weapon is fine, but it's frustrating due to how over-rewarding it can be in certain situations.
Getting bombed and can't deny? Can't hold spire or high ground?
Break out this thing and minicrit the fuck out of someone with the vastly easier ability to hit airshots, and almost guaranteed destruction when you do!
And you get to slap the dick out of light classes/is a simplistic counter for heavy, but that's less the problem here than it being a crutch for denying explosive jumping.[/QUOTE]
And yet nobody uses it in 6s
[QUOTE=Zadrave;53055185]And yet nobody uses it in 6s[/QUOTE]
Because splash damage is a big deal, and nobody will hit those shots all the time. But it's amazing at 1v1s, and it trashes slower classes like Heavy and Engineer, which is annoying but not overpowered (a problem with balance widespread in TF2). Not to mention airshot ease.
[QUOTE=Blackavar;53055190]Because splash damage is a big deal, and nobody will hit those shots all the time. But it's amazing at 1v1s, and it trashes slower classes like Heavy and Engineer, which is annoying but not overpowered (a problem with balance widespread in TF2). Not to mention airshot ease.[/QUOTE]
I would think the direct hit would be the most noticably problematic in 6's due to the lower player count of the server. Since the likely hood of running into groups I would presume would go up when more players entered the server. Which would of course enturn make the splash damage penalty more transparent and noticeable against the direct hit. If they're not using it in 6's, wouldn't that suggest that it's not as good as people make it out to be?
Then again you have cases like the Soda Popper where it was ignored till someone started playing with the thing and found out even without the minicrits it out damaged the stock scattergun in the long run.
[QUOTE=JRichter;53055216]What was the best era for TF2? I say 2011-2012.[/QUOTE]
1996-1999 when it was only a mod for quake 1 lol =P j/k
Luckily the only time you should ever been in a 1v1 situation is if you're overextending, taking a route on a map nobody uses, or are in MGE.
[QUOTE=Zadrave;53055185]And yet nobody uses it in 6s[/QUOTE]
Apparently people did, because it was banned during Season 26 of ETF2L 6s.
What was the best era for TF2? I say 2011-2012.
[QUOTE=C. Blades;53055213]Apparently somebody did, because it was banned during Season 26 of ETF2L 6s.[/QUOTE]
[I]Everything[/I] is banned there. That's hardly an argument. :v:
[QUOTE=JRichter;53055216]What was the best era for TF2? I say 2011-2012.[/QUOTE]
2018
[QUOTE=Fraklin;53054334]Happy MLK day everyone![/QUOTE]
I'll never forget those famous words: " I have a dream of no random crits."
[QUOTE=JRichter;53055216]What was the best era for TF2? I say 2011-2012.[/QUOTE]
in my opinion, it's mid 2009 to late 2010. it was the time I first got the game (july 3, 2009 was when I joined).
[QUOTE=Jonii;53054421]Makes sense to me. I can see why it has so little overheal. I imagine it would stretch fights but wouldn't it also encourage aggression in situations where normally both teams would sit on either side of last building uber?[/QUOTE]
unfortunately having less overheal and higher healing rate pretty much always means you are always playing defensively. Having bad overheal means your jumping soldiers make less room and get less done, while a high healing rate incentivises you to bubble round your medic. The blast jumping isn't really useful outside of mids, you can usually win the mid, but then what?
The problem with the quick fix is that you can't get through chokes with it, no overheal and stickies kill you immediately, which means it's worthless for pushing at all. Remember, heal rate does nothing against snipers or even 2 soldiers holding close. Getting through a choke with quick fix is purely poor play on the other teams behalf
people have said that kritz counters it, but unfortunately this also isn't true because kritz is very easy to counter if read, and if you run it permanently teams will read you every time. Since the sticky nerf it's not reliably possible to use from long range
what it can do is jump your medic to safety and make a heavy basically invulnerable, which really limits the attacking team to going sniper. Sniper slows the game down a lot, and is responsible for a lot of the stalemates seen in top level tf2
so on one side you have a team who has a game plan of 'wait for the other team to screw their push up, or try to trade with us' which is a sketchy game plan in the first place
then on the other side the other teams game plan is 'wait till they try to go through choke, then kill them' usually with stickies or a sniper
and so you can kind of see what the issue turns into. It's basically a more extreme version of what the regular stalemate problem is, except in this case, the punishment for walking into their gameplan is about 3x worse and almost definitely results in you losing a round immediately
it's hard to solve, because no matter how you buff/nerf it, using the quickfix, as long as it only heals, will always struggle to push which will always slow the game down which will always result in it being banned
[QUOTE=C. Blades;53055213]Apparently people did, because it was banned during Season 26 of ETF2L 6s.[/QUOTE]
it wasn't, last time DH was banned in etf2l was in season 19, when all rocket launchers except stock and black box were banned, back when etf2l banned every weapon that wasn't considered a plus for the game. It was unbanned at the same time the other rocket launchers were. It's never been considered good in etf2l let alone op enough to be banned, except for straight after release where it was limited to 1. It was banned after that thanks to a bug that meant it mini critted on stairs im p sure
Right after that we moved to EQ/gunboats/pain train and medic unlocks only. Not to say it's never been banned, but saying it was banned due to its power is a stretch if not a total misrepresentation
that's not to say it isn't much better on pubs than it is on 6s though, but I wouldn't know shit about that, I'm just here to give out 6s information :-)
[QUOTE=Zadrave;53055217][I]Everything[/I] is banned there. That's hardly an argument. :v:[/QUOTE]
etf2l uses the global whitelist for over a year now :/
actually s26 itself was played under global wl..
Standin needs to be used as the model for every future CP map.
[QUOTE=Lord Exor;53055297]Standin needs to be used as the model for every future CP map.[/QUOTE]
Why? I don't know the general opinion on Standin but it's probably bad.
I'm already missing the regular updates with bugfixes we used to get after Jungle Inferno. It was something nice to look forward to, but having no signs of them other than the vague "we might get comp" gets a little bit stagnating.
[QUOTE=JugadorXEI;53055310]I'm already missing the regular updates with bugfixes we used to get after Jungle Inferno. It was something nice to look forward to, but having no signs of them other than the vague "we might get comp" gets a little bit stagnating.[/QUOTE]
we're obviously back to "see you in 8 months" mode
[QUOTE=C. Blades;53055170]Yes. There's a reason the thing's called the direct airshot. Overall the idea behind the weapon is fine, but it's frustrating due to how over-rewarding it can be in certain situations.
Getting bombed and can't deny? Can't predict jumpers contesting high ground?
Break out this thing and minicrit the fuck out of someone with the vastly easier ability to hit airshots, and almost guaranteed destruction when you do!
And you get to slap the dick out of light classes/is a simplistic counter for heavy, but that's less the problem here than it being a crutch for denying explosive jumping.[/QUOTE]
No, I mean, are you kidding? Valve never played ultiduo? Ofcourse they haven't lol, why would they start balancing weapons over unofficial gamemodes?
JI was touted as "2-3 updates worth of content" but after a handful of months we're pretty much back to "I hope something big happens soon".
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