• TF2 Chat and Speculation V5 - Merry Skinssmas
    5,003 replies, posted
[QUOTE=Punchy;53055366]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".[/QUOTE] I feel like that happens with every major update though. Even when they first introduced MvM the hype of it pretty much died within a month.
[QUOTE=Zadrave;53055374]I feel like that happens with every major update though. Even when they first introduced MvM the hype of it pretty much died within a month.[/QUOTE] That happens every major update because no major update has delivered major content on a longlasting scale (competitive ladder, role shifting weapons) in a long time. MvM hype rode out quite well for a year. the average player probably lost interest but it remained a populated mode for some time.
[QUOTE=Punchy;53055366]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".[/QUOTE] "I hope they nerf pyro" is the only thing on my mind rn :(
[QUOTE=qubestf2;53055396]"I hope they nerf pyro" is the only thing on my mind rn :([/QUOTE] It won't happen, people are enjoying the lack of balance too much. Threads on the front page of r/tf2: "No pyro is not overpowered"
I hope they fix the flames glitching out when running forward or into walls.
[QUOTE=C. Blades;53055410]It won't happen, people are enjoying the lack of balance too much. Threads on the front page of r/tf2: "No pyro is not overpowered"[/QUOTE] "overpowered" is a big word. i'd rather call it a big mess of nonsense phlog could use -75% range too lmao
What do y'all think of the Loch-n-Load?
I have to take constant breaks because of pyro now. I'm still seeing 5 pyros on my team in casual and a similar number on the enemy team every other match, with at least 2 or 3 pyros on each team every map. It hasn't gotten any better for some reason now like people said it would once everyone does their contracts. [t]https://cdn.discordapp.com/attachments/337819320535089152/402607801597296641/pjvwcn5uaaa01.jpg[/t] The jetpack isn't THAT good but it's just another stupid thing I have to worry about getting killed by constantly because pyros can now be anywhere they want to be and kill you in one second with ridiculous flame damage. My brain has to work in overtime calculating every single way a pyro could get to me and kill me in a little over a second. It's pretty much the only class I consistently get killed by. I've started coming up with specifically anti-pyro loadouts like huntsman sniper with danger shield and shahanshah just to bully pyros.
[QUOTE=Kincaid1;53055429]What do y'all think of the Loch-n-Load?[/QUOTE] faster pipes will never not-be easier to use, so it's still a gun people use to be a lame-ass with even though the gun has no distinguishable purpose or role anymore.
Just make it same as stock but shoots 25% faster, two shots and reloads like the force-a-nature/soda popper. For quick double taps but worse for spam.
[QUOTE=C. Blades;53055410]It won't happen, people are enjoying the lack of balance too much. Threads on the front page of r/tf2: "No pyro is not overpowered"[/QUOTE] I've been avoiding r/tf2 , most people there don't even know what they're talking about. My quitting point was when someone there said Soldier's rocketjumping should be nerfed because it takes too much practice to learn.
[QUOTE=Hell-met;53055434]faster pipes will never not-be easier to use, so it's still a gun people use to be a lame-ass with even though the gun has no distinguishable purpose or role anymore.[/QUOTE] I mean I'm very sure it's meant to be the Direct Hit for the Demoman. That does give it a role in a way.
[QUOTE=JugadorXEI;53055454]I mean I'm very sure it's meant to be the Direct Hit for the Demoman. That does give it a role in a way.[/QUOTE] every GL is a "Direct Hit", though? rollers are never anything more than a "bonus attack" so the lack of them isn't nearly as important as the lack of rocket splash
[QUOTE=JugadorXEI;53055454]I mean I'm very sure it's meant to be the Direct Hit for the Demoman. That does give it a role in a way.[/QUOTE] It was actually meant to be anti-sentry weapon AFAIK.
[QUOTE=Kincaid1;53055429]What do y'all think of the Loch-n-Load?[/QUOTE] Honestly, all I want out of it is pipes with the further distance traveled perks... Take the grenade launcher + Increase travel distance without increasing speed ( someone suggested gravity effected pills ) - Pills that hit normal surfaces shatter like normal None of that faster pill bullshit because that's why people hate it in the first place...
[QUOTE=Kitt Stargaze;53055466]Honestly, all I want out of it is pipes with the further distance traveled perks... No faster pill speed bull shit No damage increase on anything Normal clip size as stock Longer pill arc Non direct hits will shatter on surface... I would probably use it then lol...[/QUOTE] What do you mean longer arc? It can't go farther if it doesn't move faster.
[QUOTE=Kincaid1;53055470]What do you mean longer arc? It can't go farther if it doesn't move faster.[/QUOTE] Someone suggested that the pills it has lower gravity to increase the distance it travels. It'll probably just be situationally useful, but that's what a side grade is suppose to be. Not to trump the stock, but have a situation where it excels in that the stock doesn't. Also, since the pills will still shatter when contacting with surfaces, how the gravity effects rollers is a non-issue since they pretty much don't exist... On a side note, is there any good fixes to preventing flame particles from breaking like seen in the screenshot below? [t]https://steamuserimages-a.akamaihd.net/ugc/919165637694904016/5822EE98F72E7F7C4C4346F06152E4F63A7EEA7F/[/t] It's a pretty rare occurance, and I've actually seen it happen in other games as well. But I was just curious is all. Looks like a cluster of messed up particles...
[QUOTE=Hell-met;53055459]every GL is a "Direct Hit", though? rollers are never anything more than a "bonus attack" so the lack of them isn't nearly as important as the lack of rocket splash[/QUOTE] Oh absolutely, but much like the Direct Hit, you have to rely on hitting pipes (which should be easier) in order to be even remotely useful with the weapon. You can't rely on rollers (nobody really ever relies on them though) to do even a slight bit of damage even if you miss. Also, like qubestf2 said: [QUOTE=qubestf2;53055460]It was actually meant to be anti-sentry weapon AFAIK.[/QUOTE] And like the Direct Hit, it's pretty good at that.
Is Rack still unboxable in Unusual quality? I don't think the amount of Unusual ones changed for months now.
To those who think DH is completely fine, when is Heavy going to get a weapon that lets him counter it?
[QUOTE=qubestf2;53055460]It was actually meant to be anti-sentry weapon AFAIK.[/QUOTE] which is kinda redundant since stock is already pretty good vs buildings, and stickys already shit on engineer.
[QUOTE=Blackavar;53055487]To those who think DH is completely fine, when is Heavy going to get a weapon that lets him counter it?[/QUOTE] I fuck up all the direct hit plebs with Tomislav. Don't see any problem. The spin up time and accuracy combined with proper movement really plays well in situation against a dh soldier.
[QUOTE=Blackavar;53055487]To those who think DH is completely fine, when is Heavy going to get a weapon that lets him counter it?[/QUOTE] stock can 3shot heavies too, what's different about DH? and yeah tomislav is a straight upgrade to stock minigun so heavy isn't completely innocent either
[QUOTE=Blackavar;53055487]To those who think DH is completely fine, when is Heavy going to get a weapon that lets him counter it?[/QUOTE] considering the minigun can deal well over the soldier's health in 1 second at medium range (up to 300) and the direct hit can only fire once in that span of time (dealing 110 base damage, give or take a bit more with ramp-up), I think Heavy's fine in that matchup, especially since the direct hit can't actually abuse splash around cover like the other launchers and still requires 3 rockets to secure the kill if a Heavy loses that fight he's outnumbered, out of position or simply not reacting quickly enough despite a statistical advantage in damage output and health pool.
[QUOTE=qubestf2;53055502]I fuck up all the direct hit plebs with Tomislav. Don't see any problem. The spin up time and accuracy combined with proper movement really plays well in situation against a dh soldier.[/QUOTE] Okay. Want to play some Ammomod MGE, wait for the overheal to subside, and see who wins while we each stand still and hug the fence? I can give you a spoiler over who will prevail if you want.
[QUOTE=Contra132;53055512]considering the minigun can deal well over the soldier's health in 1 second at medium range (up to 300) and the direct hit can only fire once in that span of time (dealing 110 base damage, give or take a bit more with ramp-up), I think Heavy's fine in that matchup, especially since the direct hit can't actually abuse splash around cover like the other launchers and still requires 3 rockets to secure the kill if a Heavy loses that fight he's outnumbered, out of position or simply not reacting quickly enough despite a statistical advantage in damage output and health pool.[/QUOTE] I actually would agree that the splash damage difference means the soldier will have to put himself in harms way to better land his rockets as well over stock. Where can can abuse cover and hit the heavy indirectly with little to no worries about being retaliated on when comparing stock and direct hit as well.
[QUOTE=Contra132;53055512]considering the minigun can deal well over the soldier's health in 1 second at medium range (up to 300) and the direct hit can only fire once in that span of time (dealing 110 base damage, give or take a bit more with ramp-up), I think Heavy's fine in that matchup, especially since the direct hit can't actually abuse splash around cover like the other launchers and still requires 3 rockets to secure the kill if a Heavy loses that fight he's outnumbered, out of position or simply not reacting quickly enough despite a statistical advantage in damage output and health pool.[/QUOTE] A DH Soldier can easily cornerspam (peeking out from a corner and shooting a rocket at a target) out a Heavy. The DH's rockets move fast enough that the Heavy can't do anything in that matchup. It's the same reason why he's hard-countered by Demoman.
[QUOTE=Punchy;53055379]That happens every major update because no major update has delivered major content on a longlasting scale (competitive ladder, role shifting weapons) in a long time. MvM hype rode out quite well for a year. the average player probably lost interest but it remained a populated mode for some time.[/QUOTE] MvM would've stayed popular longer if Valve actually bothered to update it more.
[QUOTE=Blackavar;53055524]A DH Soldier can easily cornerspam (peeking out from a corner and shooting a rocket at a target) out a Heavy. The DH's rockets move fast enough that the Heavy can't do anything in that matchup. It's the same reason why he's hard-countered by Demoman.[/QUOTE] that would be the "out of position" bit he talks about
[QUOTE=Lord Exor;53055519]Okay. Want to play some Ammomod MGE, wait for the overheal to subside, and see who wins while we each stand still and hug the fence? I can give you a spoiler over who will prevail if you want.[/QUOTE] [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?[/QUOTE] Literally said that couple hours ago. Stop talking about MGE, we're talking about normal gameplay situations here. Maybe Valve should just start balancing tf2 by just testing everything in mge and ammomod, because you know, who cares about the ACTUAL real time gameplay.
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