The thirst is real:
[url]https://scrap.tf/auctions/AIXS20[/url]
[url]https://scrap.tf/auctions/E6Q0J9[/url]
Why the hell are newer listings listed first on the market when there's multiple items at the same price? Why should people who have been waiting the longest for a sale get the least visibility? Somebody could easily have a bot re-list their item every hour or so and always be at the top.
[QUOTE=qubestf2;53067510]I mean yeah, I agree, crossbow just overtakes all Medic primaries. But I guess more people would use needle guns if they were as good as "crossbows"? I'll say it as a joke, but if needle guns could heal people 5 hp per needle while kritz, imagine kritzed medic raining down needles on teammates lmao. I know It sound stupid, but I just wish Valve could somehow change the needle guns. They're extremely hard to aim with and barely deal any damage If you are lucky to hit someone with them. They really need new mechanic to them.[/QUOTE]
Needle Gun user here, it's all about tracking the enemy and based on my observation, it is easier to do that as ppl are too much used to the crossbow. Thanks to spending days of playing Quake Champions with Super Nailgun i can dish out loads of damage with that thing than the crossbow.
EDIT: Also that idea is silly and just makes it op.
[QUOTE=Kitt Stargaze;53068666]That's one thing I never really understood about the syringe guns in TF2... Was having them arc for a sake of realism or something? The older games the medic ran with a Super Nailgun, which shot the nails in a similar fashion ( although, no spread at all ) in a straight line. Don't really see why Valve would had to have changed it... Unless maybe if was effective at quickly killing stationary targets like engineer buildings or something I dunno... Or maybe realism, since I can't see a real Syringe Gun actually shooting syringes out that far without them falling to the floor lol.[/QUOTE]
Funny thing is, it didn't change anything other than just aim a little higher and watch the Engineer panic.
[QUOTE=TheBorealis;53068927]Is there a list anywhere of pictures of TF2's main menu through the years? Would like to see the different versions throughout TF2's history.[/QUOTE]
There’s this, but it only goes back to 2010.
[url]https://wiki.teamfortress.com/wiki/File:GUI_Main_menu.png[/url]
[QUOTE=JugadorXEI;53069886]I'm curious, why do you think these are bad changes? I'm not saying they are [I]good[/I] changes, and not even the cloak's damage resistance and status reduction is stated anywhere, but I never see anywhere why they're bad other than they're "dumb".
Afterburn reducing healing is only really effective against level one dispensers, so it's not that even useful in the first place...[/QUOTE]
20% damage resistance on cloak is silly in the same way the Dead Ringer is silly--it bestows an intentionally fragile class, one meant to be stealthy, with the ability to tank. A good Spy can use cloak resistance to escape a situation where he should probably have died due to being detected.
Now, I'm not saying stealth classes are fun to fight against, or that the Spy by design is a particularly strong concept, but lazy patch jobs like these to help the Spy become less risky and more effective are not particularly sound. Spy needs to be completely rethought.
I just want more gadgets that reward clever positioning that benefit your team more than the spy himself.
Gimme a tranq gun that highlights a single target whilst showcasing their health and ubercharge (if medic), be it building or enemy whilst leaving the enemy unaware as it deals no damage. Give it a unique sound effect so an observant player can hear it.
Gimme a deployable radar that is fragile with 1 health that marks enemies in a radius akin to sentrygun's radius, but gives out a unique sound effect so enemies know if it's nearby.
Gimme a cloak that is slow, loud to cloak and decloak but allows you to receive no damage and no flicker while cloaked. Can walk through enemies and projectiles unharmed, but uncloaking in an enemy or building just insta-gibs you.
Anything to just give me more ways to take on a situation, to be useful to my team than just a suicidal medic backstabber.
the reason the invis clock has a dmg resistance now is so you arent forced to run the DR in maps which have chokes you are essentially forced to go through, which is fine if you ask me
[QUOTE=Fluury;53070494]the reason the invis clock has a dmg resistance now is so you arent forced to run the DR in maps which have chokes you are essentially forced to go through, which is fine if you ask me[/QUOTE]
Better solution, fix the maps where you have chokes you're forced to go through so there aren't chokes you're forced to go through
[QUOTE=Mort Stroodle;53070497]Better solution, fix the maps where you have chokes you're forced to go through so there aren't chokes you're forced to go through[/QUOTE]
valve should hire a team of community mappers to go and remake all of the old maps
[QUOTE=Fluury;53070494]the reason the invis clock has a dmg resistance now is so you arent forced to run the DR in maps which have chokes you are essentially forced to go through, which is fine if you ask me[/QUOTE]
if a map has literally zero other way than into a choke, then the problem is with the map, not with the spy that tanks a quickscope.
even dustbowl and 2fort have very minimal alternate routes...
Has Valve ever explained why they won't release their Ms. Pauling or Saxton Hale models to the public?
Choke points should be forcibly removed from every map in the game, and Valve shouldn't accept any more maps that feature them.
[QUOTE=Hell-met;53070537]if a map has literally zero other way than into a choke, then the problem is with the map, not with the spy that tanks a quickscope.
even dustbowl and 2fort have very minimal alternate routes...[/QUOTE]
There are many maps, even modern, that end up in situations where the spy has to go through a firefight with no alternative options. Prior your only option was the Dead Ringer, but now the normal invis-watch is also a viable alternative to pass through such firefights.
Goldrush Stage 2 Point 1 as an example; Literally no flank routes, nada. Gotta pass through that door. There are more forced chokes than youd think.
[QUOTE=Lord Exor;53070614]Choke points should be forcibly removed from every map in the game, and Valve shouldn't accept any more maps that feature them.[/QUOTE]
But, like every map in the game has them, even competitive friendly maps like Badlands and Process. But widening annoying choke points/adding more routes would be nice.
[QUOTE=Fluury;53070618]There are many maps, even modern, that end up in situations where the spy has to go through a firefight with no alternative options. Prior your only option was the Dead Ringer, but now the normal invis-watch is also a viable alternative to pass through such firefights.
Goldrush Stage 2 Point 1 as an example; Literally no flank routes, nada. Gotta pass through that door. There are more forced chokes than youd think.[/QUOTE]
Yes, that's because gold rush is a shitty garbage map. It's better to tackle the issue of shitty map design by fixing maps, not by giving classes abilities to band-aid the problem. If a map lacks flank routes that map needs to be fixed.
[QUOTE=Fluury;53070618]Goldrush Stage 2 Point 1 as an example; Literally no flank routes, nada. Gotta pass through that door. There are more forced chokes than youd think.[/QUOTE]
errr, the tunnel on left side?
[QUOTE=TheBorealis;53070620]But, like every map in the game has them, even competitive friendly maps like Badlands and Process. But widening annoying choke points/adding more routes would be nice.[/QUOTE]
Where are the choke points on Harvest and Hightower? Or Suijin and Doomsday? Or Standin and Nucleus? Every map that features choke points is bad.
[QUOTE=Lord Exor;53070685]Where are the choke points on Harvest and Hightower? Or Suijin and Doomsday? Or Standin and Nucleus?[/QUOTE]
Half of those are koth maps, which have a general design that tends to not have many chokes, the rest of those maps are large and open. The most played modes besides koth (A/D. 5CP and Payload) have a map design that basically requires at least some choke points.
And those are all the worst game modes in TF2, including CTF which you failed to mention.
So Exor hates every gamemode now?
[QUOTE=Lord Exor;53070698]And those are all the worst game modes in TF2, including CTF which you failed to mention.[/QUOTE]
Wat, you just like koth, payload race, and domination cp in TF2?
[QUOTE=Rajikaru;53070703]So Exor hates every gamemode now?[/QUOTE]
We're talking about a guy who apparently spends most of his time on a 32 player instant respawn Hightower server.
[QUOTE=TheBorealis;53070704]Wat, you just like koth, payload race, and domination cp in TF2?[/QUOTE]
Yeah pretty much, and that's not exactly news. A movement-based shooter should encourage ambulation around the entire map, not funnel players through deadly sieves like pigs to the slaughter.
[QUOTE=CyclonatorZ;53070715]We're talking about a guy who apparently spends most of his time on a 32 player instant respawn Hightower server.[/QUOTE]
It isn't instant respawn. If you're going to attempt to make a pointless jab at me, at least use accurate information.
[QUOTE=Lord Exor;53070685]Where are the choke points on Harvest and Hightower? Or Suijin and Doomsday? Or Standin and Nucleus? Every map that features choke points is bad.[/QUOTE]
lmao every map you just listed ranges from mediocre to garbage. I think if a map focuses so hard on choke points that cloaked spies are forced to tank damage to get behind the enemy, there's definitely a flaw in the map design there, but going to the other side of the spectrum and only accepting the bottom tier zero teamwork spawncampy DM jerkoff fests as good maps is missing the mark so badly I'm kind of speechless. Imagine considering A/D, 5CP, and payload to be the worst gamemodes in the game, and considering [I]hightower[/I] to be the design we should strive for.
[editline]21st January 2018[/editline]
Also hightower has arguably the worst chokepoint in the entire game so idk what the fuck you're even going on about
Hmm, no. Hightower makes for a great deathmatch map, but for general objective-focused gameplay, I would rather use Domination CP as the model.
[QUOTE=Lord Exor;53070732]Hmm, no. Hightower makes for a great deathmatch map, but for general objective-focused gameplay, I would rather use Domination CP as the model.[/QUOTE]
Domination CP upsets one of the core aspects of TF2, overtime and "you don't win or lose if capping is in progress". I've not played Standin much so I don't have much opinion on it, but I'd imagine it's just too different for people.
edit: added second quote mark
[QUOTE=Lord Exor;53070685]Where are the choke points on Harvest and Hightower? Or Suijin and Doomsday? Or Standin and Nucleus? Every map that features choke points is bad.[/QUOTE]
For most of these, the capture point itself is the choke point.
I hate Suijin in particular for this reason, you can just spam projectiles in the general direction of the point and they'll still hit people because of how cramped it is.
In Hightower the parts where the cart falls back if nobody touches it might as well be called choke points. Same for Doomsday.
I don't have to move through that area to travel around the map however.
[QUOTE=Lord Exor;53070754]I don't have to move through that area to travel around the map however.[/QUOTE]
But you do generally want to be going in the direction of those chokeish capture points/the cart, unless you're a Spy or flanking, to capture the point/push the cart or defend the point/cart
[QUOTE=Lord Exor;53070732]Hmm, no. Hightower makes for a great deathmatch map, but for general objective-focused gameplay, I would rather use Domination CP as the model.[/QUOTE]
Standin is the best of the maps you listed imo, but it's still a bit of a clusterfuck where there's no clear front line. Pushes don't feel anywhere near as satisfying when you're constantly being back-capped and no real progress can be made. It's a fun gamemode in moderation but it really don't do anywhere near as good a job of encouraging teamwork as better-designed gamemodes like Payload and linear CP. On payload, an entire team works together to fight the entire enemy team. There's a good mix of DM on the sidelines and focused team pushes through the center. All classes get decent representation, medics have a chance to build uber, engineers have a chance to set up defenses. Matches ebb and flow with each team gaining and losing ground, you're fighting on new terrain as the match proceeds, and when you push into the last point it genuinely feels like an accomplishment. On standin, there's some kind of vaguely objective based 3v3 fights going on all over the map, and eventually one team just kind of wins.
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