[QUOTE=Blackavar;52970126]Pellet spread on weapons like the Minigun is a weird topic. The point of the weapon should be to always aim for center mass, but in games like CS:GO where spray isn't random, you can aim the weapon based on the non-random spray, and it's as if there is no spread at all, something I'm not in support of.[/QUOTE]
If you compare TF2 and CSGO, TF2's random spread is closer to weapon accuracy in CSGO than spread, csgo's implementation of rng is good, luck is still involved, or rather being unlucky, while it is annoying, it's the only way the team found to both discourage running and gunning while giving sniper rifles an edge over other rifles, which imo makes rng a good thing as it serves a legitimate purpose
Guys, stop arguing with ASIC. He doesn't get it and he's never going to. Just let him have his bad opinions on crits and move on with your lives.
[QUOTE=Contra132;52970479]Guys, stop arguing with ASIC. He doesn't get it and he's never going to. Just let him have his bad opinions on crits and move on with your lives.[/QUOTE]
On the first day of Smissmas my forum gave to me
A full fledged crit debate
Oh, also. Even if every other weapon in the game gets random crits removed, I insist that the Holiday Punch always have them. No fair cock blocking Fat Spy. /s but not really /s.
[QUOTE=Ultravod;52970704]Oh, also. Even if every other weapon in the game gets random crits removed, I insist that the Holiday Punch always have them. No fair cock blocking Fat Spy. /s but not really /s.[/QUOTE]
No o
[QUOTE=Hell-met;52970345]i'd love to see a rocket or pipe trigger that.[/QUOTE]
Yeah, why can't ranged 100 dps weapons knock people back better than a feature designed exclusively to knock things back? >:(
[QUOTE=Darth_Toast;52970727]Yeah, why can't ranged 100 dps weapons knock people back better than a feature designed exclusively to knock things back? >:([/QUOTE]
Except he's saying he wants airblast to be on the same knockback level as explosive knockback, and not the insane pre-baked knockback it's still using.
But cool zinger I guess
There's a bots going on casual servers, named "watchmyprofilevideo" and they micspam christan stuff
why
[QUOTE=DrCactus;52970779]Except he's saying he wants airblast to be on the same knockback level as explosive knockback, and not the insane pre-baked knockback it's still using.
But cool zinger I guess[/QUOTE]
I was making a mocking exaggeration by whining that the airblast (designed to be a knockback) is now on a higher level of knockback than some stock weapons (which have knockback as a side result). My point was that I'm fine with the knockback being much better / crazier as it is now.
[sp]Sorry, I'm in a terrible mood and seeing pages upon pages of arguments isn't helping, I really should be expressing my opinions without being so toxic. [/sp]
[QUOTE=Darth_Toast;52970859]I was making a mocking exaggeration by whining that the airblast (designed to be a knockback) is now on a higher level of knockback than some stock weapons (which have knockback as a side result). My point was that I'm fine with the knockback being much better / crazier as it is now.
[sp]Sorry, I'm in a terrible mood and seeing pages upon pages of arguments isn't helping, I really should be expressing my opinions without being so toxic. [/sp][/QUOTE]
nobody ever complains about damage knockback because its easily learnable, is only strong when aimed properly. it's super simple and fair for both sides. It's the same mechanic that has been consistent for generations since doom1 up to today.
it's not healthy at all for the scorch/LC/loose/shortstop/AB to be all using different quirks of knockback for a game that tries its hardest to be "simple and welcoming".
so no I don't agree it's a good thing for airblast to (still) behave way different from 95% other weapons. but I do admit it's an okay improvement compared to the cancer we had for years.
I would also argue valve wants to have consistent mechanics for their games but that'd probably be a blatant lie.
you are all homosex
[highlight](User was banned for this post ("Shitpost" - Kiwi))[/highlight]
[QUOTE=casass;52971043]you are all homosex[/QUOTE]
do like me some dudes
[QUOTE=Contra132;52971045]do like me some dudes[/QUOTE]
A typical spy main, ladies and gentlemen.
[QUOTE=Johnny Joe;52971098]A typical spy main, ladies and gentlemen.[/QUOTE]
a back is a back
[video=youtube;OkZ8DyTqE5s]https://www.youtube.com/watch?v=OkZ8DyTqE5s[/video]
Just wanted to make sure people are still aware of this, I haven't heard too much about it recently. Clearly still a bug, although not too major.
[QUOTE=Johnny Joe;52971098]A typical spy main, ladies and gentlemen.[/QUOTE]
I thought that was Pyro mains [sp]and I lead an example[/sp]
[QUOTE=Zadrave;52971273]I thought that was Pyro mains [sp]and I lead an example[/sp][/QUOTE]
As a Medic main who thoroughly enjoys shoving his Medigun (see: penis) up the asses of fellow teammates, I think you guys are all wrong.
As a Heavy main....
[B]Penis.[/B]
[QUOTE=Hell-met;52970218]the "aimable" thing is not really true. No special care is required at all to pull an effective push, it's exactly like before. you don't actually need to duck or aim upward where you want them to go. just do exactly the same thing as before and people will slide 10 meters backward.[/QUOTE]
I think reducing the duration of the 'lost footing' condition (which reduces your friction by 90%) from 0.5s to ~0.2s would help encourage [URL="https://gfycat.com/KindMixedCaudata"]aiming up when airblasting to maximise distance.[/URL]
There is an incentive to do so already, but it's a pretty small difference in my opinion.
It would also be nice if they accounted for where a Pyro is aiming when calculating airblast pitch (horizontal direction). So that [URL="https://gfycat.com/ScratchyPertinentBeardeddragon"]instead of this[/URL], we get something more [URL="https://gfycat.com/UnfitHospitableBumblebee"]sensible, like this[/URL].
Though it's possible they did playtest this and decided it was too powerful in some situations, considering it's available as a CVAR (tf_airblast_cray_pitch_control).
I just had a thought - obviously Pyro doesn't have a problem with mobility anymore thanks to Detjumps and the jetpack, but why did the TF Team never consider airblast jumping? Mechanics-wise it'd make sense for a blast of air to propel the Pyro upwards, it'd work on the same logic that the Sticky- and Rocket-jumps do, without the whole dealing damage to yourself problem. It'd also add a bit more levity to having different airblast costs as a balancing aspect, Backburner would have a much steeper difference than just being generally stronger with the new/broken flamethrower mechanics.
Here's a question I've had since seeing the new airblast in action: Can a Soldier who's being airblasted use the near-frictionless state to rocket jump as if he were going through shallow water?
[QUOTE=Contra132;52971108]a back is a back[/QUOTE]
Oh I get it like a backstab in the videogame
[QUOTE=Hell-met;52969883]I guess you're right, hours don't matter when you have bad opinions about the game.[/QUOTE]
You beat me to it, god damn.
[QUOTE=Contra132;52970479]Guys, stop arguing with [I]Zadrave[/I]. He doesn't get it and he's never going to. Just let him have his bad opinions on [I]the game[/I] and move on with your lives.[/QUOTE]
Fix'd.
[QUOTE=starblaster64;52971482]It would also be nice if they accounted for where a Pyro is aiming when calculating airblast pitch (horizontal direction). So that [URL="https://gfycat.com/ScratchyPertinentBeardeddragon"]instead of this[/URL], we get something more [URL="https://gfycat.com/UnfitHospitableBumblebee"]sensible, like this[/URL].
Though it's possible they did playtest this and decided it was too powerful in some situations, considering it's available as a CVAR (tf_airblast_cray_pitch_control).[/QUOTE]
Theoretically Pyro shouldn't be hitting those enemies to his side with airblast anyway
[QUOTE=Contra132;52970479]Guys, stop arguing with ASIC. He doesn't get it and he's never going to. Just let him have his bad opinions on crits and move on with your lives.[/QUOTE]
I understand what they are saying, but what they are saying is wrong.
[I]"You should not get upset if you lose due to a dice roll, you should just get good and predict when the dice will land on six"[/I]
A random chance is "fair" in the sense that the odds of getting a favorable outcome is roughly the same for all people playing however that isn't the issue; the issue is that tf2 is a game almost entirely based on skill whether it be awareness, positioning or aim and people expect their skill to be rewarded. Tf2 should be a game where if two players face each other the more skillful player will win every time; however random critical hits mean that a player of lower skill can win a small portion of the time without having actually done better than the higher skill player, they simply got lucky.
The obvious counterpoint to that (that I've seen at least) is "Ah but a higher crit rate is given based on damage! So higher skilled players are rewarded more!" That's true but the conclusion isn't, a player of high skill should be rewarded by being able to outplay their opponent not by gaining an advantage that the other player cannot have access too and is based entirely on luck. Bonus crit rate isn't something you can plan around or use your higher skill to further push an advantage like gaining control of the map, it's just additional chance that you will end an encounter in a less skillful manner.
[QUOTE=Blackavar;52970179]The issue was that he WAS going to win, in that scenario, had RNG not decided to give the soldier a random crit. His skill at the game was going to let him win, then a completely random variable got him killed for no reason. He was the better player in this instance, and he died anyway.[/QUOTE]
[QUOTE=X marks it;52972204][I]"You should not get upset if you lose due to a dice roll, you should just get good and predict when the dice will land on six"[/I][/QUOTE]
So what's the issue with death by RNG?
[QUOTE=ASIC;52972298]So what's the issue with death by RNG?[/QUOTE]
Removes depth from the game by turning what would have otherwise been a fight where both players get to pit their skills against each other, make interesting split-second tactical and positioning decisions, and square off with mechanical skill (read: playing the video game) and replaces it with, well, basically nothing. The fight just ends. Neither player got to do any of the things that make TF2 fun, one just exploded. It's the difference between an playing chess and playing slots.
[QUOTE=Darth_Toast;52970083]How about this:
I'm a scout chasing a stock soldier who I know is under a hundred health.
I know I have over a hundred health.
I know if I hit him point-blank I will kill him.
I know I can close that distance faster than he can shoot two rockets.
I know that even if he hits me with a direct rocket I'll survive.
I know that he only way he could live is if he jumps away OR perfectly places a rocket beneath my feet to juggle me straight up in the air. If they can pull that off, I'd be impressed and say they deserve that kill.
lol nvm he got a random crit and killed me, sure am glad I used all that game sense to take that risk :^)[/QUOTE]
That doesn't exactly seem like a good risk to take (if he had seen you). Close range stock rockets are going to take 90% of your health.
Anyways, ignoring that. Here is the thing, even without random crits or being outskilled by him, there are ways you could have died in that case.
Like sudden appearance of an other enemy, or stray projectiles from elsewhere.
You can not have perfect knowledge of the game state no matter how good you are, and that is not limited to knowledge of RNG.
You have a limited field of view, and when an enemy is near you the amount of attention you can pay to your surroundings is limited.
Most of the time you can not know the locations of all your enemies.
And so on.
Sorry, you need to Log In to post a reply to this thread.