Stuff that Annoys you in TF2: MS Paint Crocket Edition
5,001 replies, posted
[QUOTE=Ace_Rimmer;49918918]I guess but that seems a large amount of damage for a class that by its very nature is meant to be surrounded by others to defend it.
Not far off the damage you're likely to hit with the scatter.[/QUOTE]
The Scattergun can hit up to 105 damage.
[QUOTE=Oizen;49918941]The Scattergun can hit up to 105 damage.[/QUOTE]
Sure but you rarely do unless you totally catch somebody alone or by surprise.
[QUOTE=Ace_Rimmer;49918977]Sure but you rarely do unless you totally catch somebody alone or by surprise.[/QUOTE]
Good Scouts can put consistent 60-105 damage shots in quite nicely at closer ranges, even hanging back at midrange you can get 30-40 damage hits. Plus, the Scattergun has a firing rate of 0.625 seconds.
The Crossbow, on the other hand, is 38-75 damage every [I]1.6[/I] seconds, plus it's a projectile that'll never be as reliable as a hitscan weapon. Taking the firing rates into account, it's nowhere near the damage output of the Scattergun at close- and mid-ranges, if you put either weapon in the hands of a capable player.
Though the general consensus is that the Crossbow is perhaps a little bit too effective at what it does compared to the sryinge guns, but not really OP overall, as it doesn't make the Medic [I]too[/I] good at self-defense or any less vulnerable when enemies get close to him. Perhaps the damage at longer ranges is a bit excessive (I'd cap it at 60, personally, but not the heals), or they should remove the passive reload, as it allows the Medic to switch between quick long-range heals and Medigun healing too easily.
But the thing with both Medic melees and primaries is that the class sorta exists in its own special category when it comes to inter-class balance, where it's basically a mandatory healer/support class for any serious team, public server or competitive, while not directly countering any class himself, and having limited self-defense options. This means that the Medic can afford having some powercreep melee or primary items (Ubersaw, Solemn Vow, Crossbow, Vita-saw if it were run in competitive) without really breaking the overall balance of the game or affecting his relationship with other classes.
Not saying it's a good thing, but even though Crossbow provides some extra long-range healing utility, and some decent long- and mid-range self-defense capability, the other team's also always gonna have a Medic if they intend to win, and he's still very likely to lose versus the other classes if they get a drop on him at closer ranges. Assuming equal skill ofc.
[QUOTE=Stric_Matic;49919297]Good Scouts can put consistent 60-105 damage shots in quite nicely at closer ranges, even hanging back at midrange you can get 30-40 damage hits. Plus, the Scattergun has a firing rate of 0.625 seconds.
The Crossbow, on the other hand, is 38-75 damage every [I]1.6[/I] seconds, plus it's a projectile that'll never be as reliable as a hitscan weapon. Taking the firing rates into account, it's nowhere near the damage output of the Scattergun at close- and mid-ranges, if you put either weapon in the hands of a capable player.
Though the general consensus is that the Crossbow is perhaps a little bit too effective at what it does compared to the sryinge guns, but not really OP overall, as it doesn't make the Medic [I]too[/I] good at self-defense or any less vulnerable when enemies get close to him. Perhaps the damage at longer ranges is a bit excessive (I'd cap it at 60, personally, but not the heals), or they should remove the passive reload, as it allows the Medic to switch between quick long-range heals and Medigun healing too easily.
But the thing with both Medic melees and primaries is that the class sorta exists in its own special category when it comes to inter-class balance, where it's basically a mandatory healer/support class for any serious team, public server or competitive, while not directly countering any class himself, and having limited self-defense options. This means that the Medic can afford having some powercreep melee or primary items (Ubersaw, Solemn Vow, Crossbow, Vita-saw if it were run in competitive) without really breaking the overall balance of the game or affecting his relationship with other classes.
Not saying it's a good thing, but even though Crossbow provides some extra long-range healing utility, and some decent long- and mid-range self-defense capability, the other team's also always gonna have a Medic if they intend to win, and he's still very likely to lose versus the other classes if they get a drop on him at closer ranges. Assuming equal skill ofc.[/QUOTE]
I dunno, I watch a fair bit of Clockwork and he often gets 60max damage per shot.
I don't think it's really OP or anything but it seems a bit of a conflict with a class that is all about healing. Maybe it's the range thing I don't like about it tbf.
[QUOTE=Ace_Rimmer;49919821]I dunno, I watch a fair bit of Clockwork and he often gets 60max damage per shot.
I don't think it's really OP or anything but it seems a bit of a conflict with a class that is all about healing. Maybe it's the range thing I don't like about it tbf.[/QUOTE]
For defending himself, the Crossbow is unanimously worse to use. A piddly 30 damage every second and a half pales in comparison to the 150 DPS of a well-aimed syringe gun. Having horrid self-defense is one of the things that keeps it balanced with respect to his other options.
It boasting reverse damage falloff is invariably a byproduct of trying to make actually a bit usable outside of healing by offering better payoff for making difficult-to-land shots from a distance and making it really bad up close instead of being a flat damage value like the huntsman or flying guillotine.
The fact that you've compared it to the scattergun goes to show how little you understand how significantly those weapon traits actually affect it.
[QUOTE=Psychopath12;49919875]For defending himself, the Crossbow is unanimously worse to use. A piddly 30 damage every second and a half pales in comparison to the 150 DPS of a well-aimed syringe gun. Having horrid self-defense is one of the things that keeps it balanced with respect to his other options.
It boasting reverse damage falloff is invariably a byproduct of trying to make actually a bit usable outside of healing by offering better payoff for making difficult-to-land shots from a distance and making it really bad up close instead of being a flat damage value like the huntsman or flying guillotine.
The fact that you've compared it to the scattergun goes to show how little you understand how significantly those weapon traits actually affect it.[/QUOTE]
But my point is that medics shouldn't be able to do damage from any sort of range (and not much up close)...
Just like the scatter
[QUOTE=Ace_Rimmer;49919917]But my point is that medics shouldn't be able to do damage from any sort of range (and not much up close)...
Just like the scatter[/QUOTE]
Medic isn't Scout. Scout is a class specifically built for combat with the mobility for getting into effective range and weaponry that rewards him for taking risks but still offers the flexibility to harass opponents at midrange. Medic is a healing class with pitiful damage output to offset his overpowered nature and forcing a partnership with his teammates to compensate for it.
Also there's the whole fact that it's a projectile with no splash damage. If you're at the range where it actually can do somewhat-respectable damage, you're also at the range where you have almost a full second to sidestep it and have it deal 0.
Ambassador/Dead Ringer/Spycicle Spies. I realize they might possibly not do as much damage as they would do when playing normal spy, but it's really hard to deal with good sniping Spies like that, as they can just stay way back and use the DR to get out of there when there's any sort of danger.
It's far too easy to get a fresh full charge on the DR right after decloaking.
finally a friend of mine caught one of those numberless retarded moments that only happen to me on tape.
[media]https://youtu.be/v8RvJtgRoaw[/media]
a byproduct of a fantastic item we all love.
[QUOTE=Psychopath12;49919959]Medic isn't Scout. Scout is a class specifically built for combat with the mobility for getting into effective range and weaponry that rewards him for taking risks but still offers the flexibility to harass opponents at midrange. Medic is a healing class with pitiful damage output to offset his overpowered nature and forcing a partnership with his teammates to compensate for it.
Also there's the whole fact that it's a projectile with no splash damage. If you're at the range where it actually can do somewhat-respectable damage, you're also at the range where you have almost a full second to sidestep it and have it deal 0.[/QUOTE]
Unless you're also engaged in a fight with someone else, for example the medic's pocket.
Sure do love getting auto balanced 2 times in 1 round.
I was on asteroid, and joined a blue team being steamrolled. I reversed the roll and stole 140 points from RED. As soon as I capped, I got killed by a random crit rocket and got auto'd.
Reversed the roll again for Red and I got autobalanced during the last 10 seconds of the end game timer.
force of nature is retarded op bullshit
[QUOTE=Ace_Rimmer;49925309]Unless you're also engaged in a fight with someone else, for example the medic's pocket.[/QUOTE]
If you're at a range where you are in active combat with another combat class, you're also at a range where the Crusader's Crossbow still can only tickle you for a little over 40 damage, which is the weapon's [i]base amount[/i].
If you're in a situation where you're letting a Medic stop healing someone so he can take a potshot at you, maybe you should be shooting [i]him[/i] dead instead of trying to directly fight an overhealed combat class in a test of [b]who has the most health[/b].
[QUOTE=Hell-met;49924312]finally a friend of mine caught one of those numberless retarded moments that only happen to me on tape.
[media]https://youtu.be/v8RvJtgRoaw[/media]
a byproduct of a fantastic item we all love.[/QUOTE]
It's just another problem with dynamic physics objects.
Sandman baseballs blocking the BLU spawn gates from opening on Degroot Keep.
[url]https://www.youtube.com/watch?v=vR3Liblb0Vo[/url]
There was a bug where the cart on Badwater "fell" off the rails on the last point and turned into a physics object. The cart had to be shoved into the drop zone with explosive push force like a game of soccer.
Loch-n-Load grenades can bounce on the moving walkways on Nucleus or friendly sapped buildings.
[url]https://www.youtube.com/watch?v=5aBOAT8CZe4[/url]
The Flying Guillotine bouncing off a thrown baseball and killing someone.
[url]https://www.youtube.com/watch?v=RbYpy3UtkWc[/url]
And of course the innumerable exploits featuring prematurely triggering the final payload detonation with bread and dropped weapons.
And of course:
[video=youtube;Je9QKzRhJ8s]https://www.youtube.com/watch?v=Je9QKzRhJ8s[/video]
I dunno, I feel like fringe cases like this, the grenade and the LnL grenade bounce are so rare and so unpredictable they're kind of fun and interesting to have in the game.
There's also another case I've seen with a ball-kicking-boots ball stopping a train. That and the ball blocking the degroot keep gate aren't so fun, though. If you could whack the ball out or shoot a huntsman arrow to dislodge it, it might be more enjoyable.
A complete lack of consistency in backpack icons.
[QUOTE=Hell-met;49918501]dont mind the xbow but what's the deal with inverted fall-off? what does that have to do with anything?[/QUOTE]
Crossbows bolts are much like penises if you didn't already know. Opposed to being turned on, flying through the wind generates a coolness around them which makes them stiffen and properly erect so they give a more satisfying poke, so they do more damage as opposed to being soft and disappointing at point blank.
Stun mechanic.
Fuck stun mechanic.
Why does some piece of wood stuns you.
[QUOTE=Mifil;49929163]Stun mechanic.
Fuck stun mechanic.
Why does some piece of wood stuns you.[/QUOTE]
Add Flying Guillotine to the mix and you have probably the most retarded combo of all times. And I am a hypocrite because FaN, Flying Guillotine and Sandman is a loadout I've been running quite a lot recently. I do feel bad for it but it's just so much fun, especially on my maps with death drops like Upward.
But yeah, a combinations of weapons that can completely shut down any other class and even, if you are not spastic tard like I am sometimes, overhealed Heavy on a class that's supposed to be expert on flanking and hit'n'run sorta things? Definitely not imbalanced at all!
[QUOTE=Mifil;49929163]Stun mechanic.
Fuck stun mechanic.
Why does some piece of wood stuns you.[/QUOTE]
The Sandman? Should count your blessings.
Current Sandman:
Only stuns on medium range and higher.
Must be a headshot.
Stunned enemies are put into a Spooked / Loser animation briefly, which during they can move around, reload weapons and keep miniguns revved. Only full 'KO' if moonshot. Otherwise you can move around to avoid attacks or take cover.
Being stunned at minimum amount = 1 second of stun.
Original Sandman:
Stunned at any range.
Stunned if hits you anywhere on the body.
Stunned players are forced to play an 'idle to KO' animation, the 'KO' duration, then 'KO to idle' animation. (AKA the Moonshot animation)
Could not move, reload or rev. Being stunned at minimum amount + extra animations = ~2 seconds of KO stun while being completely immobile.
Stunned [I]ubercharged players[/I] and Bonk! Scouts.
Personally I believe the health reduction is fair enough on the Scout's end. A Sandman Scout can be one shot even easier than normal. As for the enemy's end, I dunno.
The fact that cp_gravelpit and cp_steel are the only representatives of their respective gametypes. In a world of novelty modes coming and going, it's pretty sad that these solid concepts are not expanded upon. It's even sadder, when you consider that while we can still see fresh gameplay done by simple means (Powerhouse, Cactus Canyon Stage 1), we're still more likely to set up ourselves either for decent ideas not being worked through (rd_, Cactus Canyon Stage 2) or flat out bad ideas (Mannpower).
[QUOTE=SlickBlade;49929663]
Current Sandman:
Must be a headshot.[/QUOTE]
no
[QUOTE=eugensiman;49929712]The fact that cp_gravelpit and cp_steel are the only representatives of their respective gametypes. In a world of novelty modes coming and going, it's pretty sad that these solid concepts are not expanded upon. It's even sadder, when you consider that while we can still see fresh gameplay done by simple means (Powerhouse, Cactus Canyon Stage 1), we're still more likely to set up ourselves either for decent ideas not being worked through (rd_, Cactus Canyon Stage 2) or flat out bad ideas (Mannpower).[/QUOTE]
I think you can argue that they're just attack/defend cp maps, because otherwise cp_gorge and cp_mountainlab are their own singular gametype as well. I do with they'd change the suffix to something like ad_ (or 5cp_ for the 5cp maps) to distinguish them, though.
There are custom maps that are set up similar to both, though. The problem they have is that they often end up being very similar to Gravelpit and Steel (see: Edifice and Furnace Creek, and Gothic, respectively). It doesn't help that pub players don't seem to like CP maps in general while the competitive players have gravitated to only playing 5cp and koth, meaning there's not much of an audience for them.
[QUOTE=eugensiman;49929712]The fact that cp_gravelpit and cp_steel are the only representatives of their respective gametypes. In a world of novelty modes coming and going, it's pretty sad that these solid concepts are not expanded upon. It's even sadder, when you consider that while we can still see fresh gameplay done by simple means (Powerhouse, Cactus Canyon Stage 1), we're still more likely to set up ourselves either for decent ideas not being worked through (rd_, Cactus Canyon Stage 2) or flat out bad ideas (Mannpower).[/QUOTE]
cp_junction
I have kind of a love/hate relationship with map exploit videos.
Love because sometimes they tend to be quite interesting and informative, seeing what insane or unthinkable positions people are capable of discovering.
Hate because watching any content beyond that tends to be absolutely boring (Yay, you trapped an entire team with Sentries while they can't fight back, good for you)
Not to mention that any idiot will do said exploits in a map, leading to completely unplayable rounds. It's already ruined several maps I like.
Weapon pick ups. Now, listen to me before you dumb me
Not because "OH NO MY PRECIOUS INTERNET ITEM WAS IN SOMEONE ELSE'S HANDS FOR 5 SECONDS" but because I've seen so many people die trying to pick up my Spec KS Stattrak Autmn launcher. I even got FaN'd off a ledge and I watched a soldier try to jump down and grab it and end up dying.
Can we get a "players died attempting to pick this weapon up" strange part?
"We need a medic/engie/insert other class here!" says Scout #5
To be fair, there are times when you're the only person playing a class, then suddenly a bunch of other people switch to your class too for no reason. So there's actually a decent chance it's actually Scout #1 who is doing the complaining.
[QUOTE=Hell-met;49924312]finally a friend of mine caught one of those numberless retarded
jew-tube
[/QUOTE]
[img]https://i.gyazo.com/f49371714ff669ff0afd5ec837d3d22c.png[/img]
how did you get a different portrait? I only have the default one
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