Stuff that Annoys you in TF2: MS Paint Crocket Edition
5,001 replies, posted
[QUOTE=Anderan;49942282] - [/QUOTE]
15 damage is nothing, but you would have to take another 15~ from trying to block fall damage. That's just in one jump, more jumps and that 15+ damage adds up. I mean if anything, health packs make a moot point, but damage is damage.
By controlling your jumps, I mean being able to detonate your stickies at any time, anywhere. With the RL, you have to turn, and snap back to jump. Stickies allow you to modify the jump to be more vertical or horizontal. Pogo-ing makes that even more stupidly powerful, but is very hard to do. Demo has just as much, if not more control over his jumps than Soldier, but they are much harder to do.
Also why would you not go for direct hits? You need that extra damage to kill people, especially when as a Roamer. You have no Shotgun, and have a very short lifespan from self-damage and having to be so aggressive to make picks. Splash is around 30-60 damage, and a Medic has 150. When you only have 3 rockets after a jump, you need them to count.
[QUOTE=Ithaca74;49942406]15 damage is nothing, but you would have to take another 15~ from trying to block fall damage. That's just in one jump, more jumps and that 15+ damage adds up. I mean if anything, health packs make a moot point, but damage is damage.[/quote]
You only have to take that 15 damage to block fall damage if you jump in a way that causes you to take fall damage. Jump more horizontally or land on platforms and you don't take literally no fall damage. And frankly taking fall damage into account it's as much an issue for demo as it is soldier.
[quote]
By controlling your jumps, I mean being able to detonate your stickies at any time, anywhere. With the RL, you have to turn, and snap back to jump. Stickies allow you to modify the jump to be more vertical or horizontal. Pogo-ing makes that even more stupidly powerful, but is very hard to do. Demo has just as much, if not more control over his jumps than Soldier, but they are much harder to do.[/quote]
It takes maybe a second to turn and fire a rocket, it's not really any less time than it would take a demo to look down, fire a sticky, wait for it to arm, and then jump unless you have some sort of precognition and always know when to pre-lay stickies or play extremely passively in a way that lets you always stay in an area that lets you pre-set your stickies to use.
[quote]
Also why would you not go for direct hits? You need that extra damage to kill people, especially when as a Roamer. You have no Shotgun, and have a very short lifespan from self-damage and having to be so aggressive to make picks. Splash is around 30-60 damage, and a Medic has 150. When you only have 3 rockets after a jump, you need them to count.[/QUOTE]
The TF2 wiki says the splash damage on the RL does a minimum of 50% of the RLs damage and you can even see [url=https://youtu.be/C2bb96q4uoQ]here[/url] just hitting at the feet does ~100 damage. So long as you can hit even remotely close to their feet your fine. Honestly you should be trying to hit their feet so you can juggle them and THEN go for a direct hit, or hit the wall behind them, either one is a kill on a medic.
Anyways I get the feeling you're approaching this from a comp mindset where keeping constant watch on your health is actually relevant as opposed to a pub where you may have several medics or where running off for a health pack usually isn't any big issue.
[QUOTE=Anderan;49942545]Anyways I get the feeling you're approaching this from a comp mindset where keeping constant watch on your health is actually relevant as opposed to a pub where you may have several medics or where running off for a health pack usually isn't any big issue.[/QUOTE]
I was coming from a comp mindset. In a pub, nearly 90% of players will have a very hard time hitting an aerial player. Soldiers can jump pretty much freely, outside of sentries, without any fear of being confronted. That and being able to "shoot feet, get kills" explains why Soldier is hated so much. Honestly, Gunboats Soldier is stupidly powerful. The only real way to counter them, is either airshots, sentries, or roofs. When most players can't airshot, that allows a soldier to basically free roam at will.
The reason I was assuming comp mindset, was because Gunboats are a high skill weapon. You need to know not only how to rocket jump, but also be very good at it to make the Gunboats effective. Most newbies don't even know how to rocket jump, which is why my mind went towards comp. My bad for not being more clear on that.
i hate how sometime i feel like playing heavy in a pub and it feels like the only way i can get consistant damage is to have a medic w/ me, since without one i get gangbanged by like 6 scouts and demomen and it's just impossible to do anything
same with engineer to an extent, not having a team somewhat willing to defend the nest is poopy
Makes the "heavy is so op!" sentiment look pretty silly, doesn't it? Even when random gamers unconsciously focus the big dude with a minigun he melts away as if he was a light class, doesn't get any better when they consciously focus him :v:
I always get [i]epic[/i] responses when I say I am bad at heavy. I can track pretty well, but my positioning and overextension-sense if awful. I'm not used to his low mobility at all. I guess what bugs me is those people who think only raw mechanical aiming capabilities qualify as skill.
I guess there's no surprise that I tend to despise that certain subset of my fellow sniper """"mains"""", you know the one.
heavy is the only class able to be countered by every class bar medic. he's arguably the worst class.
[QUOTE=Jesp;49944601]Makes the "heavy is so op!" sentiment look pretty silly, doesn't it?[/QUOTE]
I don't recall having seen anybody call Heavy OP for at [I]least[/I] three years now.
(Though I have beheld innumerable declarations propounding the antipode.)
the thing about heavy's design is that he's designed entirely with the medic in mind. it's a good comparison to Hakan in street fighter: Medic is Hakan's oil.
you see, without Oil, hakan is mostly useless, everything is unsafe and he has poor mobility to begin with. Oilless hakan is a terrible character.
Once hakan applies oil, he suddenly becomes a terrifying powerhouse. He arguably becomes a high tier character - if hakan always had oil, he'd be in the viable tiers. but without oil, hakan is mostly awful.
Same with heavy. without a medic, everything heavy wants to do becomes unsafe and he's super vulnerable to everything. With a medic, he becomes arguably the best class.
Heavy's a defensive ambush class. The problem is, almost no one plays him like one. They try to use him as an assault and push assaults with him. When you see a heavy advancing in the distance, you're not worried, his damage falloff will make him a non threat to you, just stay back and let your better arsenal handle him. Stickies, pipes, rockets, hell even pistol is more threatening at sufficient range. His speed means he'll never close the distance to where he'd actually be dangerous to you(Unless he wants to subject himself to minicrits and likely die), and snipers have an easy target. So long as you're playing him as assault, you're handicapping yourself.
But I'm pretty certain anyone panics when they see a heavy jump around the corner right in front of them with their gun revved up, unless they're a DR spy or Ubered. Because at close range you don't even last a second against one. And that's something you need to make use of as a heavy. You're not assault, don't try to be one. Stick with the assault team and punish people that try to flank or close the distance. Don't go out front and make yourself a target unless you've got some good medic backup. Too many heavies don't know when to rev up either. Too late and you're likely dead. If you rev up too early, you're not only going to be wasting time getting to the enemy, but you're also alerting them where you are and giving them time to back off. Make use of your jump momentum to round corners while spinning up so you can start firing immediately without giving them a chance to react. Pick off close targets, and fall back around your corner. If you're revved for more than 5 seconds you're probably doing something wrong.(Even three is pushing it most times, a decent sniper's gonna have you put down)
If you don't have a medic, don't make yourself a viable target.
Let your assault classes advance the line, you should be the one holding it. You're not meant for large open areas. Keep alert with hearing and you'll know when to spring out and stop counter attacks.
I play mostly capture and payload maps, so this advice probably isn't as useful for other map types. I don't like playing heavy on other types of maps because ctf tends to be boring for him, and KotH tends to be far too open for a heavy to play effectively. Some Arena maps are ok while others leave him at a big disadvantage.
ramp-up nerf killed heavy because it gives everyone a big second to act before even *starting* to receive the damage you expect from a minigun.
right now it's get a med to do as good as other classes or uselessly die.
The rampup Nerf is the reason I feel like I have to use Natascha. I feel like I have to try to hold people I place while I wait for the damage to ramp up in order to kill them, and I have to use the extra damage reduction to survive long enough now that the time to kill is so damn long because of the ramp up. A second is an incredibly long time in TF2.
Man they really changed some things then. I played in 2010-2013 mainly. Just looked up that nerf and it sounds awful. The ability to spin up and stop at will was crucial to his class.
[QUOTE=Cliff2;49946107]Heavy's a defensive ambush class. The problem is, almost no one plays him like one. They try to use him as an assault and push assaults with him. When you see a heavy advancing in the distance, you're not worried, his damage falloff will make him a non threat to you, just stay back and let your better arsenal handle him. Stickies, pipes, rockets, hell even pistol is more threatening at sufficient range. His speed means he'll never close the distance to where he'd actually be dangerous to you(Unless he wants to subject himself to minicrits and likely die), and snipers have an easy target. So long as you're playing him as assault, you're handicapping yourself.
But I'm pretty certain anyone panics when they see a heavy jump around the corner right in front of them with their gun revved up, unless they're a DR spy or Ubered. Because at close range you don't even last a second against one. And that's something you need to make use of as a heavy. You're not assault, don't try to be one. Stick with the assault team and punish people that try to flank or close the distance. Don't go out front and make yourself a target unless you've got some good medic backup. Too many heavies don't know when to rev up either. Too late and you're likely dead. If you rev up too early, you're not only going to be wasting time getting to the enemy, but you're also alerting them where you are and giving them time to back off. Make use of your jump momentum to round corners while spinning up so you can start firing immediately without giving them a chance to react. Pick off close targets, and fall back around your corner. If you're revved for more than 5 seconds you're probably doing something wrong.(Even three is pushing it most times, a decent sniper's gonna have you put down)
If you don't have a medic, don't make yourself a viable target.
Let your assault classes advance the line, you should be the one holding it. You're not meant for large open areas. Keep alert with hearing and you'll know when to spring out and stop counter attacks.
I play mostly capture and payload maps, so this advice probably isn't as useful for other map types. I don't like playing heavy on other types of maps because ctf tends to be boring for him, and KotH tends to be far too open for a heavy to play effectively. Some Arena maps are ok while others leave him at a big disadvantage.[/QUOTE]
i know this already, but it's not the most rewarding playstyle in any case. most classes that can do what he does (albeit a little worse than he does) still have it better in every other situation.
not to mention every new map seems to be based entirely on open areas and keeping heavies weak.
Well, this was a first for TF2. In my experience anyway.
Was playing on a community server when some guy with a thick stereotypical russian accent joined and started getting really mad, harassing people and in general being obnoxious. A votekick was started, and he went "if you kick me it will be very bad for you", and the moment he got kicked the server froze up and lagged to hell and back for a solid minute.
Then he came back and gloated about how people that didn't like how he acted should leave, and that if he got banned he'd "ban" the server. He obviously got banned, and after that it appears to have been constantly DDoS'd.
The fact he clearly had it prepared when he joined made it seem like he was really just waiting for a "reason" to flex his epic script kiddie muscles, but that's a whole new level of sad :goodjob:
how bored do you have to be to go on some tf2 server with the intent to ddos it in the first place?
if you wanna ddos something surely you could do better than a tiny video game server
I mean, the dark wood looks better than the fake looking blue handle.
[QUOTE=Doctor Hunt;49947926][thumb]https://wiki.teamfortress.com/w/images/b/b6/Backpack_Dueling_Mini-Game.png?t=20111119201353[/thumb]
[thumb]https://wiki.teamfortress.com/w/images/0/05/Ambassador_1st_person_red.png?t=20140403185004[/thumb]
[thumb]https://wiki.teamfortress.com/w/images/e/ed/Ambassador_1st_person_blu.png?t=20140403185009[/thumb]
:what:[/QUOTE]
I prefer "HOW THE FUCK DO U AIM WITH THIS"
The fact that Invasion was such a flop that Stardusters are still hard to get and expensive.
the ambassador handle was changed in an update; it used to be blue similar to the duel item
Edit: actually it might have been a more saturated red like the red team model. either way, it was changed.
edit 2: i was right the [URL="https://wiki.teamfortress.com/wiki/February_7,_2014_Patch"]second[/URL] time
My never ending battle against snipers who pocket medics, or medics who pocket snipers, whatever that goes.
I've gotten to the point to where I join the other team, go as the heavy, and stand in front of the sniper while shouting NO and jeering.
Yup, revision history for the BLU version shows it was changed around 2014.
[url]https://wiki.teamfortress.com/wiki/File:Ambassador_1st_person_blu.png[/url]
before
[t]https://wiki.teamfortress.com/w/images/archive/e/ed/20140403185009%21Ambassador_1st_person_blu.png?t=20111119030230[/t]
after
[t]https://wiki.teamfortress.com/w/images/e/ed/Ambassador_1st_person_blu.png?t=20140403185009[/t]
Why not just make it blue, though, is what I'm getting at :why:
[QUOTE=Oizen;49918941]The Scattergun can hit up to 105 damage.[/QUOTE]
MEATSHOT 8)
"I wanna go play on ummm...Coldfront! As, ummm... my main, Heavy!"
-Has to endure a big ammount of lag spikes, a bunch of Snipers that are hard to counter cause they headshot you from ANYWHERE and people that spammed binds and "le ebin memz XD"-
"I'll... just go sleep now... thanks?"
Basically, whenever I play Heavy (which as you could guess is my main) I just meet the worst outcomes and screw up. Unless I was playing THEN switched to Heavy, which then it works.
[QUOTE=Ithaca74;49942672]I was coming from a comp mindset. In a pub, nearly 90% of players will have a very hard time hitting an aerial player. Soldiers can jump pretty much freely, outside of sentries, without any fear of being confronted. That and being able to "shoot feet, get kills" explains why Soldier is hated so much. Honestly, Gunboats Soldier is stupidly powerful. The only real way to counter them, is either airshots, sentries, or roofs. When most players can't airshot, that allows a soldier to basically free roam at will.
The reason I was assuming comp mindset, was because Gunboats are a high skill weapon. You need to know not only how to rocket jump, but also be very good at it to make the Gunboats effective. Most newbies don't even know how to rocket jump, which is why my mind went towards comp. My bad for not being more clear on that.[/QUOTE]
I've actually been coming across quite a few pyros that can airblast (some it feels dubiously so).
I find them a really good counter to my gunboats soldier and I usually roll with shotgun if I see one.
-snip-
mvm probably is too small for matchmaking, but i wish valve would prioritize throwing high tour players in servers with other high tour people, so I can have a good time and play video games with decent people, while the free xmas ticket people can get matched up together and enjoy their cesspool of never playing mvm and trying advanced and then failing horribly
[QUOTE=Cornish;49953194]mvm probably is too small for matchmaking, but i wish valve would prioritize throwing high tour players in servers with other high tour people, so I can have a good time and play video games with decent people, while the free xmas ticket people can get matched up together and enjoy their cesspool of never playing mvm and trying advanced and then failing horribly[/QUOTE]
The amount of tours means nothing. I can buy one ticket and play Mann Up hundreds of times without completing a single tour thanks to the market glitch. Does it mean I'm bad MvM player?
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