Stuff that Annoys you in TF2: MS Paint Crocket Edition
5,001 replies, posted
Fuck the 15 day hold for market listings. The point of the market was to make things quick and easy. Trades? sure but fuck the 15 day wait for the fucking market.
[QUOTE=Brobattington;50062537]Just got rolled in MM by a team of bind-spamming Scouts with Crit-a-Colas, Shortstops, and Force-a-Natures that were apparently using Lmaobox.[/QUOTE]
Should have all gone mini sentry engies.
[QUOTE=Doctor Hunt;50052922]This is the worst part about the comic, in my opinion. When the Engineer Update incorporated the TFC team into the current story for TF2 (with the implication that the advanced gun tech from that game was a result of Australium's futuristic capabilities) I was really excited and wanted to see where they would go with it. Fast forward years later and they introduce them as grunts working for Gray Mann, which is cool but raises a few questions on its own. Why would Gray hire a bunch of old, washed-up mercenaries?
At this point I'm just expecting them to kill off TFC Heavy unceremoniously, either via Medic or Sniper (as opposed to the Heavy) or having him screw up and die in a stupid way that's played up for laughs. That, [I]or[/I] the TFC Medic shows up and TFC Heavy loses all motivation to kill the Mercs and is revealed to be gay for him. Similar to how TFC Pyro was revealed to be a woman, they'll use the long-running joke of Heavy/Medic being a couple for the TFC counterparts.[/QUOTE]
I agree about the Classic mercs, they're going to be nothing but canon fodder and wasted. I doubt we'll even get much more info on Classic Heavy in the battle.
I actually doubt that the Heavy/Medic joke will come up, because it's one of those weird disconnect between the comics and the games. The games, shorts and achievements tell us that Heavy and Medic are close, while the comics show them as strangers at best. They don't even seem to be particularly friendly acquaintances. I can't even see comic Medic and Heavy getting a beer together, let alone caring that much about whether the other dies (as many of the achievements and lines mention.) There's actually a great potential plot about Heavy, who is shown to be quite loyal towards his family having to deal with that his friend betrayed them all.
I've always felt their friendship is a bit uneven, with Medic being far too willing to treat the other mercenaries as nothing more than potential experiments, and having issues form between the team could be a really interesting mid-arc, and fit seamlessly with the getting the team back together arc. In fact, a lot more interesting than 'look here's some random Classic men as canon fodder, you didn't want to see the end of the MVM arc anyways." It would be a good way to explore the friendships and backstories of the men. Like WAR, Gray Mann trying to tear the team apart by trying to level them at each other, and then them finding a way to work together again through it all could actually be both funny and heartfelt, and even chilling when you take into mind that Gray modeled all his robots on the men, and maybe even stole Mann co data to create these perfect copies of the men. He might have an intimate look to their personalities and memories. He could threaten their families, prey on their fears. He could be downright creepy when you get to how he killed his family.
But, no. He just farts around ineffectually after taking over the company for 5 chapters then gets killed by a random mook.
We got randomly dead TFC mercs and randomly dead Gray Mann and randomly Superman Sniper.
Then you've got that many of the mercenaries entire comics personality doesn't even seem to touch their game personality. If the [URL="https://www.youtube.com/watch?v=_bagp22DCPE"]cut lines from Expiration Date[/URL] would've have at least meshed comic Scout and game Scout a little more, but as it is the comic characters don't feel like the same characters half the time. I honestly feel like sometimes the fans are getting it better than Valve is at this rate. For all the road bumps that happened with it, Invasion had some excellent lore. "Aliens are invading, so we have to get them drunk!" is the most bizarrely brilliant, funny and IC thing to TF2 right up there with "We both got buckets of chicken, wanna do it?" and "we need to get naked and covered in honey to fight these bears!" The whole concept is more fresh than Valve has done in since 2014.
And with some of them they aren't even trying to develop or even show the vivid game personalities. Engineer appears maybe once in the background of a comic, Demoman is drunk on the floor, Sniper is a non-entity, and the characters become more caricature every update. Remember when Demoman actually had a plot beyond lying on the floor and being a pathetic drunk? Remember Loose Canon? I suppose I shouldn't be surprised as TF2 has continual done this. Gray Mann actually was pretty interesting when he killed both his brothers at once. Demoman had damn haunted swords and fought wizards and his own cursed eyes. He had a touching friendship gone bad and more than sitting on the sidelines.
The absolute worst thing about the recent canon is how lazy it is. When you're contradicting someone's [I][URL="http://uberchain.tumblr.com/post/135419679619"]profile[/URL][/I] with your new lines, that's when I just give up. Are they so out of touch with their own characters that they can't even take two seconds to check a profile?
The thing Valve used to be known for is taking a long time, but giving genuinely good updates. I always heard "Valve is worth it." This was practically the byline to Valve Time. Yes, it would take forever and we wouldn't hear anything from them but it would be worth it. Valve made quality games and updates, Valve would shine through and so on.
But now it's like they're submitting rough drafts without even editing them after procrastinating for 6-8 months. Then they'll try and put a disclaimer or a "haha 70 LATE PAGES!" which was funny the first time, but now leaves a bad aftertaste when we get a late comic update filled with plot holes, character errors so obvious that Valve should be ashamed for releasing things like that Demoman with no eyepatch was missed by every single editor, continuity errors, and frankly bad storytelling choices that ruin a plot with much potential.
And that's only the comics. I am seriously annoyed at Valve for the horrific sound quality in Tough Break. That is just inexcusable. If I'm going to pay 10$ for a taunt, I don't want it to sound like they recorded it in a rusty tin can next to the freeway. If they're going to release a bunch of skins that look like someone took pictures of Demoman's vomit, then they might as well release skins to the fans and get the best from the workshop.
Because Valve is so out of touch and lazy about their own story and game content in TF2 that the fan-made content is all that's good these days. Without our mapmakers, our modelers, Valve would just be releasing broken buggy untested shit like they're trying to jump on the bandwagon all these horribly unplayable ports. With all this bullshit like the paid mods fiasco and how downhill TF2 has gone, I almost expect some Sim City or Batman PC port level disaster to explode in their face yet again.
And through it all, I really do wish they would either move around their TF2 writers and bring in people who actually still give a fuck, hire better quality checkers or just do something to fix the state of quality for this game. Because TF2 really is a game with a ton of potential, a funny and interesting storyline and extremely memorable characters. It's lasted longer than so many other games because when Valve was good they were killing it every update with funny and great content. The fact that they're just barely phoning it in after such a rich history is just sad. If it keeps on like this TF2 is going to be like the Sonic of FPS games. We already lost Sonic and Konomi's whole creative properties, it would be tragic for TF2 to be run into the ground and be one of those notorious names of a once epic game series which turned into bloated pieces of shit later on due their company not giving a fuck anymore.
What annoys me is, if you pick up an enemy's weapon, and go to a resupply closet, it will automatically drop said weapon, making you pick it back up again.
No thank you, i'd really prefer to keep this Strange Austrailium Flamethrower, thank you. And there's no option to turn that AFAIK.
[QUOTE=LurkMoar;50063658]Then they'll try and put a disclaimer or a "haha 70 LATE PAGES!"[/QUOTE]
It really pisses me off knowing that Valve still thinks Valve-time jokes are funny at all.
And one can't even justify the wait with the "Valve-high-quality" argument because of all the fucking horrendous lapses in quality LurkMoar listed.
[QUOTE=LurkMoar;50063658]Valve is so out of touch and lazy [/QUOTE]
Put this on my headstone.
[QUOTE=Johnny Joe;50064370]It really pisses me off knowing that Valve still thinks Valve-time jokes are funny at all.[/QUOTE]
I'm convinced it Gabe's revenge for all the people who still think fat jokes are funny at all.
[QUOTE=G. Verloren;50065449]I'm convinced it Gabe's revenge for all the people who still think fat jokes are funny at all.[/QUOTE]
Well, [I]lardy-da[/I].
You just delayed the comic another week. :v:
The fact that you lose Ranks every time you lose a match in competive.
Mostly you just get matched into bad teams. and lose.
[QUOTE=Benno950;50068087]The fact that you lose Ranks every time you lose a match in compitive.
Mostly you just get matched into bad teams. and lose.[/QUOTE]
That's a common issue with every matchmaking system in multiplayer games
And be thankful you are not taking part in a MOBA, where losing the team members lottery means having to play as a chocolate cookie against a band of atomic nukes for at the very least one hour
One thing that upsets me is how inconsistant Valve seems to be when balancing items. Sometimes it just feels like they're adding stats to things randomly instead of asking why a weapon is over/underpowered in the first place. The new Claidhemh, for example, just feels like a ball of random stats with no real synergy, and the Tomislav got a weird accuracy buff that technically makes it better but doesn't really fit with what they were going with. The early Tomislav had a very distinct playstyle and would have been just fine if they played with the fire rate and spin-up some more and left it at that.
Meanwhile, the Brass Beast gets a real neato buff that feels super fitting for the weapon (and so does natascha for some reason). I know balancing for a game with so many weapons can't be easy but some of the changes Valve does seem like they aren't thought trough very much...
[QUOTE=Nyanomachines;50068624][b]Tomislav got a weird accuracy buff that technically makes it better but doesn't really fit with what they were going with.[/b][/QUOTE]
Compared to the stock minigun, it has a smaller barrel(?) so it's kind of fitting methinks.
For comparison:
Stock:
[t]https://wiki.teamfortress.com/w/images/4/42/Minigun_IMG.png?t=20160105212343[/t]
Tomislav:
[t]https://wiki.teamfortress.com/w/images/d/d4/Backpack_Tomislav.png?t=20110624024051[/t]
he doesn't mean the model. he means the original intent of tomi specializing at stealth.
accuracy buff is just out of nowhere
They felt it did too little damage overall, but they didn't want to just flat out reduce the damage penalty, so they added the accuracy instead which increases damage at long range, but it still loses out at close range.
sounds rather like a band-aid to the ramp up nerf.
That shouldn't be much of a factor, since the comparison is against the stock minigun which has the same ramp up attributes.
Tomislav fires slower and therefor has lower DPS. At close range, this is fine because it's a trade off for the faster and silent spinup time. But it made the gun way too weak at longer range, once damage falloff takes effect. Going back in and giving it better accuracy doesn't really do anything for DPS at close range, but at long range it means more shots hit overall, which means the DPS isn't [I]quite[/I] so low despite the slower firing.
I'd rather they just revert the totally uncalled for damage/accuracy nerfs on all miniguns.
Valve could come to my house and shit in my kitchen sink and I would smile through it all if they reverted that stupid minigun nerf.
But... uh... that has nothing to do with how the Tomislav compares to the stock minigun?
I mean, I kind of agree that the ramp up change was weird, but to be honest, it's been so long nowI've just gotten used to it and moved on.
[QUOTE=G. Verloren;50070115]But... uh... that has nothing to do with how the Tomislav compares to the stock minigun?
I mean, I kind of agree that the ramp up change was weird, but to be honest, it's been so long nowI've just gotten used to it and moved on.[/QUOTE]
I guess I mean that the tomislav accuracy upside should just go away, revert the nerf and give the tomi a bit more spin up speed, make it better for what it's supposed to do while returning all miniguns to the pre nerf state.
The ramp up issue is pretty much entirely separate from the accuracy, though. They barely interact at all, because the accuracy's power only really comes into play in sustained fire over distance.
If you got rid of both the ramp up and the accuracy boost, the Tomislav would just go back to being a weapon no one ever uses, because the minigun would be way stronger at both close range and far range. The "stealth" aspect of the weapon is just not good enough on its own to justify using it - the Tomislav really does need the increased accuracy/long range DPS so that it's actually worth equipping. I personally very much like that the accuracy makes it a viable sidegrade now instead of the total waste of time it used to be.
you're going out of your way to defend power creep.
...I'm really not sure why you think that?
Making the Tomislav a useful sidegrade rather than a completely ignored and never used dust collector isn't power creep - it's just productive rebalancing.
There's no power creep going on here. If anything, Heavy has [I]lost[/I] a little bit of power overall thanks to the ramp up change, which affects all the different miniguns equally. The exact nerf you complained about just a single post ago is the very means by which Valve is [I]preventing[/I] power creep from occurring.
If there's anything I find funny with Heavy, its that even though he is designed to be a high damage tank, he can be taken out in a single headshot. Not only that, but he is the easiest class to headshot because he can't move out of the way thanks to his piss poor mobility. His 450 health doesn't matter when he can be taken out in one shot.
The Love and War changes to Heavy made Heavy a more passive and defensive class, he can't very aggressive anymore now that he has to build up damage and accuracy. That change is perfectly fine, it could be tweaked for sure, but who in the fuck thought it was a good idea to give no indication as to when your accuracy and damage is back to normal? How the hell are new players supposed to know in the first place that there is an accuracy and damage penalty in the first second of firing?
I don't know how you would fix Heavy either. The core issue with Heavy is with how slow he is. He can't run from splash and spam, he is the easiest class to headshot and backstab, and the only way to make Heavy faster is with the GRU and Eviction Notice, both of which make you take more damage. The Sandwich is the Heavy's saving grace, but it only masks the fact that the you wouldn't need to heal the damage that you took if you actually had mobility and could move out of the way and avoid the damage in the first place.
[QUOTE=Ithaca74;50071998]If there's anything I find funny with Heavy, its that even though he is designed to be a high damage tank, he can be taken out in a single headshot. Not only that, but he is the easiest class to headshot because he can't move out of the way thanks to his piss poor mobility. His 450 health doesn't matter when he can be taken out in one shot.[/QUOTE]
I play [I]a heck of a lot[/I] of Heavy, and I can tell you the single biggest defences I find against Snipers are ducking and weaving.
Vertical adjustments to aim seem to be harder than lateral ones for most people. Once you learn the typical timing for a sniper to train a shot on you, you can learn to reflexively crouch just as you think they're getting close to being zeroed in, throwing off their aim. They will either miss, or take the time to adjust their shot and zero in again - at which point, you stand back up again. It can also help to crouch and then very quickly uncrouch, or vice versa, or crouch several times in succession but with varied delays in timing.
And while standing if you weave side to side at uneven intervals, the jittering can also throw off their shots. Even if you get hit, as long as it isn't a headshot you can rev down and escape before they can rescope, retrain, and refire. And at the very least, most snipers will reflexively hesitate on refires because their rifles need to recharge for full damage, and rushing to shoot you might make them miss again, setting them back even further.
Really, Heavy does fine with aggresive play - you just need to pay attention to positioning and engage intelligently. You need to know what fights you can win and what fights you need to retreat from or bypass entirely. If you try to brute force your way to victory as Heavy, you won't do so hot - he actually takes a surprising amount of thought and planning precisely because he's so slow and has so much "inertia" in all his actions. You need to commit fully to every choice you make, so you need to be thinking two steps ahead at all times. You can't be reactive and reflexive like you can with a Soldier or Demo - as Heavy you need to be proactive and methodical. You need a plan, and you need to be able to anticipate things before they happen so you have time to prepare and deal with them effectively.
Honestly I find scouts, soldiers, and demomen to be far more annoying as a Heavy than snipers and spies. Scouts in particular really grind me gears due to my abysmal tracking, while its far easier for me to duck and weave snipers than it is to actually land shots on scouts, or dodge blast damage from the explosive classes.
Soldiers and Demos are annoying because they're highly mobile and their AoE spam forces you to deal with a death of a thousand cuts as each grazing shot whittles you down. (Or a lucky crit explosive that just barely brushes you kills you instantly, because for some reason crit explosives don't have damage falloff, which is absurd.)
But in my experience, Scouts are the single most dangerous class for Heavy. They're just so hard to hit due to wonky minigun hitscan detection, particularly at close range or changing direction in mid air.
[QUOTE=G. Verloren;50072495]I play [I]a heck of a lot[/I] of Heavy, and I can tell you the single biggest defences I find against Snipers are ducking and weaving.
Vertical adjustments to aim seem to be harder than lateral ones for most people. Once you learn the typical timing for a sniper to train a shot on you, you can learn to reflexively crouch just as you think they're getting close to being zeroed in, throwing off their aim. They will either miss, or take the time to adjust their shot and zero in again - at which point, you stand back up again. It can also help to crouch and then very quickly uncrouch, or vice versa, or crouch several times in succession but with varied delays in timing.
And while standing if you weave side to side at uneven intervals, the jittering can also throw off their shots. Even if you get hit, as long as it isn't a headshot you can rev down and escape before they can rescope, retrain, and refire. And at the very least, most snipers will reflexively hesitate on refires because their rifles need to recharge for full damage, and rushing to shoot you might make them miss again, setting them back even further.[/QUOTE]
I find that jumping while crouching also helps, but trying to throw off their aim by strafing and crouching definitely works. It's even better when you have your Fists or GRU out and you're charging towards them, so they start getting panicky and end up missing shots, then before they know it you're punching them to death and they can't do a thing about it
[QUOTE=G. Verloren;50072495]I play [I]a heck of a lot[/I] of Heavy, and I can tell you the single biggest defences I find against Snipers are ducking and weaving.
Vertical adjustments to aim seem to be harder than lateral ones for most people. Once you learn the typical timing for a sniper to train a shot on you, you can learn to reflexively crouch just as you think they're getting close to being zeroed in, throwing off their aim. They will either miss, or take the time to adjust their shot and zero in again - at which point, you stand back up again. It can also help to crouch and then very quickly uncrouch, or vice versa, or crouch several times in succession but with varied delays in timing.
And while standing if you weave side to side at uneven intervals, the jittering can also throw off their shots. Even if you get hit, as long as it isn't a headshot you can rev down and escape before they can rescope, retrain, and refire. And at the very least, most snipers will reflexively hesitate on refires because their rifles need to recharge for full damage, and rushing to shoot you might make them miss again, setting them back even further.
Really, Heavy does fine with aggresive play - you just need to pay attention to positioning and engage intelligently. You need to know what fights you can win and what fights you need to retreat from or bypass entirely. If you try to brute force your way to victory as Heavy, you won't do so hot - he actually takes a surprising amount of thought and planning precisely because he's so slow and has so much "inertia" in all his actions. You need to commit fully to every choice you make, so you need to be thinking two steps ahead at all times. You can't be reactive and reflexive like you can with a Soldier or Demo - as Heavy you need to be proactive and methodical. You need a plan, and you need to be able to anticipate things before they happen so you have time to prepare and deal with them effectively.[/QUOTE]
That's not the point. The point i'm trying to make is that Heavy is hard countered by Sniper. Heavy is a class that needs team support to take down. He isn't something that should be able to be 1v1'd by other classes. Sniper disregards this, and makes Heavy next to impossible to be effective with. You can only duck while reved up, which makes it very easy to predict where his head will be. Not to mention how huge his head is, making him a very target to locate.
Aggressive Heavy only works with the Tomislav. A heavy that isn't revved up is one of the easiest classes to kill. Not only does it take him time to rev up, but because he has worse accuracy and damage for a second he deals nearly no damage before you die. The faster switch on the Tomislav gets around this, but still leaves you with the 1 second damage penalty. You have to play on the defensive constantly, because being caught unrevved will get you killed.
The point of the Love and War changes was to nerf corner revving Heavies. Instead of that nerf killing that playstyle off, it encourages it. You have to hop in every corner to be at least in a fair fight with someone.
tbh sometimes it feels like sometimes the only reliable way to do any damage as heavy is with a medic, especially if the other team is good at countering heavies
[QUOTE=Ithaca74;50072692]That's not the point. The point i'm trying to make is that Heavy is hard countered by Sniper.[/QUOTE]
Well your point is wrong. Heavy isn't remotely "hard countered" by Sniper.
In [I]the right conditions[/I], a Sniper can kill anyone in one shot. Just like how if the Spy gets behind your (or sometimes in front, but that's not supposed to happen) he can kill anyone in one stab. Just like how if Medic builds up an Ubercharge, he and a buddy can turn invulnerable and take out any sentry nest, or turn on several seconds of guaranteed crits and wipe out entire teams all at once. Et cetera.
The trick to dealing with all these powerful abilities is depriving the enemy of [I]the right conditions[/I]. Against a Spy, you don't let him get behind you. Against a Medic pair, you kill the medic before he can get a full charge, or force him to waste it, or use knockback to separate him from his heal target, and so on.
For a Sniper, the trick is controlling his ability to land charged shots. There are several ways to do this.
1) Sniper requires clear sightlines. If you flank and advance under cover, or move through close quarters like tight corridors and hallways, you deprive the Sniper of long sightlines and hamper his power dramatically.
2) Sniper requires precision aiming. If you can make yourself hard to hit by ducking and weaving, you can make the enemy waste shots by missing you. And even if you still get hit while dodging, if you can turn a headshot into a bodyshot, a Heavy will typically survive, giving you a chance to get to cover and find a health kit or eat a sandvich, getting you back into the fight.
3) Sniper requires charge time between shots to achieve one shot kills against the stronger classes like Heavy. If you wait for the sniper to take a shot elsewhere before you enter his line of fire, you buy yourself time to get to the next piece of cover unharmed while he reloads, rescopes, and recharges.
4) Sniper is immobile and has tunnel vision when scoped. Even if you get fully pinned down by a Sniper, if you can keep him distracted and waste his time by playing cat and mouse with him, even if you're not moving up at all you still give your teammates a chance to advance, and to potentially flank and kill the Sniper.
5) Sniper still has to deal with damage reduction, just like everyone else. Fists of Steel are great for crossing the rare unavoidable line of sight. And as a Heavy, you're a natural medic buddy, so you'll frequently have access to Ubercharges as well as Vaccinator bullet damage reduction.
6) [I]Team[/I] Fortress 2 is a [I]team[/I] game. If you're afraid of getting sniped as Heavy, then try to stick with a class that can help you out. Pyros are great at harassing Snipers from long range with their flare guns, especially with the AoE effects of the Scorch Shot and Detonator - the afterburn not only pressures Snipers to retreat and heal, but if they stay it also screws up their aim as they flinch with every tick of burning. Soldiers are similarly effective at long range, launching volleys of rockets whose staggered travel times force Snipers to decide between descoping to dodge, or continuing to shoot at risk to themselves. Or maybe just use team chat to ask the Spies for help - you can't snipe what you can't see.
So a hard counter? Hardly! There are just so many different ways to deal with Snipers. If you can bother to learn how to avoid letting a Spy get behind you, then you can bother to learn how to avoid letting a Sniper set up easy headshots on you.
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