Stuff that Annoys you in TF2: MS Paint Crocket Edition
5,001 replies, posted
[QUOTE=Mort Stroodle;50163604]I don't have any problem with people talking over mic but this is an absurd thing to say. You're annoyed by people complaining on the microphone? Why don't [I]you mute them[/I]? To say that somehow the thing that you're doing which is annoying somebody else over mic is okay because they can mute you, and in the next breath saying it's not okay for other people to annoy you over microphone even though you can mute them too makes no sense.[/QUOTE]
Yeah, I mean, that's what I'd do which is kind of the point. Person A complains about B and C having casual convo and which usually leads to one of two options; 1. A is gonna have an argument with B/C and this time for sure other people on the server will get annoyed. 2. B and C are gonna simply mute A and carry on and nothing will change besides A only making himself look like a rude asshole.
[QUOTE=Johnny Joe;50159245]So I've been trying out the Dead Ringer for about 2 weeks because I've always thought "The Dead Ringer makes playing Spy fairly easy"
Boy was I was wrong.
The Dead Ringer makes Spy putridly, sickeningly, disgustingly easy to play.[/QUOTE]
It's a piece of shit.
I am a horrendous spy and I can get a 10 kill streak with it. In theory the other player can chase you down but in the frantic action of pubs it's not so easy. Plus it's fucking boring having to chase a spy to every ammo crate nearby all the time. When spies are just running right at you so you trigger their dead ringer, how is that a good thing for the game? Where is the stealth there? Nobody is fooled. It's just tedious.
So yeah, as you can tell, I hate it and wish it was either hugely nerfed or not in the game.
lmao arguing about voice chat
as a common user, you guys are pathetic
[QUOTE=Anderan;50163589]Are we both playing the same TF2? It's a rare occurrence that anyone even talks in TF2, much less randomly goes off on a random stint about the beef stew they are eating. I even explicitly said "It's one thing if they're being obnoxious or rude, just chatting is another." Is some guy loudly belching and screaming into his mic? Sure, go a head and kick him, are two or three people joking about something that happened last round? Oh dear god, community, social interaction, [i]fun[/i]. Obviously none of these belong in [b]MY[/b] TF2, better kick them for using the voice chat for anything other than calling out spies.[/QUOTE]
That depends on what servers you go to. Almost all of the American servers I go to are either talk talk talk or dead silent. The European servers I like because almost nobody is talking. It's nice and silent.
Call outs I can deal with and other things that contribute to the game, but when it's just two guys going back and fourth HEY MERLE WHAT DID YOU EAT TODAY? it gets really annoying. Do they think the entire server who isn't bringing it up enjoys hearing about dinner talk? Especially if it's just the same two people, the steam call is right there. Your argument on how inconvenient it is to open up the steam call and talk about your food, just the two of you, is a bit silly when you're telling people just to mute you.
These are nothing on Asian servers
They either not respond or tell you to shut up as few as one word
Off to Asian servers for me then!
Honestly, I just don't like being lied to.
[img]http://i.imgur.com/JOYmp1o.jpg?1[/img]
[img]http://i.imgur.com/bf6qPim.jpg?4[/img]
I still find it weird how the "Recommended for ___ Players" is based solely on whether you're attacking OR defensing versus attacking AND defending.
Like I don't know about you guys but when I think of "advanced tf2 gameplay" I don't think capture the flag.
I want quickplay Arena servers
[QUOTE=Doctor Hunt;50166487]I want quickplay Arena servers[/QUOTE]
Or you could cut out the cancer that is quickplay so that servers running arena maps can actually get some traffic
[QUOTE=Doctor Hunt;50166487]I want quickplay Arena servers[/QUOTE]
No you see obviously we need quickplay Special Delivery servers to get their own tab instead.
That wouldn't be bad if we actually had more SD maps, or hell, more maps for underused/under-represented gamemodes. There's plenty of good ones out there that make them more bearable
Valve still didn't do shit for colorblind people. I don't even get the point of the current colorblind option, it just adds a jarate icon above jarated players. Except it doesn't make them not yellow. What were they thinking? "Oh yeah colorblind people could have trouble with this yellow effect on people, mmh mmh, let's add a jarate icon above them, that'll solve it."
How about paint on cosmetics that covers half the fucking body? Bonus points if it's orange, pink or purple. Absolutely fantastic.
Would CTF be any better if it had a CP style mechanic where standing near a dropped flag would cause it to return faster?
>_>
[QUOTE=poptart TF2;50166509]Or you could cut out the cancer that is quickplay so that servers running arena maps can actually get some traffic[/QUOTE]
Quickplay doesn't seem to be going anytime soon, so I think the best course of action would be to allow community servers in quickplay by default and make a tier system (ie Vanilla community servers/Maps that just run custom maps and valve servers are in the same pool, then put community servers with custom downloads on a lower priority)
[QUOTE=MysticLlama;50167768]Would CTF be any better if it had a CP style mechanic where standing near a dropped flag would cause it to return faster?
>_>[/QUOTE]
No, because whenever the announcer says THE ENEMY HAS DROPPED OUR INTELLIGENCE, the whole team would stop pushing or whatever to go sit on the intel as if it were a campfire on a cold night and stand there until it returns.
[QUOTE=MysticLlama;50167768]Would CTF be any better if it had a CP style mechanic where standing near a dropped flag would cause it to return faster?
>_>[/QUOTE]
what, no
the whole problem with CTF is how defensive play (i.e. turtling behind a wall of sentries) is so much easier than offensive play (i.e. making a push, taking the flag, and actually making progress), turning the whole game into a stalemate where not much happens
how would making the flag [I]easier[/I] to defend do anything but make the problem worse?
Valve should replace the Special Delivery tab in quickplay with a "Mixer" tab that plays arena, SD, RD, Medieval, and any other game modes they might add then immediately forget about.
[QUOTE=Trekintosh;50168866]Valve should replace the Special Delivery tab in quickplay with a "Mixer" tab that plays arena, SD, RD, Medieval, and any other game modes they might add then immediately forget about.[/QUOTE]
Those modes plus Watergate, Standin and possibly Hydro as well. Don't need many, just 2-3 servers per region max, there's likely enough interested people to fill a server or two when you make those modes Quickplay-supported so people don't need to bother hosting oft-empty servers and painfully trying to organize events and seed them.
Loads of people seemed to enjoy Watergate while Invasion was active, Doomsday sees active play on CTF servers, and even a handful of community Medieval servers have stayed alive and reasonably populated for many years in Europe at least.
Why would that be worse than hosting dozens of perpetually empty Control Point, CTF, A/D or Mannpower/Passtime/BETA servers (Valve servers rarely seem to operate at more than 20-30% capacity) in every region? Converting a few going unused by other modes to these Mixer types would be a blast for many.
[QUOTE=Stric_Matic;50168906]Those modes plus Watergate, Standin and possibly Hydro as well. Don't need many, just 2-3 servers per region max, there's likely enough interested people to fill a server or two when you make those modes Quickplay-supported so people don't need to bother hosting oft-empty servers and painfully trying to organize events and seed them.
Loads of people seemed to enjoy Watergate while Invasion was active, Doomsday sees active play on CTF servers, and even a handful of community Medieval servers have stayed alive and reasonably populated for many years in Europe at least.
Why would that be worse than hosting dozens of perpetually empty Control Point, CTF, A/D or Mannpower/Passtime/BETA servers (Valve servers rarely seem to operate at more than 20-30% capacity) in every region? Converting a few going unused by other modes to these Mixer types would be a blast for many.[/QUOTE]
Standin is already on the 5cp rotation, I'm not sure if it's a perfect fit there but at least it's in the rotation.
[QUOTE=Anderan;50169407]Standin is already on the 5cp rotation, I'm not sure if it's a perfect fit there but at least it's in the rotation.[/QUOTE]
I know, it's just that it doesn't really fit since its gamemode is essentially a 3-point hybrid between KOTH and CP modes, with no overtime to boot.
I think it'd fit better and perhaps see more play on servers with a mix of one-off gamemodes.
[QUOTE=TwoYearLurker;50168336]what, no
the whole problem with CTF is how defensive play (i.e. turtling behind a wall of sentries) is so much easier than offensive play (i.e. making a push, taking the flag, and actually making progress), turning the whole game into a stalemate where not much happens
how would making the flag [I]easier[/I] to defend do anything but make the problem worse?[/QUOTE]
so you don't think having suicide spies or bonked scouts infinitely reset a flag timer with zero effort or skill is a problem?
How long has asteroid been in "beta"? It should have been finished by now.
Let's hope the summer update, whether it's a campaing-oriented one or not, finally brings a finished Asteroid. Many of us expected it to be a part of what ended up being the Tough Break update, since Asteroid's been sitting 90% finished in Beta for nearly 18 months now, and was teased hard in the Powerhouse map that came with Gun Mettle.
I really find it hard to believe they'd drop it after having spent so much time and work on it in 2014, and nearly finishing with the artpass.
An optimist would also hope that the final comic issue ends up leading the mercs into space and tying the Asteroid map and story arc into the comics. Maybe they decided to do that a while ago and delayed the map for a reason?
Poor timing though, most of the novelty of the map's long gone. It'll still probably have a dedicated playerbase, seemed that a lot of people liked it in 2014, but much of the hype for it has ended.
I'm curious to see if the next campaign works in match making somehow.
[QUOTE=Trekintosh;50168866]Valve should replace the Special Delivery tab in quickplay with a "Mixer" tab that plays arena, SD, RD, Medieval, and any other game modes they might add then immediately forget about.[/QUOTE]
I remember having loads of fun on some of those maps. I enjoyed the PD map from Invasion, I enjoyed byre, I enjoyed DegrootKeep... There are many nice maps and modes just waiting to get some love again. Now it's really hard to find some servers with decent ping. How likely is this to happen ?
Is it really hard for the playerbase to be heard by Valve ? There are so many things that could be improved too with minimal effort from them, that's such a shame...
[QUOTE=Anderan;50169742]I'm curious to see if the next campaign works in match making somehow.[/QUOTE]
If the contracts consist of a bunch of random specific tasks I hope they don't work in matchmaking. We'll get stuck with people that want to complete the contract instead of doing objectives and trying to win the game lol.
[QUOTE=Stric_Matic;50159628]Giving him a kind of grappling-hook-type advanced mobility, allowing him to scale walls and get up to high ledges and balconies? Could work perhaps, but as you said, there's a point where it could become mighty aggravating to have a class that can literally drop down on you from any height or show up in any elevated position without a cost like explosive jumping.[/QUOTE]
Interestingly enough from me, ever since Engineer got the wrangler I've always wanted Spy to get a new gun or watch that gave access to a grappling hook. Mainly because I never liked the idea that Engineer could rocket jump to area's of the map the spy has almost no chance of ever getting access too and 100% denying the sapper's only actual function in the game completely. Just preferably not nearly as functional as the one in Mannpower by a long shot lol.
Was thinking of a watch replacement, you cloak while your being tugged around. Physics wise it's acts like the Mannpower hook, just you can't indefinitely hang from walls and ceilings. I don't want to have to look up after I come out of a house or building to see if a spy is about to drop down on me and stab. Usage of the hook drains the cloak meter every watch has to keep it from being spammable. Can't carry objectives while using it as well for the same reason jumper weapons aren't allowed too.
Not to mention gadgets to get the job done seems fitting for spy in general. The whole 007 like approach and to give him different options on how to approach situations to keep the enemy team guessing perhaps?
Eh, it's just a thought at least...
Another little thing I've been toying around for quite a while is what would people say if Spy's sapper could be used to options for his team as well? Like having map specific elements he could sap? I'm not even sure if it's possible or not honestly, but the easiest example I could say is having doors that can be opened if you sapped their control panels, which could give new flanking route or alternate ways to an objective that you and your team could use? It would push for a new and unique mechanic that could give the spy more useful in games... Eh, just a toss out lol.
[QUOTE=gnampf;50168266]No, because whenever the announcer says THE ENEMY HAS DROPPED OUR INTELLIGENCE, the whole team would stop pushing or whatever to go sit on the intel as if it were a campfire on a cold night and stand there until it returns.[/QUOTE]
I would argue that this kind of behavior is more encouraged by the current system.
If all that was necessary to return the flag safely and quickly was a couple of defenders (an engi and a defending pyro, for example), then the main push wouldn't need to be bothered to withdraw.
With the current system, the flag is vulnerable for the whole base time, with no way to reduce it, and any enemy that touches it resets the timer, as such, a very cohesive block of teammates is often necessary to guard it if it leaves the allied base, which can, and usually does, require a pushing group to withdraw to defend.
[QUOTE=TwoYearLurker;50168336]what, no
the whole problem with CTF is how defensive play (i.e. turtling behind a wall of sentries) is so much easier than offensive play (i.e. making a push, taking the flag, and actually making progress), turning the whole game into a stalemate where not much happens
how would making the flag [I]easier[/I] to defend do anything but make the problem worse?[/QUOTE]
The flag's rules encourage lone scouts and spies to throw bodies at the flag until its capped. Keeping a wall of sentries watching the flag is hence the most effective way to counter this. With a bonus cap on the flag, defenders aren't punished for letting a lone scout or spy run outside of the base, because now, if they're killed, an impenetrable bubble of Team is no longer required to ensure the flag is untouched for the entire several minutes. A small few teammates keeping a watchful eye can return the flag faster and safely in this system than the entire team in the current system.
A less bullshit-to-defend flag can encourage engis to build outside the flag room, and will encourage more cohesive pushes, as well as a more spread defense, watching for loners and contributing to the allied push, rather than the 10 sentries and a spychecker pyro sitting at the flag room for the whole match. The system discourages loners from throwing bodies at the flag and encourages a more alive team effort in attacking the flag.
You're so scared of stalemates that you'd jeopardize a fun game to keep games biased and lopsided at all times. It's not at all fun to have a flag that is nigh impossible to defend outside of the flag room. The already stalematy nature of CTF will continue to stay stalematy as long as the flag continues to reward body throwing more than cohesive pushing.
What's stopping Engineers from doing what they're already doing, except now they can return the intel on the off chance an enemy moves it five inches towards the only exit in the room?
[QUOTE=Supreveio;50171024]What's stopping Engineers from doing what they're already doing, except now they can return the intel on the off chance an enemy moves it five inches towards the only exit in the room?[/QUOTE]
there wouldn't be as many engis in the first place if the flag didn't take a year to reset.
even IF there still is, then bring out the usual uber-demo-disintegrates-everything business.
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