• Stuff that Annoys you in TF2: MS Paint Crocket Edition
    5,001 replies, posted
I really have no problem dealing with spies that aren't your typical Pub Dr. Ambassador But guess what 90% of spies seemingly play?
I hate grade system. It's ok if they have them on skins, I dont even use them. But why do we need grades on cosmetics? This system just makes good items cheaper and stuff like Catastrophic Companions cost 30 keys. I'd gave them 10 ref but not my fucking 2 months salary. Also because these kittens are pretty expensive "ebic pro traders" tend to use them results in this: [IMG]http://images.akamai.steamusercontent.com/ugc/276219338502989729/A0C2DC2CA8AB3C0FBEF9F3F5598ACD2CB7A57E07/[/IMG]
I'm glad my opponents go spy. It means they aren't going sniper or soldier and one-shotting me with unavoidable crits. It also means less enemy resistance on the objective.
Spy would be a lot more fun to play against if the DR wasn't activatable at full health or even close to full health. If it was activatable at low-mid health, it would not only be more believable, but would also give legitimate downsides to just running away and uncloaking because you'd basically be a glass cannon until you found health. It's not overpowered, it's just really poorly designed in a way that helps poorly planning players out to an unnecessary degree.
I can't really think of a situation when the DR wouldn't be annoying. I meatshot a spy and he activates before I get my second shot off. He isn't killed in one hit so he can do that to pretty much any class's attack. Maybe if spies had lower health. I don't know. By nature it's probably a class that is fun to play with but not against.
[QUOTE=Hell-met;50192678]I'm glad my opponents go spy. It means they aren't going sniper or soldier and one-shotting me with unavoidable crits. It also means less enemy resistance on the objective.[/QUOTE] Sniper I can understand, but Soldier?
[QUOTE=Hell-met;50192678]I'm glad my opponents go spy. It means they aren't going sniper or soldier and one-shotting me with unavoidable crits. It also means less enemy resistance on the objective.[/QUOTE] I'd rather with against a Sniper than a Spy. At least I'm sure that when I kill them they're actually dead.
[QUOTE=brenz;50193178]Sniper I can understand, but Soldier?[/QUOTE] To be fair, crockets are bullshit. Simple fix would be to apply damage falloff for the AoE as normal. If you get a crit on a shotgun blast, but your aim is off and you only graze them with a single pellet, you don't get the maximum possible damage - you get crit damage for a single pellet. But if you get a crit on a rocket, and your aim is off and you only graze them with the furthest edge of the explosion, suddenly you get full damage as if you landed a direct hit? Meaning even if you dodge 99% out of the way, you're still just as dead because the difference between 0 damage and 270 is a single pixel? How the hell is that fair or balanced?
well actually crits do have splash fall-off. it's just that the lowest possible damage is like ~150 damage which does the job in 80% cases anyway.
Well then add distance falloff back into the equation as well, so that random crockets flying halfway across the map don't oneshot people. Crockets are just awful, because unless you miss entirely, the RNG decides most fights [I][B]instantly[/B][/I]. Critical explosives need to be brought in line with crits from other weapons. Crits on a minigun is strong, but often surviveable if the Heavy can't aim or is at a distance. And even at point blank you still have maybe half a second or so to activate an uber or something when you hear the crits start up. Shotgun crits are great damage, but only with perfect aim - you can easily deal half damage by missing half the pellets. Even crit melee, notorious for causing one hit kills, is still hampered by the fact that you have to be [I]using melee.[/I] Et cetera.
think at this point it just once again comes down to random crits being a godhorrible feature
They're actually a decent design idea, given the needs of the game as a multiplayer shooter. Introducing a small, periodic random element like that into the game makes it less harsh on new players or people who only play occasionally. Giving them a decent but temporary power boost in a way that doesn't require a lot of skill to make use of makes the game far less punishing for them. Even with the bonus they're still not going to win nearly as often as the veterans, but they're also not going to get frustrated and quit playing because they feel useless and like they can't accomplish anything. They can still have fun even though they lose more games than they win. At the same time, such random elements are also a boon to more experienced players. They don't need a boost to win most of the time, but they still enjoy getting one as a bonus every now and then. But more importantly than that, having to face off against lower skill players who sometimes get an extra power boost that keeps you on your toes is a lot more exciting than just steamrolling unskilled newbs over and over. Plus, because new players aren't losing interest and being driven off from the game, that gives them a chance to improve and become skilled players - which gives the veterans a better chance of finding an equal match down the line, and prevents the game community from disappearing over time, because as the oldest players eventually retire and move on to other games, new players can continually replace them.
I hate how when I actually [I]do[/I] get random crits it's almost always when I'm spy checking or rocket jumping or suppressing fire, or even just randomly firing shots off for the joy of it.
people talk about the design of random crits like they kick in just when you need to go on a sick killstreak or something but most often it's something like: you sneak up on someone, put 1 or 2 good shots into them, and as you're about to finish them off they finally turn around and click once, and a random crit kills you. I don't have very good aim but if I'm at least half-good at this game it's because I know what situations I and my opponents can survive. If I get the drop on somebody and take away half their health before they respond, and I'm at full health, I expect to win the fight. Random crits are frustrating because they take away the certainty that your planned actions will have predictable results. This isn't like smash bros where you can conceivably never get hit if you're good enough—everyone sans maybe the pick classes accounts for taking some damage in TF2 when executing a play. That that damage can instantly kill you through random chance is not a good game mechanic, and makes it less fun and less rewarding to play intelligently.
Make random crits only kill snipers. Game fixed.
People who insult their teammates if they aren't doing well
when it's 10 people trying vs 5 people trying and the enemies still think it was perfectly fair and for 2 rounds straight
[QUOTE=TheEyes;50192463]Spies are un-fun in pubs Spies are un-useful in comp Verdict: spy is a bad class[/QUOTE] Yes. Yes. No. It's the best class to play.
[QUOTE=Vodkavia;50191798]On a related note; the best way to fix being stabbed by a spy in your field of vision is to make the 180 degree back stab range attached to the players head rather than their torso. It sounds strange but it's a bit more intuitive than you think. Your horizontal cursor movement isn't 1:1 with your character model movement, because of lag compensation and because the movement of the player model isn't smooth means theres a lot of difference between the perspective of the spy and the victim. On top of this every character in TF uses a bladed stance, meaning their left shoulder is thrust forward. Your "back" isn't behind your field of vision, it's behind your field of vision plus ~20 degrees depending upon how agressive your classes stance is and a little lag compensation. Attaching the backstab hit detection to direction of the head instead of the back would mean the spy would actually have to be whole sale behind you to land the stab, instead the torso which is contorted forward.[/QUOTE] [t]http://technofovea.com/blog/wp-content/uploads/2010/03/stance.png[/t] Backstabs are attached to the position of the head instead of the "back". The torso, however is bent so that the "back" is particularly misleading, especially with the extreme twist of the Heavy. This is better explained here. [url]http://technofovea.com/blog/archives/278[/url]
the real shit that makes backstabs terrible really is lag. spies aren't really where they appear on your screen. they're X miliseconds ahead of what you see. this effect of course scales with the ping involved with the spy and the victim. try fighting spybots. you can turn at the very last moment where you would have died in a normal server, and you'll just get swiped because everything a bot does happens at pinpoint real time.
S key is worse than spies. Don't push the S key it hates your guts. [editline]25th April 2016[/editline] When you get facestabbed, S key is the real murderer.
I fucking despise "cute" pyro cosmetics.
[QUOTE=Johnny Joe;50197296]I fucking despise "cute" pyro cosmetics.[/QUOTE] What are those "cute" cosmetics? The only ones I can remember are Cute Suit (only because of the name) and (very remotely) Sight for Sore Eyes.
[QUOTE=Drury;50196847]Yes. Yes. No. It's the best class to play.[/QUOTE] [url]https://facepunch.com/showthread.php?t=1485597&p=50159476&viewfull=1#post50159476[/url] I dont feel like posting this again but give it a read as to why I think you're wrong. Infact I'd go so far to say Spy is the worst class there is, albeit I do acknowledge pyro as a contender.
It's fun though. [editline]25th April 2016[/editline] Okay so proper defense of the Spy: First off, all Spy unlocks can go fuck themselves. Literally all of them. Don't need them, don't use them. Just ignore they're even in the game for the sake of the argument because they're the only thing that makes Spy remotely bad. I'd remove them if I could. Now, Spy is a class that operates at very short range, so every time you get instakilled, you know you could have prevented it by simply turning around (keep in mind all unlocks can go fuck themselves). Once you spot the Spy, the odds shift overwhelmingly in your favor, so it's all about knowing when the Spy is going to think it's safe to stab and lure him. It's not even such a hard thing to learn, and if you go for it you won't risk much (just turn around for a moment) and you can easily dispose of the Spy. Practically, if you're a Heavy, jump around a corner, spin up, instantly turn around. Works almost always. Spies always go for Heavies who just spun because they think the Heavy is going to be staring at people in front of him to make them die. You can do the same with most classes. As a Medic, just turn around every so often, good Medics know what's around them nonstop and are almost impossible to stab. Engi, stick around a fair distance from your sentry and spread your buildings, Spy won't be able to stab'n'sap. Sniper, get fucked. Also, again, don't touch the S key when you go against a Spy or you will get facestabbed. Backpedaling breaks melee detection. So point being, Spy can be effectively countered by simply knowing what he does (fuck Spy unlocks remove them from game). Pyro however, is a class that's just fucked up no matter how you look at it, unlocks or not. Pretty much everything he can do is infuriating and uncounterable once you randomly happen to run into him, you can't learn his positioning, habits, you can't do anything once you run into his effective range. Sniper is counterable by proper positioning, but much less so than Spy still since he can kill you by looking at your head from any range or angle. So, yeah, don't go around giving Spy shit. Just his unlocks. I'm fine with that, those were never supposed to be put in the game, they're broken at base and unfixable. Still, vanilla Pyro and Sniper are much worse than vanilla Spy.
Wasn't there once a time that Healthpacks didn't extinguish afterburn? Also, to any well-aimed sniper, does the SMG have a real use if quickscoping is far more effective?
[QUOTE=Johnny Joe;50197296]I fucking despise "cute" pyro cosmetics.[/QUOTE] I find that players who have the whole "cute" pyro look are generally unpleasant.
People that still complain about mini sentries. How many more nerfs do you scout mains need god
[QUOTE=Dookas;50198753]People that still complain about mini sentries. How many more nerfs do you scout mains need god[/QUOTE] I just want the knock back nerfed so that I'm not getting pushed around while trying to find the little shit
[QUOTE=Drury;50197553]It's fun though. [editline]25th April 2016[/editline] Okay so proper defense of the Spy: First off, all Spy unlocks can go fuck themselves. Literally all of them. Don't need them, don't use them. Just ignore they're even in the game for the sake of the argument because they're the only thing that makes Spy remotely bad. I'd remove them if I could.[/QUOTE] L'Etranger, Cloak and Dagger, and Big Earner are very cool and useful though... Spy only really works when there are large numbers of players. In 6v6 you know when someone is dead and thus it's easy to pick out spies. In 24 player server, however, it becomes a lot harder to pick out spies, and they're great at assisting in pushes. That's why spy is a support class. Sure sniper can pick off important classes, but that's much harder on offense, since to see the defense on most maps, you'd need to expose yourself. 6v6 also plays on fast moving maps, so engineers and spies are less useful, since they rely on standstills to be practical. Spy overall is a pretty situational class, but in those situations can be extremely useful. [QUOTE=Dookas;50198753]People that still complain about mini sentries. How many more nerfs do you scout mains need god[/QUOTE] IMO minisentry is almost useless now since it doesn't start with full, so you can't spam it in firezones where it would do the most good. IMO they should have just increased metal cost and decreased range. just enough to make it not spammable, and decreased range makes it less annoying to clean up.
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