• Stuff that Annoys you in TF2: MS Paint Crocket Edition
    5,001 replies, posted
[QUOTE=Dat Lobo;50203482]The Loose Cannon not actually bouncing people anywhere anymore since the airblast "fix". Don't know what I mean? Go use the loose cannon and try to see if anyone bounces, or hell, moves at all period. The ball will hit em, and then go fly willy nilly. Only occasionally, when the assholes align on uranus, will it work as intended.[/QUOTE] Then the anuses are in my favor as I am able to send schmucks flying with the weapon no problem. [sp]you gotta hit their legs[/sp]
[QUOTE=Vodkavia;50203193]Also the fact that on a lot of maps [B]every single path[/B] exposes you to a massive sightline.[/QUOTE] Wait, which maps would that be? Almost all maps in TF2 are completely based around having shorter, more dangerous routes (which tend to involve Sniper sightlines) and longer, safer ones. I can't think of many places in maps where there's Sniper spots everywhere, unless it's something horrendously crap in every aspect like Dustbowl stage 3.
Probably the one thing that really annoys me about TF2 is the wonky physics you have to contend with when playing Demoknight longterm. Shield charge into an enemy, but the hit doesn't connect and you "slide" around them. Shield charge into an enemy, but the hit sends them flying backwards out of melee range. Shield charge into an enemy, but the hit sends [I]you[/I] flying backwards. Shield charge toward an enemy, but get hit by a stray bullet from long range for scratch damage and stop dead in your tracks. Shield charge toward a soldier who is firing a rocket, it lands behind you but the splash still knocks you [I]backwards[/I]. Shield charge toward a soldier who is firing a rocket, it hits you square in the face but you get launched directly [I]upwards[/I]. Shield charge over a piece of slightly non-flat terrain, get sent flying wildly up and off in a random direction because you hit a 1 inch "ramp". Chase an equal speed or slower retreating enemy, their smaller range melees hit you while they back up, but your extra range sword swings can't reach them somehow.
speaking of hitreg, how about when you click on a fella's head as the snippy man and it applies the blood splatter decal to their head but doesn't do 150 (or any) damage?
[QUOTE=Enterim;50205276]speaking of hitreg, how about when you click on a fella's head as the snippy man and it applies the blood splatter decal to their head but doesn't do 150 (or any) damage?[/QUOTE] [img]http://puu.sh/owtBh/950754a049.jpg[/img] the worst
[QUOTE=Tinker;50204588]Wait, which maps would that be? Almost all maps in TF2 are completely based around having shorter, more dangerous routes (which tend to involve Sniper sightlines) and longer, safer ones. I can't think of many places in maps where there's Sniper spots everywhere, unless it's something horrendously crap in every aspect like Dustbowl stage 3.[/QUOTE] Badwater, Vangaurd, Coldfront, Goldrush, Hoodoo (that's a given), Harvest, Snowplow, Yukon, Well, Sawmill, 2fort, and more. You don't need a massive sightline for Sniper. He can still be effective in worse situations, because it only makes it harder to aim. Unlike Soldier, or even Demo, you have certain ranges where you aren't effect. For Demo and Soldier for example, you take self-damage at close range, which is a actual penalty. Sniper just gets harder to play, which is bypassed if you are good at Sniper.
Justification for the stupid resistances on the shields It's okay I didn't want to not die to the targe demoman who tanked four rockets
[QUOTE=Ithaca74;50205309]Badwater, Vangaurd, Coldfront, Goldrush, Hoodoo (that's a given), Harvest, Snowplow, Yukon, Well, Sawmill, 2fort, and more. You don't need a massive sightline for Sniper. He can still be effective in worse situations, because it only makes it harder to aim. Unlike Soldier, or even Demo, you have certain ranges where you aren't effect. For Demo and Soldier for example, you take self-damage at close range, which is a actual penalty. Sniper just gets harder to play, which is bypassed if you are good at Sniper.[/QUOTE] None of those maps have Sniper locations that cover everything, except maybe Goldrush and Hoodoo (i.e. Dustbowl on rails). Point was that TF2 map design is supposed to have stronger and weaker spots for Snipers (and Engineers), and if every route takes you into a sightline it's a mapping problem, not a class problem.
[QUOTE=Tinker;50205302][img]http://puu.sh/owtBh/950754a049.jpg[/img] the worst[/QUOTE] Its more of lag compensation thing, so hitbox is a bit back from your actual model when you move. As a medic thats very keen on using ubersaw i just hate how source compensates lag Whenever i get close to enemy and hit them i can hear sound of flesh being hit and can see the blood decal on model, but no ding and i get blown away the next 0.4 seconds. I know it should happen pretty rarely, but for me its way too often (my internet is not that bad tho) And whats worse it happens to me in CSGO and HL2DM aswell
I think upward would be vastly improved if the stairs near the third point were rotated 90 degrees or the sewer near the red first spawn connected with the sewer with the large pack. That sniper line on the third point can eat a dick.
The fact that Soldier is a WWII nut but he wears Viet Nam War issue jungle boots. [B][I] IT RUINS MY IMMERSION[/I][/B]
[QUOTE=Johnny Joe;50210971]The fact that Soldier is a WWII nut but he wears Viet Nam War issue jungle boots. [B][I] IT RUINS MY IMMERSION[/I][/B][/QUOTE] Who's to say he can't be several different kinds of nuts? Mixed nuts if you will.
In alternative gamemodes, I popped into watergate for the first time. I think player destruction has some potential, but watergate is an awful map, it feels like a rehash of 2fort with more spy freedom and sniper sight-lines. An ideal map should not really have any area that seems catered to a specific class. The saucer pulled me into a bridge, got stuck on bridge and demoknighted loosing like 18 bottles WHAT, why does the ray field go through the bridge, or be half and half on the bridge and not on the bridge. Hydro was a much bettermap/game at least.
[QUOTE=Johnny Joe;50210971]The fact that Soldier is a WWII nut but he wears Viet Nam War issue jungle boots. [B][I] IT RUINS MY IMMERSION[/I][/B][/QUOTE] I'm pretty sure he's just a military nut, not necessarily a WWII nut. He just tried to serve during WWII. Considering the time period and the fact that he likely shops at mil surplus stores, leftovers from Nam make perfect sense.
Get good with Spy. It's still and always the only way. It's the most useless class as of today. Dead ringer? Are you deaf? Because the tip about how the dead ringer is loud is very important. I always kill dead ringer spy after i hears their sound, i know they're here generally because of that sound. And every single time, just continue firing after killing a spy, it cost nothing, especially on pyro, airblast the spy, burn him, continue burning. Nothing hard to do. The most annoying class is the sniper. The ones that said that spy's unlock are useless and garbage is simply put, a retard. Never saw so much salt in a man against item that can be easily being countered. Especially when most spy unlock are like that. Cloak and dagger is excellent, the kunai are literally never used when they're in reality the most deadly weapon a man can find in this planet. you mean i can CONTINUE backstab in public ??? Work best with dead ringer. Also, about that man advise about how spy never fire when they have the dead ringer. yes, they can't fire or anything, but it's just useless, most people use the dead ringer after making some shots into the enemy and when they take some hit, it just doesn't show anything about how to detect a dead ringer.
[QUOTE=Anderan;50211141]I'm pretty sure he's just a military nut, not necessarily a WWII nut. He just tried to server during WWII. Considering the time period and the fact that he likely shops at mil surplus stores, leftovers from Nam make perfect sense.[/QUOTE] I'm not serious of course and you're probably right, but for the sake of pointless internet discussion I'd like to bring your attention Soldier's apartment in the WAR! comic, specifically the map of Germany (and routes into it) on his wall displays he still is enamored with the Second World War in particular and his bio says "Favourite World War: 2".
[QUOTE=ApertureXS200;50211845]Get good with Spy. It's still and always the only way. It's the most useless class as of today. Dead ringer? Are you deaf? Because the tip about how the dead ringer is loud is very important. I always kill dead ringer spy after i hears their sound, i know they're here generally because of that sound. And every single time, just continue firing after killing a spy, it cost nothing, especially on pyro, airblast the spy, burn him, continue burning. Nothing hard to do. The most annoying class is the sniper. The ones that said that spy's unlock are useless and garbage is simply put, a retard. Never saw so much salt in a man against item that can be easily being countered. Especially when most spy unlock are like that. Cloak and dagger is excellent, the kunai are literally never used when they're in reality the most deadly weapon a man can find in this planet. you mean i can CONTINUE backstab in public ??? Work best with dead ringer. Also, about that man advise about how spy never fire when they have the dead ringer. yes, they can't fire or anything, but it's just useless, most people use the dead ringer after making some shots into the enemy and when they take some hit, it just doesn't show anything about how to detect a dead ringer.[/QUOTE] Spy unlocks are badly designed garbage. Dead Ringer is way too unfun to play against, Ambassador is way too versatile and powerful, everything else rewards you for doing either nothing but equipping it or just doing your job. Vanilla Spy is quite amazing, though.
[QUOTE=Anderan;50207872]I think upward would be vastly improved if the stairs near the third point were rotated 90 degrees or the sewer near the red first spawn connected with the sewer with the large pack. That sniper line on the third point can eat a dick.[/QUOTE] If a sniper is being a problem on the spiral bridge, you can usually catch them off guard by using the route underneath, which can be taken from the first-floor door near the spawn and then heading downstairs underneath the cart's trestle just near the support that is beyond the door facing the spiral bridge (the one with the large health pack) and this leaves you difficult to see approaching. If you follow it beyond the health pack, you can hit them from behind easily as a Pyro with a flare, Soldier, Scout, Spy or Demoman in general.
[QUOTE=The Duke;50215302]If a sniper is being a problem on the spiral bridge, you can usually catch them off guard by using the route underneath, which can be taken from the first-floor door near the spawn and then heading downstairs underneath the cart's trestle just near the support that is beyond the door facing the spiral bridge (the one with the large health pack) and this leaves you difficult to see approaching. If you follow it beyond the health pack, you can hit them from behind easily as a Pyro with a flare, Soldier, Scout, Spy or Demoman in general.[/QUOTE] You're only going to get behind them if they're standing halfway up the lane or are paying literally no attention, the shack is pretty close to the point. I don't mean the lane leading to the spiral, I mean the lane proceeding it. The staircase is admittedly further back than I remember it. [t]https://wiki.teamfortress.com/w/images/0/00/Upward3.jpg?t=20110325173314[/t]
making healthkits instantly heal its value rather than being gradual was a huge huuuuge mistake.
[QUOTE=Hell-met;50216082]making healthkits instantly heal its value rather than being gradual was a huge huuuuge mistake.[/QUOTE] Elaborate, I don't understand.
modern games have health given back in a slow fill-up manner. valve's games is instantly given regardless if you have people actually shooting at you. you got 90% damage taken and are losing in a one on one? just run to this big glowing box and pretend nothing happened!
[QUOTE=Hell-met;50216117]modern games have health given back in a slow fill-up manner. valve's games is instantly given regardless if you have people actually shooting at you. you got 90% damage taken and are losing in a one on one? just run to this big glowing box and pretend nothing happened![/QUOTE] Oh I see what you mean, health on tick.
That would actually just make scout, soldier and demoman better and heavy, pyro and spy worse, the opposite of what people want.
[QUOTE=Hell-met;50216117]modern games have health given back in a slow fill-up manner. valve's games is instantly given regardless if you have people actually shooting at you. you got 90% damage taken and are losing in a one on one? just run to this big glowing box and pretend nothing happened![/QUOTE] Removing this positioning aspect of one-on-one fights would make the game better how. It would just remove another way of getting an edge over the opponent in a desperate fight and make the game less exciting. You know you're fucked whether you're next to a medpack or not. Similarly, the opponent has less of a motivation to try and take you down before you grab the medpack.
[QUOTE=Drury;50216384] It would just remove another way of getting an edge over the opponent in a desperate fight and make the game less exciting.[/QUOTE] why is it so unacceptable to have fights decided between who actually aims better rather than have some embarassing external factor in this game?
[QUOTE=Hell-met;50216472]why is it so unacceptable to have fights decided between who actually aims better rather than have some embarassing external factor in this game?[/QUOTE] By that logic, we should remove all healthkits entirely. Medics too. No healing at all - it's just a crutch for people who can't aim. Hell, get rid of everything else related to positioning and tactics as well. Only scrubs who can't aim worth shit have to rely on flanking their enemies, or taking cover to avoid getting shot, et cetera. Aiming is the one and only thing that matters at all - if you don't have strictly better skill at aiming compared to your enemy, you don't deserve to win. Git gud or get rekt. /sarcasm
[QUOTE=Hell-met;50216472]why is it so unacceptable to have fights decided between who actually aims better rather than have some embarassing external factor in this game?[/QUOTE] TF2 is unique in that aim is not the only deciding factor. Positioning is also very important, and healthpacks are a part of that.
In my opinion, healthpacks introduce an interesting strategy element. If there's a health pickup in the room and I know that my opponent is going to go for it, then I have a few options. I can just shoot like wild, either to kill the enemy before he reaches the health or offset its effects once he picks it up. I can retreat around a corner and wait for him to pursue me, then smack him with a point blank attack. Or I can make a beeline for the health, gobble it up before my enemy can, and finish him off. Sometimes I get annoyed when that one bouncy, strafing Scout grabs a healthpack with only 2 HP left, but I think it makes up for it by ultimately making the game more interesting.
I like how they have a different mechanic than medigun or dispenser heals. Unlike those two, healthpacks put out flames instantly, heal instantly, and is based on percentage of total health rather than a flat HP/second rate. These are all factors to keep in mind when determining who takes them and when.
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