• Stuff that Annoys you in TF2: MS Paint Crocket Edition
    5,001 replies, posted
[QUOTE=Anderan;48857131]Letting you go right from spawn to a tele exit would be OP as fuck. I'm pretty sure the whole reason that the tele entrance exists and has to be placed is to give the other team a chance to destroy your tele network without having to push a highly defended exit and reward flanking. Also letting people respawn right at the exit would exponentially increase the pressure it lets you maintain by removing the wait time to use teles. Just imagine the enemy team respawning in a room right outside your spawn with no way of stopping it because there are 4 sentries in the room and you can't destroy any entrances. Engie doesn't need a buff, players just need to be less stupid and actually support their engies.[/QUOTE] I see your point but in a situation like that your team would probably have an incredibly difficult time even leaving spawn, let alone getting to the enemy spawn and taking out the teleport entrance. I mean, maybe a bonk scout could get past, but how many entrances can he take out before he gets killed? Engineer can ruin games pretty easily already, I just like the teleport idea because it feels a bit more streamlined/elegant. Anyways, it would be an interesting experiment to implement this in a beta version to see how much of an impact it really has, or if it can be balanced if it turns out to be OP.
[QUOTE=printme;48857173]I mean, maybe a bonk scout could get past, but how many entrances can he take out before he gets killed?[/QUOTE] Spies exist. But a good example of this is the Engie bot's tele in MvM. It moves up the spawn point for the bots and depending on your team can utterly fuck you over if it is allowed to be set up. Even in a normal match teles let you exert signifigantly more pressure, letting a team just spawn there would require some massive rebalancing.
[QUOTE=Anderan;48857199]Spies exist.[/QUOTE] If the enemy team is spawncamping with 4 sentries spies will have a hard time getting through as well, even with the dead ringer. Also the engies can remove sappers/repair the teleporters from the exit side.
[QUOTE=WnR;48856316]It's a perfectly valid tactic with smaller maps, like KotH maps. ...Or you know, any time that you have to defend your last point. Ever. At all. On any map.[/QUOTE] correct me if i am wrong, but building a sentry at the spawn door of any map wont defend anything at all. at 2fort's one you actually need to put it facing the yard for it to actually defend anything, and even at dustbowl's final point it wont do shit to have a sentry right at the spawn door wont do shit to the defense since the spawn doors are facing in the opposite direction of [URL="https://wiki.teamfortress.com/w/images/1/10/Dustbowl_s3c2.jpg?t=20110323182755"]the last point[/URL]. and yeah, putting a sentry at your spawn is surely going to add a lot to your team on a koth map. unlike, you know, putting it somewhere else were it would actually kill shit as you upgrade it like near the actual koth point, a flank, etc. [QUOTE=Anderan;48856207]*cough*Tele entrance*cough*[/QUOTE] you never stay behind and "build" a tele. you drop the entrance and move foward were you team needs you. wich, again, wont be destroyed if you carry said tele (why would you carry a tele entrace anyway) into your spawn. the only time you ever stay and build a tele is only if it belongs to another engineer because you know your team will benefit more from a fully built teleport than from two engies figthing each other to raise a single sentry. building at spawn yields not actual benefits, nor for the engie nor for the team. thats why its important to know were to build and what to build - specially on pl maps. the only exception to this rule has to be [URL="https://wiki.teamfortress.com/w/images/2/2a/Junction_cp_06.png?t=20111126130732"]junction[/URL].
The fact that the new strange taunt counts "Times Performed" instead of "Freezecam Taunt Appearances" is rather annoying to me.
[QUOTE=Anderan;48857199]Even in a normal match teles let you exert signifigantly more pressure, letting a team just spawn there would require some massive rebalancing.[/QUOTE] Well of course it would require rebalancing, nobody would want to just let you immediately spawn at the exit. My first thought was to give it a time cost, eg.: spawn in your spawn immediately or wait for X more seconds and spawn at the exit.
[QUOTE=Metaru;48857223]correct me if i am wrong, but building a sentry at the spawn door of any map wont defend anything at all. at 2fort's one you actually need to put it facing the yard for it to actually defend anything, and even at dustbowl's final point it wont do shit to have a sentry right at the spawn door wont do shit to the defense since the spawn doors are facing in the opposite direction of [URL="https://wiki.teamfortress.com/w/images/1/10/Dustbowl_s3c2.jpg?t=20110323182755"]the last point[/URL]. and yeah, putting a sentry at your spawn is surely going to add a lot to your team on a koth map. unlike, you know, putting it somewhere else were it would actually kill shit as you upgrade it like near the actual koth point, a flank, etc. you never stay behind and "build" a tele. you drop the entrance and move foward were you team needs you. wich, again, wont be destroyed if you carry said tele (why would you carry a tele entrace anyway) into your spawn. the only time you ever stay and build a tele is only if it belongs to another engineer because you know your team will benefit more from a fully built teleport than from two engies figthing each other to raise a single sentry. building at spawn yields not actual benefits, nor for the engie nor for the team. thats why its important to know were to build and what to build - specially on pl maps. the only exception to this rule has to be [URL="https://wiki.teamfortress.com/w/images/2/2a/Junction_cp_06.png?t=20111126130732"]junction[/URL].[/QUOTE] One could argue it's essential for ninjaneering or any other situation where you're trying to be sneaky and the sound of "SENTRY GOING UP *CLANG* *CLANG* *CLANG*" could give you away. Granted such situations are few and far between.
[QUOTE=Anderan;48857131]Letting you go right from spawn to a tele exit would be OP as fuck. I'm pretty sure the whole reason that the tele entrance exists and has to be placed is to give the other team a chance to destroy your tele network without having to push a highly defended exit and reward flanking. Also letting people respawn right at the exit would exponentially increase the pressure it lets you maintain by removing the wait time to use teles. Just imagine the enemy team respawning in a room right outside your spawn with no way of stopping it because there are 4 sentries in the room and you can't destroy any entrances. Engie doesn't need a buff, players just need to be less stupid and actually support their engies.[/QUOTE] There could be a queue. You could choose to spawn normally if you deem it too long. That would also remove the clusterfucks on teleporter entrances where you have 5 scouts dancing atop it and nobody teleports, lengthening the process.
[QUOTE=Drury;48857458]There could be a queue. You could choose to spawn normally if you deem it too long. That would also remove the clusterfucks on teleporter entrances where you have 5 scouts dancing atop it and nobody teleports, lengthening the process.[/QUOTE] Classes could have different priorities in the queue, so scouts taking teles from medics/heavies/any other class wouldn't be an issue.
this applies to any game with vac [IMG]http://i.imgur.com/IKBGRq7.png[/IMG] this happens for literally no reason [editline]8th October 2015[/editline] and it started to do it again very recently
Why does Watergate still have those placeholder text to speech sounds?
I thought they were supposed to be a sci-fi robot voice [editline]8th October 2015[/editline] I kinda like them
Something I call the STAR_ effect: Famous tf2 youtuber (Muselk for example, since I can name a few.) releases video. Muselk gets many kills, and call his current weapon the new meta e.g. Loose Cannon. Nothing but that weapon for days, market value rises, and the game becomes unfair.
[QUOTE=DavidCameron;48858374]Something I call the STAR_ effect: Famous tf2 youtuber (Muselk for example, since I can name a few.) releases video. Muselk gets many kills, and call his current weapon the new meta e.g. Loose Cannon. Nothing but that weapon for days, market value rises, and the game becomes unfair.[/QUOTE] Okay the majority of your post I understand but how does the game become unfair because people are all using the same weapon? If it's balanced (which the Loose Cannon is) it shouldn't be a problem.
[QUOTE=DavidCameron;48858374]Something I call the STAR_ effect: Famous tf2 youtuber (Muselk for example, since I can name a few.) releases video. Muselk gets many kills, and call his current weapon the new meta e.g. Loose Cannon. Nothing but that weapon for days, market value rises, and the game becomes unfair.[/QUOTE] At least they're playing the game. I'll take a team of cannon wielding demomen over a team of boxtrotting spies any day.
[QUOTE=Oizen;48856635]I wish there was more to watergate. Why are we giving the aliens beer Why does the ufo explode at the end of the match Why are we literally fighting eachother over who gives them beer. The trailer they made really should have been an sfm short rather than the random barn scene.[/QUOTE] I'm sure it will be explained in the comics in due time In 2 years
[QUOTE=Metaru;48857223]correct me if i am wrong, but building a sentry at the spawn door of any map wont defend anything at all. at 2fort's one you actually need to put it facing the yard for it to actually defend anything, and even at dustbowl's final point it wont do shit to have a sentry right at the spawn door wont do shit to the defense since the spawn doors are facing in the opposite direction of [URL="https://wiki.teamfortress.com/w/images/1/10/Dustbowl_s3c2.jpg?t=20110323182755"]the last point[/URL]. and yeah, putting a sentry at your spawn is surely going to add a lot to your team on a koth map. unlike, you know, putting it somewhere else were it would actually kill shit as you upgrade it like near the actual koth point, a flank, etc. you never stay behind and "build" a tele. you drop the entrance and move foward were you team needs you. wich, again, wont be destroyed if you carry said tele (why would you carry a tele entrace anyway) into your spawn. the only time you ever stay and build a tele is only if it belongs to another engineer because you know your team will benefit more from a fully built teleport than from two engies figthing each other to raise a single sentry. building at spawn yields not actual benefits, nor for the engie nor for the team. thats why its important to know were to build and what to build - specially on pl maps. the only exception to this rule has to be [URL="https://wiki.teamfortress.com/w/images/2/2a/Junction_cp_06.png?t=20111126130732"]junction[/URL].[/QUOTE] The problem is Valve is irritatingly inconsistent with the spawn limits and buildings. Maps like Junction, Steel, Hoodoo allow Engineers to build tele entrances from within the spawn gates, making it impossible for the enemy team to flank at all to destroy the tele. Also, there's a bit of a Catch-22 with maps either having too many spawn exits so that people bypass a fully setup tele entrance or there's only one entrance from within the spawn that ensures people will take your tele, but promotes spawn-camping by the other team.
Speaking of spawns, can I just mention how much I fucking hate maps with multiple spawns where which room you spawn in is rng, like Dustbowl last or 2fort. 2fort is shit because I've had times where my I'm about to spawn when I see my Sentry that's outside the side entrance to Intel gets sapped, I get ready to run out and save it but fucking nope I get shunted into spawn #2 and lose my shit. Dustbowl is even worse because now its basically up to chance whether or not you have to spend an extra 10 seconds getting to the first point. And don't fucking get me started on Badwater. Just have me spawn in the same place or let me choose which room I spawn in. This type of shit would never fly in maps designed for competitive.
[QUOTE=Fapplejack;48859480]Speaking of spawns, can I just mention how much I fucking hate maps with multiple spawns where which room you spawn in is rng, like Dustbowl last or 2fort. 2fort is shit because I've had times where my I'm about to spawn when I see my Sentry that's outside the side entrance to Intel gets sapped, I get ready to run out and save it but fucking nope I get shunted into spawn #2 and lose my shit. Dustbowl is even worse because now its basically up to chance whether or not you have to spend an extra 10 seconds getting to the first point. And don't fucking get me started on Badwater. Just have me spawn in the same place or let me choose which room I spawn in. This type of shit would never fly in maps designed for competitive.[/QUOTE] Badwater doesn't have random spawns, they do push the spawns up though, but that happens in every Payload map.
[QUOTE=TectoImprov;48859675]Badwater doesn't have random spawns, they do push the spawns up though, but that happens in every Payload map.[/QUOTE] Red's spawn after blu caps the first 2 points. There's 2 spawns, one overlooking the point and one that's closer to the point.
The Last point on Badwater has two spawns
This is partially the reason Badwater was in need of a pro version. When spawning at last the difference between upper and lower spawn could be the difference between winning or losing the game. Now they're connected iirc
[QUOTE=Totenkreuz;48859740]The Last point on Badwater has two spawns[/QUOTE] What's bad about that? You should have a bind that lets you respawn in the place you want. bind "ALT" "load_itempreset 0"
[QUOTE=Oizen;48856635] Why are we giving the aliens beer Why does the ufo explode at the end of the match [/QUOTE] You gotta get them aliens drunk, man! If you pay attention to the last small UFO when the game ends, it (drunkenly) flies directly into the giant mothership and blows it up.
All the people complaining that there's no explaination given for the beer + aliens = rip saucer thing it's explained on the bloody update page please stop [t]http://i.imgur.com/gf0u3gz.png[/t] [quote]Science has shown they react violently to being forcefed beer, good thing we're at a beer factory.[/quote]
[QUOTE=IntenseBarney;48860128]All the people complaining that there's no explaination given for the beer + aliens = rip saucer thing it's explained on the bloody update page please stop [/QUOTE] Yes, so why are the mercs fighting each other over it? Why can't they team up like in MvM?
[QUOTE=riki2cool;48860146]Yes, so why are the mercs fighting each other over it? Why can't they team up like in MvM?[/QUOTE] That's not explained, so people can complain about that all they want, but all I see is people complaining about why we're collecting the beer in the first place.
[QUOTE=riki2cool;48860146]Yes, so why are the mercs fighting each other over it? Why can't they team up like in MvM?[/QUOTE] Bragging rights over who saved the world from aliens.
[QUOTE=riki2cool;48860146]Yes, so why are the mercs fighting each other over it? Why can't they team up like in MvM?[/QUOTE] The same reason they're fighting over who can blow up the same hole in the ground in Payload Race, or who can (fail to) launch the same rocket with the same australium in Doomsday.
[QUOTE=TwoYearLurker;48860278]The same reason they're fighting over who can blow up the same hole in the ground in Payload Race, or who can (fail to) launch the same rocket with the same australium in Doomsday.[/QUOTE] Well they're paid to do it in those gamemodes. It's not really hinted anywhere that Redmond or Blutarch are paying them to kill aliens.
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