Stuff that Annoys you in TF2: MS Paint Crocket Edition
5,001 replies, posted
being healed by quickfix medic
rocket jump to an enemy
see medic fly off the cliff
votekicked
learn to airstrafe dipshit
This happened last night, kinda a long one.
So I join a valve server (first problem, I know), Koth_nucleus. Pick pyro, check my loadout, and I hear a scream and then the deathcam sound.
Turns out a spy backstabbed me. IN OUR SPAWN. I promptly set him on fire and think nothing more of it.
Minute later, head back to spawn and there's an engineer sitting in the back corner of spawn. We don't have an engineer. Somehow a Blu spy was getting into Red spawn. burn him to death again, and leave.
I come back later (Now that I think of it, I didn't die at all that round) And there's the "engineer" being pocketed by our team's only medic. Set him on fire, rinse, repeat.
At this point, I'm somewhere under the point, and there's the spy on his way back to our base, and there's our medic coming to greet him. I set the spy on fire, and the medic starts healing me.
"Finally," I think, "Our medic realized what's going on."
And the medic types "Shoot, damn auto lock-on healing."
He didn't mean to heal me. He knew what he was doing, healing that spy. As it turns out, this medic was the one getting the spy into spawn via a new bug introduced, evidently, during invasion.
The spy, who at this point I had a domination on, types in: "OMG, kick Mayor Luigi"
Cue the med starting a vote-kick. "accused of cheating" It passes.
TL;DR: What the fuck is wrong with some people?
[QUOTE=Fapplejack;48859737]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.[/QUOTE]
[QUOTE=Totenkreuz;48859740]The Last point on Badwater has two spawns[/QUOTE]
Damn, I can't believe I forgot about that. Oops.
[QUOTE=Whyt546;48860305]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.[/QUOTE]
Maybe they're doing it so they get credit for defeating the aliens.
Really stupid idea but so is defeating aliens by transporting beer into a UFO.
[QUOTE=Mayor Luigi;48860786] quoting [/QUOTE]
there's big problem in some circumstances where friends just keep shoving mediguns up each others asses, it get real annoying when there is a medic on your team who completely disregards their other teammates, just to earn friendship points with their butt buddies. God help you if they're also doing it to be cancerous pub-stompers together.
its OK to play on the same team as your friend in moderation, but stacking onto their team if you get auto-balanced or was auto picked into the different team is just making you an asshole.
[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]
Instead of streamlining the process all you'd do is make communication among your team even more vital by making people actually have to communicate in situations where people to de-que so certain people can get to the front line quicker, instead of say just stepping aside for an engie or medic who just walked out of spawn.
[QUOTE=printme;48857472]Classes could have different priorities in the queue, so scouts taking teles from medics/heavies/any other class wouldn't be an issue.[/QUOTE]
This doesn't really help since there may be situations where it would be better for someone with a lower "priority" to get to the front lines quicker. Say what you will about tele priority but honestly I'd rather have "pink scout with 3 unusuals" take the tele before "le friendly hoovy :DDDD".
Also none of this addresses the issue I previously mentioned about making strongly defended nests even harder to push since you can't stop people from teleporting in.
[QUOTE=Pyraax;48858058]Why does Watergate still have those placeholder text to speech sounds?[/QUOTE]
It's probably not a placeholder, considering it's voiced by an actual person; Oney.
[QUOTE=Ghostly2334;48862627]It's probably not a placeholder, considering it's voiced by an actual person; Oney.[/QUOTE]
Captain Dickhead is text to speech.
Some shitdick tried to sass me while I'm lecturing the whole team in Arena because we're losing 3 times in a row, he left as soon as I dominate him few rounds later.
Where's the respect these days?
pd_watergate. Not the map, but the game mode. The team leader buff effect is really troublesome especially on pubs when the opposing team knows how to abuse it. That game mode seems to me to just boil down to 'let's take the best player on the server and give them just enough to a buff to be unstoppable, oh and that person makes their nearby teammates tougher just because he has a giant pile of bottles from dominating everyone'.
It just feels really bad being the MVP of my team, doing everything I can to direct my team to the smartest plays (and not being listened to as everyone goes rushing in like madmen with no forethought getting themselves killed) and getting stomped by the equally/greater skilled opponent because the buff they have makes every encounter suicidal to attempt. I dunno, does anyone have a silver-bullet strategy for that gamemode? Seems pretty horrible for a pub mode to me. At least on say, payload pubs there's often some semblance of potential to succeed even with a bad team if I carry, but not so much on player destruction as far as I can tell.
[QUOTE=Ticon;48862782]pd_watergate. Not the map, but the game mode. The team leader buff effect is really troublesome especially on pubs when the opposing team knows how to abuse it. That game mode seems to me to just boil down to 'let's take the best player on the server and give them just enough to a buff to be unstoppable, oh and that person makes their nearby teammates tougher just because he has a giant pile of bottles from dominating everyone'.
It just feels really bad being the MVP of my team, doing everything I can to direct my team to the smartest plays (and not being listened to as everyone goes rushing in like madmen with no forethought getting themselves killed) and getting stomped by the equally/greater skilled opponent because the buff they have makes every encounter suicidal to attempt. I dunno, does anyone have a silver-bullet strategy for that gamemode? Seems pretty horrible for a pub mode to me. At least on say, payload pubs there's often some semblance of potential to succeed even with a bad team if I carry, but not so much on player destruction as far as I can tell.[/QUOTE]
I agree. Watergate is a great [i]map[/i], but I'm not a big fan of any gamemode where bad players not only don't contribute to their team, they actually directly benefit the opposing team.
[QUOTE=Anderan;48862555]This doesn't really help since there may be situations where it would be better for someone with a lower "priority" to get to the front lines quicker. Say what you will about tele priority but honestly I'd rather have "pink scout with 3 unusuals" take the tele before "le friendly hoovy :DDDD".[/QUOTE]
Obviously these priorities apply assuming all players are rougly the same skill level and are actually playing the objective. When coming up with these ideas I like to assume an "ideal game" where both teams are balanced in regards of skill and class distribution.
I think it's more sensible to come with ideas for the game as it was intended to be played; sure in reality players do whatever they want but that's another challenge; to come up with a solution that keeps them in check.
Sure the "no tele entrance" concept has its faults but it would be interesting to see it implemented in TF2 beta (if it still existed), because without actual data we're all just speculating. Yes, in the extreme situation you constructed to support your point, where there are a lot more engies than should be, and which is already very hard to deal with in pubs, this mechanic could possibly make the situation worse; it's still an interesting idea.
Also something that hasn't been mentioned before: spies would be indirectly nerfed as they couldn't take the enemy tele entrances.
[QUOTE=Off. Sandvich;48862807]I agree. Watergate is a great [i]map[/i], but I'm not a big fan of any gamemode where bad players not only don't contribute to their team, they actually directly benefit the opposing team.[/QUOTE]
I'd love to see a non event version of Watergate. Maybe CTF or CP, it has the layout for either to work.
[QUOTE=TheEyes;48860408]being healed by quickfix medic
rocket jump to an enemy
see medic fly off the cliff
votekicked
learn to airstrafe dipshit[/QUOTE]
It's [I]really[/I] hard to do that as a quick fix Medic, since you're often just suddenly launched in a random direction. You don't know exactly when the Soldier is going to jump, or what exact direction he's going in.
That said, it's more of a frustrated "how the fuck?!" situation, nothing kick-worthy.
[editline]9th October 2015[/editline]
[QUOTE=Ona;48863005]I'd love to see a non event version of Watergate. Maybe CTF or CP, it has the layout for either to work.[/QUOTE]
KoTH or CP, imo.
Quickplay gives laggy servers, and when i find one that is not laggy, it stops responding, forcing me to restart tf2 :(
"Sorry I don't heal scouts/snipers/spies"
[QUOTE=RedBaronFlyer;48863560]"Sorry I don't heal scouts/snipers/spies"[/QUOTE]
People like this must have some sort of weird ideology behind them, they probably think that these classes are useless or something.
This reminds me, as a medic I always try to heal everyone, give snipers overheal for headshot protection, give spies overheal just in case a stray rocket hits them while trying to sneak behind enemy lines, etc, so it really pissed me off when a sniper said "medic you are allowed to heal snipers too"... after a round on pl_swiftwater when our team was desperately trying to push through to the last point and I was healing 5-6 powerclasses like a madman, and I even healed the sniper when I was able.
Good medics heal everyone, but when the team is pushing and I'm trying to keep alive 4 powerclasses, the scout and the sniper will be lower on the list, because the sniper is going to hang back anyways and the scout can run to a healthpack and back faster than I could heal him; I would fuck my team over if I'd fuck off chasing scouts during a push.
you always put snipers on low priority because no amount of overheal will save him if he's engaged in direct combat. same as spies.
scouts need to learn to stop fucking jumping.
What i hate is a whole red team being mini sentry engineers oh the horror.....
and i experience that before because i fought like a whole team of engineers with gunslingers and we lost to 130 - 0 at water gate :surrender:
~20 Second Respawn~
*Dies 5 Seconds after stepping out of spawn*
~20 Second Respawn~
*Dies 5 Seconds after stepping out of spawn*
~20 Second Respawn~
How about you just put me in fucking spectator
Why do Watergate and Probed have nobuild areas EVERYWHERE? The maps are great, but it's annoying to walk around with a sentry just to not be able to put it where it should clearly be able to be put.
[QUOTE=Tinker;48864792]Why do Watergate and Probed have nobuild areas EVERYWHERE? The maps are great, but it's annoying to walk around with a sentry just to not be able to put it where it should clearly be able to be put.[/QUOTE]
Well, having a Nobuild in the water above the UFO is just common sense, in Watergate
You wouldn't want to be in the beam and have a hidden sentry shooting from within the water
When you're in need of health and there's a medic on your team that's right next to you, but after you call out for him to heal you he doesn't even listen and continues to pocket whoever as you get killed a few seconds later.
[QUOTE=Tinker;48864792]Why do Watergate and Probed have nobuild areas EVERYWHERE? The maps are great, but it's annoying to walk around with a sentry just to not be able to put it where it should clearly be able to be put.[/QUOTE]
I'm guessing it's there to dissuade people from using Mini-sentries, mainly, there are a ton of places on those maps that would work so well if you could actually build sentries. Though on the same side of the coin, building in that one spot on Borneo is incredibly overpowered as well, and you can still build there.
But yeah, the whole update seems to be kind of anti-Engineer for me. I haven't been able to play him very well on any of these maps, and last time I was playing the Mini-sentry was evidently glitched so that it wouldn't 'activate' until a couple seconds after it was completely built, which is a shame because I thought it was gonna be awesome on Watergate, but nop.
[QUOTE=Inferno564;48864813]Well, having a Nobuild in the water above the UFO is just common sense, in Watergate
You wouldn't want to be in the beam and have a hidden sentry shooting from within the water[/QUOTE]
Yeah, but there's several ledges (notably around the medium healthpack on the towerside) that you can't build at - but then you CAN build at the healthpack itself, which makes no sense to me. You can't build on the boat, either, even though that would incredibly easy to take out.
I've played the Probed beta version that didn't have the nobuilds in the hut above the point, and to be fair that was a little too Engie friendly. It's such an incredibly awkward way of solving that problem though, and the maps don't communicate you can't build there at all.
Not getting a single invasion drop crate
[QUOTE=Sweater;48865096]Not getting a single invasion drop crate[/QUOTE]
You measly peon! How dare you think you're allowed the privilege of crates when you explicitly paid for the capability of doing so?! If you are to get crates, you shall only get a meager two per week and will still be forced to pay yet even more money to unbox them!
[QUOTE=TheEyes;48860408]being healed by quickfix medic
rocket jump to an enemy
see medic fly off the cliff
votekicked
learn to airstrafe dipshit[/QUOTE]
[media]https://www.youtube.com/watch?v=SMygWh89ViA[/media]
I spent money on this Invasion pass only to not get a crate that I already bought a key for.
I can sell the key, but I want to open a crate and try my luck.
Zero drops last 20 hours (literally, not even weapon), sudden expiry date changes without warning, lag spikes during intense combat :frown:
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