• Stuff that Annoys you in TF2: MS Paint Crocket Edition
    5,001 replies, posted
[QUOTE=Ona;48884023]For a[B][I] crate,[/I][/B] which you have to [I][B]pay[/B][/I] to open, that's ridiculously and unreasonably expensive. They're practically asking for the price of the key you need to open the damn thing at this point.[/QUOTE] Pretty sure that's what they were going for when they were deciding the drop rate.
On another note: "Dropped due to slot reservation".
[QUOTE=Ona;48884023]For a[B][I] crate,[/I][/B] which you have to [I][B]pay[/B][/I] to open, that's ridiculously and unreasonably expensive. They're practically asking for the price of the key you need to open the damn thing at this point.[/QUOTE] You should be happy it's not at the 10-20€ it's usually at for CS:GO crates at those quantities Yes, people actually buy at those prices in droves.
Two things. 1. The phlog's particles are in desperate need of a fix; I've downloaded a mod that makes it look like the actual effect from WETA's Gordbort video, along with it moving around with mouse movement. Why can't valve just put that in the game by default instead of having an old, stiff effect from about 4 years ago? 2. I love my shooting star, don't get me wrong. However, since it's a machina, I have to bear with issues that pertain to it. For example, I can be in a crucial moment where I can take out an engineer while he works on a nest. I take the shot; the tracker beam stops on his head and the shot doesn't register damage. If I were to do the same with another rifle, it'd most likely register and kill him. Why does this kinda bug happen to the machina/shooting star? Can't it be fixed?
[QUOTE=ChrisR;48884354]Two things. 1. The phlog's particles are in desperate need of a fix; I've downloaded a mod that makes it look like the actual effect from WETA's Gordbort video, along with it moving around with mouse movement. Why can't valve just put that in the game by default instead of having an old, stiff effect from about 4 years ago? [/QUOTE] Flamethrower particles need to be accurate with the actual flame hitboxes, on all flamethrowers
[QUOTE=ChrisR;48884354] 2. I love my shooting star, don't get me wrong. However, since it's a machina, I have to bear with issues that pertain to it. For example, I can be in a crucial moment where I can take out an engineer while he works on a nest. I take the shot; the tracker beam stops on his head and the shot doesn't register damage. If I were to do the same with another rifle, it'd most likely register and kill him. Why does this kinda bug happen to the machina/shooting star? Can't it be fixed?[/QUOTE] I think the tracer shows up a split-second after the actual shot, meaning a slight mouse movement after the shot could make the tracer seem misleading.
Does anybody else wish there were an "I just want to chill" tick box in options for when you don't feel like dealing with the "community"? It would client side disable dominations, the "YOU LOST *booing*" voice line, taunts, text chat, paints, unusuals, australium weapons, displaying weapon name tags and desriptions, user avatars, and it would rename all players to random names from a list like bots.
[QUOTE=printme;48884469]Does anybody else wish there were an "I just want to chill" tick box in options for when you don't feel like dealing with the "community"? It would client side disable dominations, the "YOU LOST *booing*" voice line, taunts, text chat, paints, unusuals, australium weapons, displaying weapon name tags and desriptions, user avatars, and it would rename all players to random names from a list like bots.[/QUOTE] alternatively, you can not launch the game and go do something else.
[QUOTE=printme;48884469]Does anybody else wish there were an "I just want to chill" tick box in options for when you don't feel like dealing with the "community"? It would client side disable dominations, the "YOU LOST *booing*" voice line, taunts, text chat, paints, unusuals, australium weapons, displaying weapon name tags and desriptions, user avatars, and it would rename all players to random names from a list like bots.[/QUOTE] I've never heard of any such option in any other shooter.... Can't you just mute the few really abbrasive guys you come across? Muting them disables their chat as well. Also, pardon if I'm drawing conclusions here, but you sound like on of those guys that literally pay too much attention and read way too much into every rename, paint, cosmetic, taunt or chat message used by the players, as if every minor thing proves that all others are assholes, and the whole server needs to be gagged due to a few of them? Honestly, I really feel like this 'I want to wall myself off entirely from any player/team interaction' is one of the reasons pubs are more and more stale, and the mentality of the general playerbase has shifted to ''Solo Fortress, let's all be 100% quiet and selfishly do our own thing, no matter how badly we're getting mauled and how badly we might need a certain class or a thing''. Let's also disable/ignore chat entirely even if some guy that actually cares might try to give a good suggestion or alert teammates to a sentry position. Better yet, when a guy gives a tip to a clearly new/struggling player, let's mock and berate the guy or tell him to shut up, because Valve servers, yo, chat needs to be dead quiet and no one should ever be allowed to learn anything or listen to/give any advice. I'm saddened to see loads of people on r/tf2 claim that they essentially disable chat entirely and mute everyone as they enter a server, which means that you've got a whole bunch of guys that literally block any form of communication with their teammates, so any useful info you might relay in chat, or any suggestion or request you give will just flat-out be unseen by these guys. And then they complain how bad Valve servers are and how teammates are doing silly things, yet when you suggest a decent community server they'll write it off as having 'badmins' or 'too much circlejerk talking' (though I fail to see anything wrong in friendly banter and useful callouts), because, once again, TF2 for them is Solo Fortress while completely disabling communication and ignoring the rest of your team. No wonder pubs can't be any better. I guess this little rant is more of a 'stuff that annoys me in TF2', sorry if it feels like I'm purely chewing you out for your suggestion :smile: I think it's just unneeded when the Mute option for really obnoxious people exists, and there's imo way too many players these days (and relatively experienced ones, sadly) that ignore once-great community servers witha actual communities, play exclusively on Valve servers, complain about how crap the players there are, yet they completely ignore their team, disable any form of communication, won't ever try and help or give advice to any newbie or someone clearly doing someting wrong, actually mock people that try to do that, and are in general just lone wolves to the extreme.
[QUOTE=Metaru;48884607]alternatively, you can not launch the game and go do something else.[/QUOTE] The point of my post was that I sometimes wish I could just disable the annoying aspects of the community with a click. [editline]12th October 2015[/editline] [QUOTE=Stric_Matic;48884611]I've never heard of any such option in any other shooter.... Can't you just mute the few really abbrasive guys you come across? Muting them disables their chat as well. Also, pardon if I'm drawing conclusions here, but you sound like on of those guys that literally pay too much attention and read way too much into every rename, paint, cosmetic, taunt or chat message used by the players, as if every minor thing proves that all others are assholes, and the whole server needs to be gagged due to a few of them? Honestly, I really feel like this 'I want to wall myself off entirely from any player/team interaction' is one of the reasons pubs are more and more stale, and the mentality of the general playerbase has shifted to ''Solo Fortress, let's all be 100% quiet and selfishly do our own thing, no matter how badly we're getting mauled and how badly we might need a certain class or a thing''. Let's also disable/ignore chat entirely even if some guy that actually cares might try to give a good suggestion or alert teammates to a sentry position. Better yet, when a guy gives a tip to a clearly new/struggling player, let's mock and berate the guy or tell him to shut up, because Valve servers, yo, chat needs to be dead quiet and no one should ever be allowed to learn anything or listen to/give any advice. I'm saddened to see loads of people on r/tf2 claim that they essentially disable chat entirely and mute everyone as they enter a server, which means that you've got a whole bunch of guys that literally block any form of communication with their teammates, so any useful info you might relay in chat, or any suggestion or request you give will just flat-out be unseen by these guys. And then they complain how bad Valve servers are and how teammates are doing silly things, yet when you suggest a decent community server they'll write it off as having 'badmins' or 'too much circlejerk talking' (though I fail to see anything wrong in friendly banter and useful callouts), because, once again, TF2 for them is Solo Fortress while completely disabling communication and ignoring the rest of your team. No wonder pubs can't be any better. I guess this little rant is more of a 'stuff that annoys me in TF2', sorry if it feels like I'm purely chewing you out for your suggestion :smile: I think it's just unneeded when the Mute option for really obnoxious people exists, and there's imo way too many players these days (and relatively experienced ones, sadly) that ignore once-great community servers witha actual communities, play exclusively on Valve servers, complain about how crap the players there are, yet they completely ignore their team, disable any form of communication, won't ever try and help or give advice to any newbie or someone clearly doing someting wrong, actually mock people that try to do that, and are in general just lone wolves to the extreme.[/QUOTE] I'm talking about pubs. In my experience the text chat is mostly useless, people only spam memes, and "REKT" and more white noise, and flaming, trying to get people angry, and calling their own team shit. In the past I often tried giving advice to new players but it always fell on deaf ears. I very rarely see sentry callouts, and never any strategizing. I sometimes try to engage in friendly banter but even then there were cases where I was called retarded or disgusting for no good reason. BTW I don't have voice comm disabled, because useful comms happen mostly there. Well, ok, about 10% voice comm is useful and the other 90% is some 12 year old who doesn't know his mic is on talking in some foreign language. And I'm also not lone wolfing, I often play medic, and generally just like to pay attention to teammates, but I've never seen the chat being useful. Regarding reading into items: When the enemy team is stacked and their medic + solly combo is shitting on my team, and they are all wearing unusuals and aussies named "U GOT REKT M9" yes I think they are assholes. This is of course all different on community servers, but I don't know many, and the ones I know are very rarely populated. A few years back I often played on a community server which I loved but it died and I've been playing on shitty pubs ever since.
[QUOTE=madnath619;48881569]I hate afterburn and really shitty W+M1 Pyro players. I also hate Dead Ringer Spy players. And this retarded Beggar's Bazooka thing where the singular rocket firing is faster than the normal rocket launcher. But what really takes the piss are these dumb "friendly" players. This shit about "Hoovie" or whatever can fuck off and die. If you want to be useless and taunt or just walk around, go to a trade or idle server because that's where that shit belongs. Also love being vote kicked by kids who get butthurt when I tell them they fuck up. Some Pyro just chased a scout around our base while carrying the enemy intel. The enemy capped our intel in that time and we lost purely because he did that. The Scout was no threat to him. When I asked what the fuck he was doing: "I was going to spam L" Yes. Spam L when we're in a race to catch the intel we should win without much effort. Sure.[/QUOTE] To build on this, Demoknight. Tide Turner specifically. All your shitty crutch resistances allowing you to tank a lot more damage, your ability to charge with [b][i]full control of where you go[/i][/b] and get a fucking crit at the end of the charge is absolutely retarded.
[QUOTE=printme;48884469]Does anybody else wish there were an "I just want to chill" tick box in options for when you don't feel like dealing with the "community"? It would client side disable dominations, the "YOU LOST *booing*" voice line, taunts, text chat, paints, unusuals, australium weapons, displaying weapon name tags and desriptions, user avatars, and it would rename all players to random names from a list like bots.[/QUOTE] honestly if it bugs you [I]that[/I] much just buy the console version of the game
[QUOTE=madnath619;48885955]and get a fucking crit at the anywhere of the charge is absolutely retarded.[/QUOTE] corrected
The original shields punish you for not strafing away, that's understandable, now the Tide Turner punishes you for being [I]anywhere near[/I] the demoknight. Why they thought that's a good idea is what I dont get.
[QUOTE=Lucky38;48886190]The original shields punish you for not strafing away, that's understandable, now the Tide Turner punishes you for being [I]anywhere near[/I] the demoknight. Why they thought that's a good idea is what I dont get.[/QUOTE] I'm guessing that someone at valve has a raging hard-on for his Demo-rai so much so that he actively fights the rest of the team not to change things that makes his skill-less wondercunt less sore by leaving those things untouched/overfuckingpowered. Wanna balance the Half-Zat? Easy, remove the random crits, make it have the range of the eyelander. Boom, done. Tide turner? I've noticed that shooting the bastards no longer slow/stop them (outside of a natascha). Yeah, this needs to be fixed. I've seen these retardicons charge straight at a mini-sentry, firing nonstop at them, and never lose charge the entire time..... I'm sorry, WHAT? Doesn't it say specifically that getting shot while charging negates the charge on the turd turner?
[QUOTE=printme;48884469]Does anybody else wish there were an "I just want to chill" tick box in options for when you don't feel like dealing with the "community"? It would client side disable dominations, the "YOU LOST *booing*" voice line, taunts, text chat, paints, unusuals, australium weapons, displaying weapon name tags and desriptions, user avatars, and it would rename all players to random names from a list like bots.[/QUOTE] I would say try playing TF2C, but Valve still hasn't patched out that game breaking bug for the branch of Source SDK they're using.
I'm not seeing much of Tide Turner, the only reason i die to them it's because they can blind turn and able to greatly ambush you otherwise shooting at them just full stop them, it's so silly. But as long there's Zatoichi, i'll just get passively mad
[QUOTE=Lucky38;48886190]The original shields punish you for not strafing away, that's understandable, now the Tide Turner punishes you for being [I]anywhere near[/I] the demoknight. Why they thought that's a good idea is what I dont get.[/QUOTE] The entirety of the Meleeman's kit needs to be reworked and recoded, it started out fine and not obtrusive but then people found exploits that were never fixed until far too late. In doing so, it helps to understand the likely origin of the original shield, the [i]Chargin' Targe[/i]. Back before Demo had any alternate tools, there were a handful of ways to form a playstyle with his two potent launchers: Pipe primary with trap backup, Pipe primary with stick backup, Stick primary with pipe backup, Stick primary with pipe suppression. It should be of no surprise that the weapons we received were not intended for Sticky-users. They were instead for the underdogs: grenade users. Scottish Resistance supported the Pipe primary + trap backup style of play. The Chargin' Targe however, mostly-likely started out as a true passive item meant to strengthen 100% pipe play. It likely didn't receive the charge ability until after playtesting and finding that having only 1 weapon wasn't as much fun as they'd thought, so enhancing the other weapon available into a picking tool would be the next-best thing. For these original reasons, I will classify the Chargin' Targe as [i]defensive[/i]. This is the shield of surviving. The Splendid Screen was added as a part of a 100% melee set, including the first pipe replacement that wasn't a ranged weapon. As such, the weapons it has should enhance the only weapon's capabilities as best it can. For this reason, I will classify the Splendid Screen as [i]offensive[/i]. This is the shield for getting in and saying hello. The Tide Turner was added for no real reason other than to turn a bug/exploit into an official feature because they thought it'd be fun. It was quickly found to make great usage of the trimping already coded into shield mobility, the full turn control enhanced that greatly. For this reason, I will classify the Tide Turner as [i]mobility[/i]. This is the shield for getting around. Now, it's a matter of manipulating each of them so that it suits their purposes better, but first, it'd be best to tackle the general issues with shields. Shields: All shields deal impact damage starting at the same point where they grant mini-crit strikes. These shorter-range impacts deal 50% reduced damage. Players can jump mid-charge. Chargin' Targe: Keep as is. With bash & slash removed, the passive bonus of becoming a tanky grenadier is what the weapon originated as and has been for 6 years. Splendid Screen: +100% increase in charge recharge rate Same resistances as before Charging will grant super armor equal to 75% of the Demoman's current HP (overheal not included). To elaborate, super armor is a property that makes a character immune to the effects of knockback and hitstun (but not damage) during an attack. For the sake of clarity, certain knockback such as compression blast, Loose Cannon, and Force-a-Nature are treated like sweeps. Sweeps always break armor. What this does is make the Splendid Screen a solid melee tool, as it allows the player to get in and do their business against slightly unwary players, but adds some assurance that they can get in at the cost of the durability that the CT offers. Tide Turner: Total turn control. Charging only grants mini-crits. 1 second longer charge duration Melee kills refill charge meter fully. Same resistances as before. You get lots of control and distance with which to go crazy with via trimping. In exchange for being able to hit people around corners who couldn't possibly see you coming, you get downgraded to minicrits only. However, if you selectively pick someone off, you get a free extra charge that you can then chain into another weakened enemy or run away with. Yes, I am fully aware that these changes render both the Persian Persuader and Claidheamhmor obsolete. I am not fond of those passive bonuses that cannot be read, and it makes more sense to utilize those attributes to distinguish the shields from one another by enhancing their power in each distinct niche.
For all the rage against shield demos, I seldom have trouble with them... Or even see them much, for that matter. The last one that gave me any real grief had the Targe, the Eyelander and the Wee Booties, and it was on Watergate - the guy had picked up a bunch of bottles and was just cruising around the map basically invincible. That is, until he got headshot and rage-quit. No, the one thing that's been making me tetchy lately has been The Original. I don't know what it is about that weapon, but being killed by it (or just seeing people with it) makes me unreasonably irritated. Maybe it's the sound, which personally I think sounds flat, dull and all-round awful. Maybe it's the way that every single soldier I've met with it kills me by blindly shooting at the floor nearby and I can't get so much as a single shot off at them before being gibbed. Maybe it's the way it always seems to crit around corners at me. Who knows. But it annoys me.
[QUOTE=bobbythebob;48886014]honestly if it bugs you [I]that[/I] much just buy the console version of the game[/QUOTE] I don't own a console. I don't know why are some people irritated by this suggestion, I'm just saying, wouldn't it be nice sometimes if you could just disable "stuff that annoys you in tf2"? Most of the stuff disabled by that imaginary option are things about which people already complained in this thread. Imagine you had a bad day, you want to play some TF2, your favorite community server is empty so you have to play pubs; wouldn't it be nice sometimes to just tick a box and not know that the scout that keeps killing you is wearing a pink-lime max head and is using an aussie scattergun renamed "U DED M8" and is spamming lennyfaces? I don't even expect this to ever get implemented of course, because people would be outraged that their expensive stuff is invisible to some people and can I understand this. It was just a thought. I also had a somewhat similar idea once, call it "zen mode", which would be like TDM I guess, imagine a KOTH-like map but each team has an hour long timer instead of three minutes, or maybe even no objective at all. Or Hightower where the carts are nailed in place. Just a space for people to mindlessly fuck around without ruining other people's games by not playing the objective. Yes, I know, 24/7 fast respawn servers exist.
[QUOTE=printme;48886614]I don't own a console. I don't know why are some people irritated by this suggestion, I'm just saying, wouldn't it be nice sometimes if you could just disable "stuff that annoys you in tf2"? I put in a bunch of stuff people already complained about in this thread in that imaginary option. Imagine you had a bad day, you want to play some TF2, your favorite community server is empty so you have to play pubs; wouldn't it be nice sometimes to just tick a box and not know that the scout that keeps killing you is wearing a pink-lime max head and is using an aussie scattergun renamed "U DED M8" and is spamming lennyfaces? I don't even expect this to ever get implemented of course, because people would be outraged that their expensive stuff is invisible to some people and can I understand this. It was just a thought. I also had a somewhat similar idea once, call it "zen mode", which would be like TDM I guess, imagine a KOTH-like map but each team has an hour long timer instead of three minutes, or maybe even no objective at all. Or Hightower where the carts are nailed in place. Just a space for people to mindlessly fuck around without ruining other people's games by not playing the objective. Yes, I know, 24/7 fast respawn servers exist.[/QUOTE] The reason people wear items is to show them off. If people could just "turn off hats" as the saying goes, then what, pray tell, would be the point of wearing them? Human beings by nature are prideful, vain creatures who want to show off and impress those around them, and TF2 is one of those games that plays to this weakness of ours and plays it to the bone. There's not going to be a "turn off hats" mode because that goes against the very [I]point[/I] of hats. Now, don't get me wrong here, I understand what you're saying and why you want it. But when you play TF2, that's just one of those integral things that you have to deal with. Some people hate certain classes, fr'instance. But those classes aren't going to go away just because some people don't like them. Theoretically, you could make a server and mod it so that no cosmetics/reskins show up. But I'll wager it wouldn't be a very popular server.
[QUOTE=Ona;48886654]The reason people wear items is to show them off. If people could just "turn off hats" as the saying goes, then what, pray tell, would be the point of wearing them? Human beings by nature are prideful, vain creatures who want to show off and impress those around them, and TF2 is one of those games that plays to this weakness of ours and plays it to the bone. There's not going to be a "turn off hats" mode because that goes against the very [I]point[/I] of hats. Now, don't get me wrong here, I understand what you're saying and why you want it. But when you play TF2, that's just one of those integral things that you have to deal with. Some people hate certain classes, fr'instance. But those classes aren't going to go away just because some people don't like them. Theoretically, you could make a server and mod it so that no cosmetics/reskins show up. But I'll wager it wouldn't be a very popular server.[/QUOTE] I'm sorry, I don't mean to come off as arrogant, but did you read the part of my post where I wrote: [QUOTE]I don't even expect this to ever get implemented of course, because people would be outraged that their expensive stuff is invisible to some people and can I understand this. It was just a thought.[/QUOTE] I don't want to turn off hats, I understand that people would really not like it if there would be an option to hide their hats and unusuals and whatnot, I just entertained the idea what it might be like.
[QUOTE=Psychopath12;48886481]The entirety of the Meleeman's kit needs to be reworked and recoded, it started out fine and not obtrusive but then people found exploits that were never fixed until far too late. In doing so, it helps to understand the likely origin of the original shield, the [i]Chargin' Targe[/i]. Back before Demo had any alternate tools, there were a handful of ways to form a playstyle with his two potent launchers: Pipe primary with trap backup, Pipe primary with stick backup, Stick primary with pipe backup, Stick primary with pipe suppression. It should be of no surprise that the weapons we received were not intended for Sticky-users. They were instead for the underdogs: grenade users. Scottish Resistance supported the Pipe primary + trap backup style of play. The Chargin' Targe however, mostly-likely started out as a true passive item meant to strengthen 100% pipe play. It likely didn't receive the charge ability until after playtesting and finding that having only 1 weapon wasn't as much fun as they'd thought, so enhancing the other weapon available into a picking tool would be the next-best thing. For these original reasons, I will classify the Chargin' Targe as [i]defensive[/i]. This is the shield of surviving. The Splendid Screen was added as a part of a 100% melee set, including the first pipe replacement that wasn't a ranged weapon. As such, the weapons it has should enhance the only weapon's capabilities as best it can. For this reason, I will classify the Splendid Screen as [i]offensive[/i]. This is the shield for getting in and saying hello. The Tide Turner was added for no real reason other than to turn a bug/exploit into an official feature because they thought it'd be fun. It was quickly found to make great usage of the trimping already coded into shield mobility, the full turn control enhanced that greatly. For this reason, I will classify the Tide Turner as [i]mobility[/i]. This is the shield for getting around. Now, it's a matter of manipulating each of them so that it suits their purposes better, but first, it'd be best to tackle the general issues with shields. Shields: All shields deal impact damage starting at the same point where they grant mini-crit strikes. These shorter-range impacts deal 50% reduced damage. Players can jump mid-charge. Chargin' Targe: Keep as is. With bash & slash removed, the passive bonus of becoming a tanky grenadier is what the weapon originated as and has been for 6 years. Splendid Screen: +100% increase in charge recharge rate Same resistances as before Charging will grant super armor equal to 75% of the Demoman's current HP (overheal not included). To elaborate, super armor is a property that makes a character immune to the effects of knockback and hitstun (but not damage) during an attack. For the sake of clarity, certain knockback such as compression blast, Loose Cannon, and Force-a-Nature are treated like sweeps. Sweeps always break armor. What this does is make the Splendid Screen a solid melee tool, as it allows the player to get in and do their business against slightly unwary players, but adds some assurance that they can get in at the cost of the durability that the CT offers. Tide Turner: Total turn control. Charging only grants mini-crits. 1 second longer charge duration Melee kills refill charge meter fully. Same resistances as before. You get lots of control and distance with which to go crazy with via trimping. In exchange for being able to hit people around corners who couldn't possibly see you coming, you get downgraded to minicrits only. However, if you selectively pick someone off, you get a free extra charge that you can then chain into another weakened enemy or run away with. Yes, I am fully aware that these changes render both the Persian Persuader and Claidheamhmor obsolete. I am not fond of those passive bonuses that cannot be read, and it makes more sense to utilize those attributes to distinguish the shields from one another by enhancing their power in each distinct niche.[/QUOTE] So you want to make knight even shittier and less viable to the point where noone should ever use it ever? Meanwhile you leave the braindead eat damage shield with no skill ceiling alone? Its like reading a scud thread where they say[I] pyro needs a nerf cus lel wm1 OP lelellel[/I]
could they stop fucking ruining the australium scattergun? for a year it had those ugly afterburn spots, then just as they fixed that, gun mettle made it full of scratches and broke the gold material aswell so frustrating
I hate how it's completely covered in gold despite the wood.
[QUOTE=poptart TF2;48886729]So you want to make knight even shittier and less viable to the point where noone should ever use it ever? Meanwhile you leave the braindead eat damage shield with no skill ceiling alone? Its like reading a scud thread where they say[I] pyro needs a nerf cus lel wm1 OP lelellel[/I][/QUOTE] I offer a rather large buff to your precious Tide Turner and you're quick to assume it's "even shittier and less viable" Shut up.
[QUOTE=printme;48884469] It would client side disable dominations, the "YOU LOST *booing*" voice line, taunts, text chat, paints, unusuals, australium weapons, displaying weapon name tags and desriptions, user avatars, and it would rename all players to random names from a list like bots.[/QUOTE] But most of this stuff can be solved with mods, commands or custom huds. And maybe you should take a break of this game or try to endure it. We all hate this community in a certain degree, but we are able to have fun, find that perfect place and be happy.
[QUOTE=Psychopath12;48887077]I offer a rather large buff to your precious Tide Turner and you're quick to assume it's "even shittier and less viable" Shut up.[/QUOTE] You offer a rather large buff to a fucking weapon that doesn't need it in any regard. Having a shield like that is a bad idea regardless. [editline]13th October 2015[/editline] [QUOTE=poptart TF2;48886729]So you want to make knight even shittier and less viable to the point where noone should ever use it ever? Meanwhile you leave the braindead eat damage shield with no skill ceiling alone? Its like reading a scud thread where they say[I] pyro needs a nerf cus lel wm1 OP lelellel[/I][/QUOTE] It's very viable though.
On the subject of shields they at least should disable all random melee crits while equipped. Doesn't really fix any of the overall design flaws but at least it would make pubs less annoying.
[QUOTE=Psychopath12;48886481]snip [/QUOTE] You missed the entire point of Demoknight. Its a pick class like Sniper and Spy. For starters, the point of Targe and Eyelander was to make Demo stronger at close range, at the cost of a weaker mid range. No Stickies made it much easier to close in on a Demo, but now with Demoknight, you could fight back. Thing was, it was really easy to deal with. Since you couldn't turn whatsoever, you could just move out of the way and kill them. It was fair to play against, but difficult to play as. Once the Screen was added, Demoknight became a pick class. You could now close in on a Medic, and easily take them out, but you could easily die with no charge at close range against other classes. Just like the Targe, you could easily move out of the way of a charge and kill them, or even just pop them up. With full charge turning, the Tide Turner is the best shield. You can still shield bash, you still have resistances, and most importantly, you can gain 75% of your charge from a kill. The point of Demoknight is to charge, being able to charge more is insanely good. But losing charge on damage is so devestating that it balances out. Only problem with Demoknight is bash crits from any distance. Being able to gain full charge back from a kill, and then using that to kill someone 3 feet away is broken. Just make bash crits to be from mid to long range and your good. Like any pick class, Demoknight is strongest against single targets and weakest against multiple targets. Being able to go ape shit and kill like 4 people in a 10 foot area in like 3 seconds isn't fair. Demoknight is a fun class to play as, and it requires some actual skill to be good. It's not hard to kill a Demoknight, pop them up into the air, shoot them dead, or just move out of the way. Of course it could use some tweaking, but those changes are overkill and ruin demoknight. Fix the glaring issues first, and then see if it needs to be revampped.
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