Stuff that Annoys you in TF2: MS Paint Crocket Edition
5,001 replies, posted
The fact that a game of payload is either where the attacking team is pubstomping without a sweat or the defending team is godlike. It's not fun when the game becomes way too easy or downright impossible to move past the first checkpoint.
[QUOTE=FruityFalcon;48919644]Finally finished a 2 cities tour.
Equalizer Killstreak
Specialized blutsauger.
>:[[/QUOTE]
Welcome to MvM, although I can't really talk since I got an Aussie on my 3rd tour....
Anyway, I know random crit talk has been done to death, but holy shit why are random crits in fucking Arena mode? You know, the game mode where dying almost always means the difference between winning and losing a round?
[QUOTE=TectoImprov;48919700]Welcome to MvM, although I can't really talk since I got an Aussie on my 3rd tour....
Anyway, I know random crit talk has been done to death, but holy shit why are random crits in fucking Arena mode? You know, the game mode where dying almost always means the difference between winning and losing a round?[/QUOTE]
Valve is too lazy to disable random crits. Or they want pain.
[QUOTE=Jarokwa;48914380]I remember trying it for the first time, it was so easy it wasn't even fun to use[/QUOTE]
I whip that loadout out whenever I become irrationally angry at the game, normally because I'm getting my arse kicked by everyone. The problem is that whenever I use this loadout, it makes even angrier. I think it's mostly because I know I don't need to rely on a cheap gimmick in order to get kills.
[QUOTE=Bricktac;48919826]Valve is too lazy to disable random crits. Or they want pain.[/QUOTE]
No, they think they're a good thing, helping newer players actually get kills once in a while
the problem is that the system for determining the volume of one's random crits inherently helps those already doing well, making the above statement rather inaccurate
the worst idea valve ever had is the idea that stalemates are the worst possible outcome
[QUOTE=FruityFalcon;48919644]Finally finished a 2 cities tour.
Equalizer Killstreak
Specialized blutsauger.
>:[[/QUOTE]
Don't worry, I got a Pro Fire Axe once.
I just got a Persian Persuader Killstreak and a Specialized Scorch Shot from a 2cities tour
banked the killstreak kit on scrap.tf for a quick 4 ref
I got three days ago ks GRU, pro ks overdose fab and Aussie Rocket Launcher
From my first tour
[T]http://images.akamai.steamusercontent.com/ugc/392168636439087323/D53332CAA5E747DE3AD5D413C8483BEE575C0CBA/[/T]
do I need to say anything else?
Why I couldn't get aouto balanced 1 minute later. I can't think a game with worse and more annoying autobalnce than tf2
Certain taunts that valve has made.
Battin' a Thousand, Spent Well Spirits, Results Are In, and Skullcracker to name a few all have really unpolished looks to them. I can still[I] taste[/I] the mocap anytime I see them.
However, the flip side is that community taunts like Boston Breakdance, Proletariat Posedown, Killer Solo, and Burstchester are all wonderfully animated taunts that make me feel the classes personality come out in each of them. And the movements the classes make in them have they subtle cartoonish feel that the original taunts do, and not uncanny like the newer valve made ones
Not sure I agree on the Love and War taunts having an 'unpolished' feel to their animation, but I do feel that a few of them, primarily Oblooterated and Deep Fried Desire, clip into the class models really, [I]really[/I] badly. The Demo's beer crate and Scout's chicken bucket all clip deeply into the base class models themselves.
I mean, it's not like they're community-made cosmetics that happen to clip with some others from a list of several hundred, or that only clip during taunts that were added after the cosmetic itself was released.
But these are Valve-made taunts that were featured as a huge part of a major update, and they clip into the base models horrifically, no extra cosmetics needed for that. Was pretty disappointed to notice such clipping when I got the taunts, you'd think they'd notice that during development and remedy it.
[QUOTE=FiveEyes;48922123]Certain taunts that valve has made.
Battin' a Thousand, Spent Well Spirits, Results Are In, and Skullcracker to name a few all have really unpolished looks to them. I can still[I] taste[/I] the mocap anytime I see them.
However, the flip side is that community taunts like Boston Breakdance, Proletariat Posedown, Killer Solo, and Burstchester are all wonderfully animated taunts that make me feel the classes personality come out in each of them. And the movements the classes make in them have they subtle cartoonish feel that the original taunts do, and not uncanny like the newer valve made ones[/QUOTE]
What's even more insulting about the Skullcutter's taunt. It's just literally a copy and paste. I do believe NeoDement included a taunt animation for this weapon.
[video=youtube;g5-etCydry0]http://www.youtube.com/watch?v=g5-etCydry0[/video]
But nope, Valve had to follow the Infinity Ward's way. Copy-and-Paste.
[QUOTE=KenjiKusanagi;48922252]What's even more insulting about the Skullcutter's taunt. It's just literally a copy and paste. I do believe NeoDement included a taunt animation for this weapon.
[video=youtube;g5-etCydry0]http://www.youtube.com/watch?v=g5-etCydry0[/video]
But nope, Valve had to follow the Infinity Ward's way. Copy-and-Paste.[/QUOTE]
[URL="https://wiki.teamfortress.com/wiki/Skullcracker"]Skullcracker[/URL], not Skullcutter.
Although, the taunt in that video doesn't look very polished.
Look at the way he snaps into position at the end. His fingers don't grip it very well, and quite a lot of his body (namely the legs) don't move at all during the taunt.
No offense to the creator, but I could understand why Valve didn't add it.
The resurgence of the Natasha is NOT OKAY with my, holy hell; i understand why they wanted the old weapons to be used but valve clearly didn't looked before they leaped with adding the buff to the natasha, I understand why it would be on the brass beast but the natasha benefits from the new buff way more then the its still-not-as-used brethren.
((300/100)*20)+300= 360 health, if they heavy isn't overhealed or had the audacity to use the dalokohs bar too (which would be 420...)
god damn, I do not enjoy seeing a natasha heavy walking away from my corpse with 5 to 10 hp left.
Yeah, it's a bit of a stupid buff because the weapon's still kinda clumsy (notably longer spinup time than stock) and suffers from the same Love & War spinup nerfs, which means that it feels the impact of lesser damage and accuracy in the first second even more than stock, as the reduction comes on top of its -25% base damage, and the gun takes longer to start firing.
They compensated by giving it a buff that, while managing to make it more useful and potentially powerful with a Medic buddy, also turns overhealed Natascha users into a bit of a chore to fight. It becomes a class that's even more reliant on just tanking and holding down M1 (cause it takes longer to start firing and kill anything than stock), and indirectly actually makes those heavies that walk in a straight line and just keep firing without spinning down more of an obstacle than they should be.
I don't think it's overpowered or exceedingly frustrating to fight against, but it was a pretty dumb way to buff both the Natascha and Brass Beast in retrospect. The latter is still way too cumbersome and will probably continue to be unused by anyone but Gibus Heavies, , while the former has gotten better, but in a way that encourages just tanking and being spun up forever, instead of perhaps removing the L & W spinup nerf and perhaps making its spin up as fast as stock.
I did roll my eyes more than a few times over the past months when the dumbest of Natascha/BB Heavies (no offense to any Heavy enthusiast) who just kept trudging forward and shooting from too far away and without rev-jumping at all just took a ridiculous amount of punishment to die, despite doing many things wrong.
[QUOTE=Stric_Matic;48922190]Not sure I agree on the Love and War taunts having an 'unpolished' feel to their animation, but I do feel that a few of them, primarily Oblooterated and Deep Fried Desire, clip into the class models really, [I]really[/I] badly. The Demo's beer crate and Scout's chicken bucket all clip deeply into the base class models themselves.
I mean, it's not like they're community-made cosmetics that happen to clip with some others from a list of several hundred, or that only clip during taunts that were added after the cosmetic itself was released.
But these are Valve-made taunts that were featured as a huge part of a major update, and they clip into the base models horrifically, no extra cosmetics needed for that. Was pretty disappointed to notice such clipping when I got the taunts, you'd think they'd notice that during development and remedy it.[/QUOTE]
What still gets me is the 'Oblootrated' taunt. Demoman's collar and shoulders of his vest jiggle like cloth, straight out of the Expiration Date SFM. AFAIK this taunt is the only time ever that these parts freely jiggle about. I didn't even know they could.
[IMG]http://jesusfuck.me/di/2I4V/why.png[/IMG]
This hurts me from the inside for some reason. I am not sure.
Slowly realizing that painting all your cosmetics gold wasn't the brightest idea.
[QUOTE=Demo-the-man;48924204][IMG]http://jesusfuck.me/di/2I4V/why.png[/IMG]
This hurts me from the inside for some reason. I am not sure.[/QUOTE]
there is absolutely no reason at all to buy the invasion pass since all the content, even the cosmetics and weapons are avaliable throught he market, and the maps are avaliable to everyone. even if you listed the crates as a benefit from getting the pass, they are not a guaranteed drop unless you shell a good amount of time into tf2 on a weekly basis. the only solid reason to buy the pass is, unfortunately, out of pure good will to support the content creators (and you can still do that and get a solid profit in the process if you buy an event key instead and trade it for a regular key)
[QUOTE=Metaru;48928220]there is absolutely no reason at all to buy the invasion pass since all the content, even the cosmetics and weapons are avaliable throught he market, and the maps are avaliable to everyone. even if you listed the crates as a benefit from getting the pass, they are not a guaranteed drop unless you shell a good amount of time into tf2 on a weekly basis. the only solid reason to buy the pass is, unfortunately, out of pure good will to support the content creators (and you can still do that and get a solid profit in the process if you buy an event key instead and trade it for a regular key)[/QUOTE]
The only reason I even bought the pass was because I could make those two bucks back plus a little extra
Then I get one crate drop and just barely sell it before they drop like rocks on the market, oh well
arena mode sucks
[QUOTE=_Pai;48929730]arena mode sucks[/QUOTE]
I like the concept of one life and deathmatch.
I hate the waiting mechanic though.It punishes the people,that actually were doing good.
[QUOTE=Mifil;48929773]I like the concept of one life and deathmatch.
I hate the waiting mechanic though.It punishes the people,that actually were doing good.[/QUOTE]
Seriously, Valve, either use that one convar to bring the team size up to 12, or move Arena to its own dedicated 16-slot servers. It's not doing any good mixing it in with the rest of the Invasion maps when a third of the server has to sit out and do nothing every round.
[url]http://i.imgur.com/wi0OAIi.jpg[/url]
oops looks like i forgot to mount css again oh wait this map was fully implemented in the game
good work valve
[editline]18th October 2015[/editline]
jesus christ why is the image so big i used t tags have a link instead
[QUOTE=AwfulRanger;48930323][url]http://i.imgur.com/wi0OAIi.jpg[/url]
oops looks like i forgot to mount css again oh wait this map was fully implemented in the game
good work valve
[editline]18th October 2015[/editline]
jesus christ why is the image so big i used t tags have a link instead[/QUOTE]
Just out of curiosity, did you try verifying your game cache?
[QUOTE=Krandel;48930782]Just out of curiosity, did you try verifying your game cache?[/QUOTE]
No, but it worked before and after that game. That was the first, and last, time it actually happened.
arena mode doesnt punish you for "doing good".
it punishes the team with the idiot that rushes alone towards the other team and gets killed instantly, granting them a 5 second crit boost.
I think the solution to the Arena conundrum's rather easy.
[B]1[/B]. Move the Arena mode to official, 16 player-only Valve servers. It's always been a niche mode anyway so you probably don't need more than 2 or 3 servers per location. Not gonna have a ton of people playing it.
Arena is way too crowded with more than 16 people and leads to even faster and more frustrating random deaths from spam on tiny maps, so increacing team size is probably not a good solution.
[B]2.[/B] Don't let anyone sit out, having one extra guy isn't that massive of an advantage, especially on servers as random in player skill as Valve ones. It's often 1 or 2 guys carrying a team, anyway. Or a Medic vs. a team with no Medic.
[B]3.[/B] Remove random crits at least. The first blood mechanic is kinda stupid and harsh on the other team as well, since it can lead to certain crtiboosted classes wiping out entire teams. But random crits on top of it are absolute bullhockey in a mode where each death matters a lot and having to wait in spectator due to a random dice throw of the RNG gods is infuriating.
If anyone's worried about ''weapons balanced around no random crits'' let me tell you that certain weapons and classes are OP in Arena anyway, such as Black Box + Conch Soldiers, QF Medics, Heavy spam etc. The net gain of not having random crits in the mode far outweighs the 'issue' of a few weapons having a downside that doesn't matter in Arena.
[editline]18th October 2015[/editline]
[QUOTE=Krandel;48930782]Just out of curiosity, did you try verifying your game cache?[/QUOTE]
It's a bug/issue with running the map a second time in a TF2 session.
Map loads up fine the first time, when you return to it again, it's gonna have missing roof textures and checkered spots in the HUD as well.
It's likely the same issue Suijin had when Gun Mettle came out - map assets don't get unpacked correctly when returning to a previously played map, so the map loads with missing/broken elements.
[QUOTE][IMG]http://i.imgur.com/719uCHF.jpg[/IMG][/QUOTE]
This should never happen. Why did it happen? I was only in the server for five minutes.
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