• Stuff that Annoys you in TF2: MS Paint Crocket Edition
    5,001 replies, posted
[QUOTE=Blackavar;48967822]skill floor vs. skill ceiling ranking (estimate) skill floor (highest to lowest) Spy, Sniper, Scout, Demoman, Engineer, Soldier, Heavy, Pyro skill ceiling (highest to lowest) Spy, Sniper, Soldier, Scout, Demoman, Engineer, Heavy, Pyro Soldier is easy to pick up but has one of the highest skill ceilings. It doesn't require that much skill to get kills, but you've got things like airshots, rocketjumping across entire maps, he can do a lot more than Pyro if he's really good.[/QUOTE] That's kind of what makes him so annoying sometimes. A halfway decent soldier is a great addition to a team and he's a good class for new players to pick up seeing as he's just skillful enough to need practice and dedication, but he's straightforward enough that you can be effective with him without needing that much skill. Unlike Spy or Sniper, who can either make or break a team, Solly is never a bad choice. Which is why it sucks ass when I'm kicking about on a pub server and some competitive-level Soldier comes in toting a Hale's Own rocket launcher who might as well be using an aimbot and godmode hacks for how bloody good they are at wiping the floor with the other team. Pair them up with a Demoman, Scout or Medic (Or all three, if you're [I]really[/I] unlucky) and you might as well not even bother with that server anymore. Bonus [del]ducks[/del] points if they start spouting lennyfaces and "rekt" in the chat every time they top the scoreboard and their weapons have names like "Ass Destroyer 5000". Nothing kills a healthy server faster than a pubstomp. But Soldier is easily the worst offender, because out of the four, he requires a relatively low skill level but can still utterly destroy an entire team of randoms. Demoman is almost, if not just as bad. At least with Scouts and Medics you can defend against them. But even one highly skilled Demoman or Soldier on a team can tip the balances far more than is fun to play with or against. I suppose what I'm saying is: Valve, where the bleeding fucknuggets is matchmaking!? You've teased it long enough already goddamnit.
[QUOTE=TectoImprov;48967687]To be good at? Totally. But as a newbie? Soldier is one of the best classes to play. However Scout is hard to pick up because of how frail he is.[/QUOTE] As already said, Soldier is a wonderful "easy to learn, hard to master" class. Anyone can pick him up and shoot feet and be more credit to team than they would be if they were a below-skill-floor sniper or spy, but his advanced mobility options take a lot of practice, as well as consistency with high-damage rockets and all that jazz. I love game design like that. I'd say heavy has it roughest when it comes to skill ceiling. Not much in terms of mobility, and the spread of his minigun puts bit of a cap on the peak of his possible aiming ability. I am an awful heavy though, as the shitty speed means positioning and a good overextension spider-sense is crucial, two things I suck at as the fat man :v:
Have you ever danced in front of a heavy, killed him while he struggled to track your movements, barely scratching you as he died in agony and drowned in the ilogical mess that the minigun is sometimes? I am that heavy.
[QUOTE=Drury;48964846]I don't like when people look at Pyro, name all the issues it has, then cherry pick one and say "this is what breaks the class and nothing else" Pyro is a collection of horrible design that just needs scrapping and starting over. Alternatively, yes, we can just remove annoying shit one by one in order of what the community finds the worst at the moment, first axtinguisher (yes it did deserve the nerf), then airblast, then degreaser, then powerjack, and so on and on. It will take ages though because people will always take a while to realize the next worst thing that they point at and say "this is what breaks the class and nothing else" I'd just keep Pyro as it is as a monument to badness of it honestly. /yes I'm very salty about this, of all things, right now[/QUOTE] The true fault of the Pyro is the concept of a close-range class being easy-to-grasp and then intentionally designing its weapon to be weak as hell because of how easy it is to use. From there, the class fell behind and needed to be brought back up to speed. Introduce the compression blast which attempted to solve the Pyro's issues, but instead moved them elsewhere without actually addressing the issues. The worst offenders of the Pyro design is the mechanical implementation of compression blast's effects on players and the flame particles being designed to be easy to use but failing to incorporate things that makes flames themselves potent when mastered. A diddly max of 150 DPS isn't nearly a high enough payout for becoming skilled with leading and tracking. Had Pyro not been so hamstrung by such limited potential from the onset, I can guarantee you that most of the changes to Pyro centered around the compression blast wouldn't exist, instead we'd have a more flamethrower-centric class. I've done this same song and dance time and again. I'll set some time aside for picking away at the Pyro's current arsenal and mechanics at some point to a detailed level.
flame dps is fine it only seems weak because they put the pyro in places where he gets hurt by 100 damage from almost everything
[QUOTE=Hell-met;48969345]flame dps is fine it only seems weak because they put the pyro in places where he gets hurt by 100 damage from almost everything[/QUOTE] That ~150 is an optimal DPS though. That's assuming every single one of the random flame particles hits and the target is 0 hammer units from where the flames come from. In reality, the DPS of a good Pyro is closer to 125 than it is to 150. That's very weak, especially when it's in the same range where combat-centric classes can spit out bursts of 100s in a single click compared to a full second of roasting. There's potential to be had with a focused-streaming style of weapon, it's just not utilized. I'd rather not do any shenanigans such as having afterburn nullify ramp-up damage. This is again because the Flamethrower is designed to be easy to use. The only ways that Pyro can be threatening in that close range is to either deal sufficient damage with its primary or have tools that let it actually survive in close range as well as control when it can be [i]in[/i] close range. Compression blast was a start towards helping with survival, but it doesn't work against most classes that Pyro has problems with and its flame damage is still relatively low. One of the pitfalls that Pyro is subject to is that TF2 is designed with quick encounters in mind. It's the reason why ramp-up and fall-off exist, it's meant to make combat quick and exciting and encourage getting close instead of camping back and using suppression fire like other FPS titles of the era were notorious for. Streaming damage like a Flamethrower stands out in a game where burst damage is king. Miniguns get away with streaming damage because their damage is so high that it competes with the burst damage.
pass_warehouse might be fun if it wasn't a giant sniper sightline
[QUOTE=Metaru;48968373]Have you ever danced in front of a heavy, killed him while he struggled to track your movements, barely scratching you as he died in agony and drowned in the ilogical mess that the minigun is sometimes? I am that heavy.[/QUOTE] Heavy vs scout mains in a nutshell
I went to the community market to buy some white paint because I don't have keys. The lowest price was 4.68€. Then I went to the mann co store. The price was 4.45€ I could rage about the community price being higher than the stores, but why is white paint so damn expensive in the first place? Even the team paints are cheaper.
Remember how loads of people claimed that prices of Invasion reskins like the Shooting Star and Capper would fall quickly with each additional week? Well, it's been nearly 3 weeks, the prices of both Invasion cases have absolutely plummeted on the Market in a few days due to everyone magically getting cases just by starting the game (went from like 2 euros for a Confidential one to 30 cents in a few days), there's thousands of them getting unboxed daily, the Commando grade cosmetics like Captain Space Mann and Rocket Operator have dropped down to like 1 euro... Yet the non-strange, Commando-grade weapons like the Shooting Star and Capper are still 5+ euros. Appeared like they were gonna drop to 3 and below, but rose back up to 5+ in a day. Fucking resellers, I can just tell there's people out there hogging them and resellling them to artificially keep their prices up and make a profit. I understand a weapon reskin is perhaps more desired than a cosmetic, but there's loads of cases being unboxed now and the reskins (bar the Batsaber) are all just Commando grade, why aren't they significantly cheaper already, it's been 3 weeks and the rest of the stuff has plummeted in value? Really, the reskins have been stuck at 5-7 euros for the past two weeks, they're just not getting siginificantly cheaper at all anytime I check the Market.
[QUOTE=Stric_Matic;48971318]Remember how loads of people claimed that prices of Invasion reskins like the Shooting Star and Capper would fall quickly with each additional week? Well, it's been nearly 3 weeks, the prices of both Invasion cases have absolutely plummeted on the Market in a few days due to everyone magically getting cases just by starting the game (went from like 2 euros for a Confidential one to 30 cents in a few days), there's thousands of them getting unboxed daily, the Commando grade cosmetics like Captain Space Mann and Rocket Operator have dropped down to like 1 euro... Yet the non-strange, Commando-grade weapons like the Shooting Star and Capper are still 5+ euros. Appeared like they were gonna drop to 3 and below, but rose back upto 5+ in a day. Fucking resellers, I can just tell there's people out there hogging them and resellling them to artificially keep their prices up and make a profit. I understand a weapon reskin is perhaps more desired than a cosmetic, but there's loads of cases being unboxed now and the reskins (bar the Batsaber) are all just Commando grade, why aren't they significantly cheaper already, it's been 3 weeks and the rest of the stuff has plummeted in value? Really, the reskins have been stuck at 5-7 euros for the past two weeks, they're just not getting siginificantly cheaper at all anytime I check the Market.[/QUOTE] If this current trend continues, the Batsaber will drop the fastest in price, oddly enough. Mostly because Hammy's current price sort of reflects the current price of the Batsaber. If it ever becomes more profitable to buy ten Hammys(Which at the current rate of Hammy's price, it will be soon), the Batsaber is going to keep falling in price.
[QUOTE=Stric_Matic;48971318]Remember how loads of people claimed that prices of Invasion reskins like the Shooting Star and Capper would fall quickly with each additional week? Well, it's been nearly 3 weeks, the prices of both Invasion cases have absolutely plummeted on the Market in a few days due to everyone magically getting cases just by starting the game (went from like 2 euros for a Confidential one to 30 cents in a few days), there's thousands of them getting unboxed daily, the Commando grade cosmetics like Captain Space Mann and Rocket Operator have dropped down to like 1 euro... Yet the non-strange, Commando-grade weapons like the Shooting Star and Capper are still 5+ euros. Appeared like they were gonna drop to 3 and below, but rose back up to 5+ in a day. Fucking resellers, I can just tell there's people out there hogging them and resellling them to artificially keep their prices up and make a profit. I understand a weapon reskin is perhaps more desired than a cosmetic, but there's loads of cases being unboxed now and the reskins (bar the Batsaber) are all just Commando grade, why aren't they significantly cheaper already, it's been 3 weeks and the rest of the stuff has plummeted in value? Really, the reskins have been stuck at 5-7 euros for the past two weeks, they're just not getting siginificantly cheaper at all anytime I check the Market.[/QUOTE] Not like they are a rare unbox (Apart from the Batsaber) [url]http://backpack.tf/stats/Unique/C.A.P.P.E.R/Tradable/Craftable[/url] 1009 Unboxed [url]http://backpack.tf/stats/Unique/Shooting%20Star/Tradable/Craftable[/url] 869 Unboxed [url]http://backpack.tf/stats/Unique/Giger%20Counter/Tradable/Craftable[/url] 253 Unboxed Compare this to the Head full of hot air: [url]http://backpack.tf/stats/Unique/A%20Head%20Full%20of%20Hot%20Air/Tradable/Craftable[/url] 2848 Unboxed Main reason they ain't falling as fast? Because people don't want to sell them. Or so many people are buying them, the cheap listings on the Market disappear leaving only the more expensive listings
[QUOTE=Stric_Matic;48971318]Remember how loads of people claimed that prices of Invasion reskins like the Shooting Star and Capper would fall quickly with each additional week? Well, it's been nearly 3 weeks, the prices of both Invasion cases have absolutely plummeted on the Market in a few days due to everyone magically getting cases just by starting the game (went from like 2 euros for a Confidential one to 30 cents in a few days), there's thousands of them getting unboxed daily, the Commando grade cosmetics like Captain Space Mann and Rocket Operator have dropped down to like 1 euro... Yet the non-strange, Commando-grade weapons like the Shooting Star and Capper are still 5+ euros. Appeared like they were gonna drop to 3 and below, but rose back up to 5+ in a day. Fucking resellers, I can just tell there's people out there hogging them and resellling them to artificially keep their prices up and make a profit. I understand a weapon reskin is perhaps more desired than a cosmetic, but there's loads of cases being unboxed now and the reskins (bar the Batsaber) are all just Commando grade, why aren't they significantly cheaper already, it's been 3 weeks and the rest of the stuff has plummeted in value? Really, the reskins have been stuck at 5-7 euros for the past two weeks, they're just not getting siginificantly cheaper at all anytime I check the Market.[/QUOTE] [img]http://puu.sh/kVF8G/cbdacb52c6.png[/img] Down by a bout $5 in a week. Still way too damn expensive.
[QUOTE=Ona;48971450][img]http://puu.sh/kVF8G/cbdacb52c6.png[/img] Down by a bout $5 in a week. Still way too damn expensive.[/QUOTE] Backpack.tf reports only 51 have been unboxed [url]http://backpack.tf/stats/Unique/Corona%20Australis/Tradable/Craftable[/url]
[QUOTE=Inferno564;48971462]Backpack.tf reports only 51 have been unboxed [url]http://backpack.tf/stats/Unique/Corona%20Australis/Tradable/Craftable[/url][/QUOTE] And no bloody wonder given how rare Valve made them. This grading system is so fucking stupid I swear.
This is already irritating me, I've been getting this weird shit on some maps for a few days now [thumb]http://jesusfuck.me/di/TYRR/2015-10-24-00001.jpg[/thumb] anyone knows what's up?
Your graphics card is probably dying
[QUOTE=Metaru;48968373]Have you ever danced in front of a heavy, killed him while he struggled to track your movements, barely scratching you as he died in agony and drowned in the ilogical mess that the minigun is sometimes? I am that heavy.[/QUOTE] You mean that your crosshair is on point, yet the DPS is so low, your enemies always manage to escape? Dude I feel you. There have been times where I am shooting A pyro at flamer range, crosshair on him at all times, yet he gets away. HOW!? Meanwhile enemy heavies always shred everything in nanoseconds. How does it work? It just works.
You guys DO use M2 to spin up, right? Revving up that way, the spin-up time of 0.87 seconds counts toward the one-second accuracy ramp-up. Can't really bypass the one second of 50% reduced damage, but you can at least mostly avoid the accuracy reduction. In fact, I think everyone should get in the habit of revving up with M2 regardless of situation. And reading (exaggerated) complaints about how useless Heavy is on Reddit, I get the feeling too many people seem to think that after the Love and War nerfs, firing your gun into a wall or the ground for a second before slowly lumbering around a corner and taking huge damage before you can even respond is preferrable to simply jump-revving the old way to avoid the slowdown and to surprise enemies. I mean sure, the spin-up nerfs were probably unneeded and reduced the class's ambush potency versus overhealed Soldiers and Demos and the like, but I really think that firing into nothing to bypass the dmg reduction and sacrificing jump-revving around corners isn't really the best solution in most cases.
Every time I join a Valve server and play spy I basically sweep the floor with everyone in sight This bothers me both because I know for a fact that the issue is with the other people not being able to adapt to the presence of an enemy spy, not me being an Highlander material player, and my skills being able to improve only with challenge
mannpower and it's leaving beta with 0 balance
I was in Arena Byre and got kicked for inactivity because I was in waiting to play for too long. What? Also, I hate those people who obviously team up with their friends so that they can beat everyone, then start slinging memes around acting like they're the best thing ever. (Bonus points if their usernames/avatars are related to eachother)
Hey heavy is not ranked last for once, let that to him. :( Edit: um this was supposed to be the answer from the last quote of the previous page, please ignore.
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[QUOTE=HiddenShadow;48974257]mannpower and it's leaving beta with 0 balance[/QUOTE] What Valve did with Mannpower was take all the best bits of TF2, and threw them away. Once they were left with what would be best described as Final Combat ripoff, they got the top north korean game designer to come up with a gamemode based around it and gradually balance it ever since.
[QUOTE=Fruitpunch;48975097]servers that ban you for having high ping are the worst like wtf ping isn't doing anything to the server its only affecting the player[/QUOTE] Someone with bad ping isn't going to be of much help on a team.
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[QUOTE=TectoImprov;48975168]Someone with bad ping isn't going to be of much help on a team.[/QUOTE] But what if it's just sudden connection issue which makes your ping go from 30 to 700 for several seconds after which everything goes back to normal? Do you deserve a ban/kick for this?
[QUOTE=Matihood1;48975222]But what if it's just sudden connection issue which makes your ping go from 30 to 700 for several seconds after which everything goes back to normal? Do you deserve a ban/kick for this?[/QUOTE] No. This is why most servers have a warning system in place that will only kick you if your ping goes too high too many times or if it's for too long.
The rescue ranger should cost metal to use.
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