• Stuff that Annoys you in TF2: MS Paint Crocket Edition
    5,001 replies, posted
I had to use the offline match exploit thing to kill the Horseless headman to get that stupid haunted metal lol, like it's my fault i wasn't playing the game back when the event was happening
[QUOTE=Anderan;49193713][t]http://puu.sh/lzVsl/376bd9971c.png[/t] Virtually nobody taunts with their disguise kit.[/QUOTE] Join a trade server, wait for two people to spycrab gamble, ruin their day. It's how most people get it now.
Or find someone willing to help you (like me!) and contact them that you'd want the achievement completed lol.
[QUOTE=X marks it;49194187]Join a trade server, wait for two people to spycrab gamble, ruin their day. It's how most people get it now.[/QUOTE] AFAIK you just have to set the Spy on fire, not burn him so you don't really have to ruin his day.
You could always spray n' pray.
New scouts. They have absolutely no fear, and have zero hesitation to run up to the big scary pyro WHILST THEY'RE ON FIRE and shoot me straight in the side with their FaN. You don't expect that, man.
[QUOTE=Anderan;49193713][t]http://puu.sh/lzVsl/376bd9971c.png[/t] Virtually nobody taunts with their disguise kit.[/QUOTE] Think that is bad? What about any of the love/war based achievements. Good luck finding a different-team-doing-a-flip to light on fire for that one achievement.
[QUOTE=DrVincentWolf;49201369]Think that is bad? What about any of the love/war based achievements. Good luck finding a different-team-doing-a-flip to light on fire for that one achievement.[/QUOTE] And the worst one of the love/war achivements: [img]http://i.imgur.com/gnJrRB5.png[/img] I am not even going to calculate the changes of getting the same thing 3 times in a row, let alone finding someone wanting to play rock paper scissors enough to get that achivement.
[QUOTE=Makzu;49201396]And the worst one of the love/war achivements: [img]http://i.imgur.com/gnJrRB5.png[/img] I am not even going to calculate the changes of getting the same thing 3 times in a row, let alone finding someone wanting to play rock paper scissors enough to get that achivement.[/QUOTE] Bots can and will join partner taunts.
[QUOTE=Makzu;49201396]And the worst one of the love/war achivements: [img]http://i.imgur.com/gnJrRB5.png[/img] I am not even going to calculate the changes of getting the same thing 3 times in a row, let alone finding someone wanting to play rock paper scissors enough to get that achivement.[/QUOTE] Let's see, you and your ennemy have 3 different moves, so that's 3*3=9 possibilities in a game, and losing with rock (or winning with scissors) is 1 of those, so you have 1/9 chance for each game, but you have to do it 3 games in a row, so it's (1/9)*(1/9)*(1/9) = 1/729. So yeah you have to play 729 games of rock papers scissors to hope getting these achievements. Good luck. :v:
I got on the rocks yesterday, woo.
[QUOTE=Untailygean;49202639]Let's see, you and your ennemy have 3 different moves, so that's 3*3=9 possibilities in a game, and losing with rock (or winning with scissors) is 1 of those, so you have 1/9 chance for each game, but you have to do it 3 games in a row, so it's (1/9)*(1/9)*(1/9) = 1/729. So yeah you have to play 729 games of rock papers scissors to hope getting these achievements. Good luck. :v:[/QUOTE] Rock Paper Scissors cannot end in a draw, it must end with a victor. In reality, there are 6 different outcomes for each game. Result (Win/Loss) and what you play (Rock/Paper/Scissors) together. The result is actually 1 out of 216 to give you a string of results of length 3 that match exactly what you're looking for. The odds of getting [i]either[/i] of the achievements from this series is simply double that, but it looks nicer when presented as 1 out of 108.
so there are better chances to get a dove out of a gibbed scout than to complete the streak necesary to achieve that winning streak.
[t]https://wiki.teamfortress.com/w/images/3/36/Loose_Cannon.png?t=20121221190635[/t] [B]This thing...[/B] I hate getting pushed around by the cannonballs which lead me to getting killed by anything else than the demo who actually shot me. It feels worse than being airblasted all the time. I am horrible at countering against loose cannon, which is why it annoys me so much.
[QUOTE=TheEyes;49200282]New scouts. They have absolutely no fear, and have zero hesitation to run up to the big scary pyro WHILST THEY'RE ON FIRE and shoot me straight in the side with their FaN. You don't expect that, man.[/QUOTE] New payers in general have a general lack of awareness of when to retreat. "10 hp left? Better run at them flailing my melee." The fact that crits make this perfectly viable half the time makes it even more annoying.
[QUOTE=lateguy;49206290][t]https://wiki.teamfortress.com/w/images/3/36/Loose_Cannon.png?t=20121221190635[/t] [B]This thing...[/B] I hate getting pushed around by the cannonballs which lead me to getting killed by anything else than the demo who actually shot me. It feels worse than being airblasted all the time. I am horrible at countering against loose cannon, which is why it annoys me so much.[/QUOTE] Yes, the pushback is such an annoying thing about the cannon. In addition, I also hate it, because 1. it has a mechanic that might make you randomly do even more damage with the cannonball (I'm of course talking about the doubledonk). It doesn't really require that much aiming. Also when you are in the receiving end, it's even more confusing.You don't know how the ball hit you twice and if you could have prevented it by moving. 2. the user can choose when it will detonate, which is difficult for the enemy to predict. With the stock grenade launcher, you just know that the grenade will explode upon hitting a target, or stay on the ground for a couple of seconds before going off. So when a cannonball is coming towards you, you don't know if it will bounce you back, explode or doubledonk you.
[QUOTE=lolvcrtape;49206707]Yes, the pushback is such an annoying thing about the cannon. In addition, I also hate it, because 1. it has a mechanic that might make you randomly do even more damage with the cannonball (I'm of course talking about the doubledonk). It doesn't really require that much aiming. Also when you are in the receiving end, it's even more confusing.You don't know how the ball hit you twice and if you could have prevented it by moving. 2. the user can choose when it will detonate, which is difficult for the enemy to predict. With the stock grenade launcher, you just know that the grenade will explode upon hitting a target, or stay on the ground for a couple of seconds before going off. So when a cannonball is coming towards you, you don't know if it will bounce you back, explode or doubledonk you.[/QUOTE] You make it sound like it's easy to consistently doubledonk people. [sp]It's not[/sp]
This combo design is very good and working in fighting games, but in a game like TF2 it's not so awesome for reasons above. In fighting games, if the game is designed well, you don't have to worry about getting stunned and having the crap beat out of you. It's actually kind of relieving. Your healthpool is large enough that you can take a 20hit combo without dying. I read this comparison somewhere that fighting games are much like football - the guy kicking the crap out of the other guy is the one "with the ball" and once he gets a hold of it, has to make the most of it till he loses it, at which point is the other guy's turn. It's a pretty good comparison. In TF2, combos like puff'n'sting, flarepunch and doubledonk are practically the same thing, but with some really big differences. For one thing, the whole combo requires at worst 4 inputs rather than tens required for an effective fighting game combo. Another thing, stemming directly out of that, is that the combo more often than not instakills you if successful. There is no back-and-forth exchange going on and the fight pretty much ends before it begins. Some fighting games allow infinite combos and in higher leagues you can pretty much leave the room once you take the first hit - TF2 combos are a vastly simplified and sped up version, making those situations much more common in lower skill environments. Does that mean it's possible to fix the combos by emulating tried fighting game schemes? Not really. We can't afford to buff every class to such a degree that you need to flarepunch a spy 5 times over to kill him for obvious reasons. So I guess the best course of action is simply to avoid this design altogether and keep it for some kind of FPS multiplayer avantgarde free-for-all fighting game, and rather stick to what makes TF2 TF2. Bullets, rockets and WASD.
[QUOTE=Anderan;49206936]You make it sound like it's easy to consistently doubledonk people. [sp]It's not[/sp][/QUOTE] easy enough thanks to the +50% proj speed
[QUOTE=Hell-met;49207264]easy enough thanks to the +50% proj speed[/QUOTE] Not really considering you have to have the correct timing with the explosion. The projectile speed just makes it easier to hit.
When I use loose cannon, most of the time I just need to charge halfway through, and I'll get a double donk on most of my targets. The faster projectile speed does make it easier to do a double donk because it will get to them in less time.
[QUOTE=Anderan;49207331]Not really considering you have to have the correct timing with the explosion. The projectile speed just makes it easier to hit.[/QUOTE] don't forget doing some thinking to figure out how far your enemy is
[QUOTE=Anderan;49207331]Not really considering you have to have the correct timing with the explosion. The projectile speed just makes it easier to hit.[/QUOTE] i'd agree with you if it were the old loose cannon where the bar took 2.5 seconds to gauge through but it's not
One thing that i question sometimes is why do people sometimes have a spray of themselves.
[QUOTE=EmilyVasquez;49207795]One thing that i question sometimes is why do people sometimes have a spray of themselves.[/QUOTE] Ego, or lack thereof.
[QUOTE=EmilyVasquez;49207795]One thing that i question sometimes is why do people sometimes have a spray of themselves.[/QUOTE] It's even worse when they have a spray of a screenshot. Or better yet, a spray of a screenshot of a spray.
Custom map servers these days only seem to run pl_devtextures.
[QUOTE=Hell-met;49207748]i'd agree with you if it were the old loose cannon where the bar took 2.5 seconds to gauge through but it's not[/QUOTE] My original post was more about how unpredictable the weapon is. When a cannonball is coming towards you, you don't really know what is going to happen, not like with normal grenades.
M2 spamming panic Pyros that get luck reflects and act like they totally meant to do that in chat.
The Original. I don't know why, but I despise this weapon. I think it's ugly, obnoxious, and the sound. Oh god [I]the sound it makes![/I] It's so... flat, and dull, and lifeless, ugh. And this may be a sweeping generalization, but every single soldier I've met whose used the Original as a main has been a jumped-up "better-than-thou" wannabe pubstomper who thinks they're hot shit because they can shoot the ground near people's feet. It's worse than a Hales Own Australium, in my opinion.
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