• Stuff that Annoys you in TF2: MS Paint Crocket Edition
    5,001 replies, posted
[QUOTE=Drury;49248532][media]https://www.youtube.com/watch?v=4I7DEs3fADU[/media] are you telling me this isn't hilarious[/QUOTE] What bothers me about this is why it is called TF2P when most of the players had hats.
Well there are 5 F2Ps and 5 premiums. They all act the same anyway.
STAND [B]STILL[/B] AND LET ME WHIP YOU
The possibility that we may get matchmaking without the prospect of a very large weapon balance patch. I want matchmaking, but there are entirely valid reasons for the Darwin's Danger Shield, Crit-a-Cola, Reserve Shooter, Loch N Load, Vitasaw, Soda Popper, Beggar's Bazooka, Short Circuit, Diamondback and Pomson to be banned in current comp play and those weapons are going to ruin matchmaking unless the TF2 team takes a serious stab at retooling the weapons in the game. I can only hope that the reason that a handful of plat players got the beta pass first is so they can listen to their input about balance.
[QUOTE=The Duke;49252377]The prospect that we may get match I want matchmaking, but there are entirely valid reasons for the Darwin's Danger Shield, Crit-a-Cola, Reserve Shooter, Loch N Load, Vitasaw, Soda Popper, Short Circuit, Diamondback and Pomson to be banned in current comp play and those weapons are going to ruin matchmaking unless the TF2 team takes a serious stab at retooling the weapons in the game.[/QUOTE] The team has invited b4nny to play with them and presumably he will help with balance issues too.
[QUOTE=TheEyes;49252381]The team has invited b4nny to play with them and presumably he will help with balance issues too.[/QUOTE] Speaking of b4nny, wasn't he supposed to play the competitive mode yesterday or something? Does anyone have a recording of it? I'd love for the black box/conch combo to have a nerf. I hate that loadout so much because it's so hard to die if you even somewhat know how to use it
[QUOTE=ShimTaco;49252581]Speaking of b4nny, wasn't he supposed to play the competitive mode yesterday or something? Does anyone have a recording of it? I'd love for the black box/conch combo to have a nerf. I hate that loadout so much because it's so hard to die if you even somewhat know how to use it[/QUOTE] [URL="https://www.reddit.com/r/tf2/comments/3vhhj3/b4nny_just_played_comp_mm_game_with_devs/"]Does this count?[/URL]
The real sad thing is that it'd be very easy to fix the Darwin's Danger Shield while retaining the concept: [b]Con[/b]: 5% critical hit vulnerability This would make you be able to survive a fully charged bodyshot (the main use of it), but would also mean that you would die to a headshot. Making the con be based on critical hit damage also means that it doesn't affect the other matchups negatively and only affects the MU that makes the Danger Shield so good.
[QUOTE=The Duke;49254171]The real sad thing is that it'd be very easy to fix the Darwin's Danger Shield while retaining the concept: Pro: 25HP passive (same) [b]Con[/b]: 5% critical hit vulnerability This would make you be able to survive a fully charged bodyshot (the main use of it), but would also mean that you would die to a headshot. Making the con be based on critical hit damage also means that it doesn't affect the other matchups negatively and only affects the MU that makes the Danger Shield so good.[/QUOTE] Well no not really, the main use of the Darwin's danger shield is the ability to survive a quick scope, that's kinda the whole point of it in-fact. Its banned in comp because that's literally the only thing a comp sniper should be doing/does and completely negates the competitive play-style. If you were retarded enough to stand still in regular play and not react to/neglect the enemy for long enough for an enemy sniper to get a fully charged body shot on you then that's your fault, not the item's. Which certainly means there'd be no excuse for it in comp. Don't get me wrong i hate the Darwin's danger shield just about as much as everyone else does, but completely reversing its play mechanic wouldn't help it. In fact it'd very likely make it worse, especially with tf2's extremely shitty hit-boxes and hitreg. I can't tell you how many times I've shot an enemy sniper directly in the face and he's taken bodyshot damage and not a head-shot. To completely and totally be able to have it flipped on its head like that and it still be fine would mean they'd have to completely rework the hit-box definitions much like what they did with CS:GO and its extremely well tuned hitboxes.
[QUOTE=kibbleknight;49254509]Well no not really, the main use of the Darwin's danger shield is the ability to survive a quick scope, that's kinda the whole point of it in-fact. Its banned in comp because that's literally the only thing a comp sniper should be doing/does and completely negates the competitive play-style. If you were retarded enough to stand still in regular play and not react to/neglect the enemy for long enough for an enemy sniper to get a fully charged body shot on you then that's your fault, not the item's. Which certainly means there'd be no excuse for it in comp. Don't get me wrong i hate the Darwin's danger shield just about as much as everyone else does, but completely reversing its play mechanic wouldn't help it. In fact it'd very likely make it worse, especially with tf2's extremely shitty hit-boxes and hitreg. I can't tell you how many times I've shot an enemy sniper directly in the face and he's taken bodyshot damage and not a head-shot. To completely and totally be able to have it flipped on its head like that and it still be fine would mean they'd have to completely rework the hit-box definitions much like what they did with CS:GO and its extremely well tuned hitboxes.[/QUOTE] I don't really understand the point you're trying to make.
This damn medic who complained about getting killed by a stray random crit despite the fact that he was pocket-ubering a heavy who kept getting random crits because he had a 20+ killstreak because he had a medic who had his medigun shoved so far up his ass he could taste it.
[QUOTE=DavidCameron;49251487]What bothers me about this is why it is called TF2P when most of the players had hats.[/QUOTE] To be fair TF2P could mean "Team Fortress 2 Player". I know that's probably not what he wanted to infer but still.
"Kicked : You must have HTML MOTDs disabled to use this server ~(cl_disablehtmlmotd 0)" It wouldn't be so bad, if these servers weren't in the MvM matchmaking queue. As such, whenever my friends want to play, and I get invited, 90% chance I get kicked.
[QUOTE=Brobattington;49254918]This damn medic who complained about getting killed by a stray random crit despite the fact that he was pocket-ubering a heavy who kept getting random crits because he had a 20+ killstreak because he had a medic who had his medigun shoved so far up his ass he could taste it.[/QUOTE] That's a lot of anger towards another person in one sentence. Be wiser about it.He did bad, don't follow his steps.
[QUOTE=The Duke;49254171]The real sad thing is that it'd be very easy to fix the Darwin's Danger Shield while retaining the concept: Pro: 25HP passive (same) [b]Con[/b]: 5% critical hit vulnerability This would make you be able to survive a fully charged bodyshot (the main use of it), but would also mean that you would die to a headshot. Making the con be based on critical hit damage also means that it doesn't affect the other matchups negatively and only affects the MU that makes the Danger Shield so good.[/QUOTE] the concept is having +25 hp at the expense of smg valve broke that concept themselves.
[QUOTE=Hell-met;49255486]the concept is having +25 hp at the expense of smg valve broke that concept themselves.[/QUOTE] Well, I mean, that is true, however what actually breaks the concept is that it is basically required for both snipers to wear it because whoever has it has a blatant advantage due to quickscoping being inhibited. It basically works as a sidegrade for other matchups because sometimes that 25hp does mean the difference between life and death and in many cases where those 25hp come in handy, the SMG and Jarate could also be used. On the flipside, it's basically impossible to fix the Vitasaw or Pomson without retooling them. The premise of reviving with a percentage of uber dropped is simply way too good to actually be balanced. (Similarly, the ability to remove uber percentage on a gun that has no reload or ammo is also simply too good to retain stats like that unless they nerf uber drain to oblivion. As a Spy main, cloak drain is an ok concept although I question the damage output it has as a weapon) In terms of the vitasaw, I'd really like to see it get an interesting gimmick like being able to transfer ubercharge from the medigun to the tube on the vitasaw, and use the vitasaw almost like a "panic uber" where each time you hit a teammate with it having 25% or more uber inside, they get the "flicker" that happens when you detach from an uberred patient and 25% uber is lost (this would also complement the Ubersaw really well), which would be enough to sacrificially save them from a crocket or something (if you have a default medigun) like that if you don't have an uber ready but have ubercharge stored on the weapon. I'd really, absolutely love to be on the TF2 balance team, no matter how many hours it would take of effort, simply because I love being passionate about TF2's weapon design and when I've mentioned weapon stat changes to other users that despise various weapons, they've said they'd actually enjoy playing with or against such concept redesigns without said designs losing the motif of the original weapon's gimmick. That, and I find it really unfortunate and frustrating that some of the less pleasurable (and for many, outright worse) weapons have remained in their state for years without changes.
[QUOTE=BluesLS;49250853]Where the rocket comes out makes little to no difference in-game[/QUOTE] Honestly the rockets coming out of the side make it easier to peek people/buildings to death. Though that's admittedly situational.
[QUOTE=The Duke;49255882]I'd really, absolutely love to be on the TF2 balance team, no matter how many hours it would take of effort, simply because I love being passionate about TF2's weapon design and when I've mentioned weapon stat changes to other users that despise various weapons, they've said they'd actually enjoy playing with or against such concept redesigns without said designs losing the motif of the original weapon's gimmick. That, and I find it really unfortunate and frustrating that some of the less pleasurable (and for many, outright worse) weapons have remained in their state for years without changes.[/QUOTE] Shame TF Team isn't really up in arms about giving the community 100% control over stuff like statistics. But that's pretty much what you get for being just a simple player of the game, even if we have more hours and game knowledge than the devs themselves. And same about the TF2 Balance team, I've had a notepad of fixes, patches and new additions I'd love to mod or test to see if they're fun and balanced. Shame I'm not too good at coding so it's just a fantasy dream...
Saw an actual rocket jumper newbie some time ago,told him about it,he couldn't care less and continued to shoot at ppl thinking they will die D: I dunno is it just me ,but I always make sure I know most of the gameplay be4 I go in (Actually went to TF2 wiki and read XD),not knowing anything just ruins your own day and the guys on your team :/
[QUOTE=Anderan;49255958]Honestly the rockets coming out of the side make it easier to peek people/buildings to death. Though that's admittedly situational.[/QUOTE] hardly. killing sentries around the corner is never situational.
Stock RL is better for taking down sentries that are right on the corner. The original is better for precise close-range fighting (read: scouts), is quieter and it obscures your view less. That sounds situational to me. [editline]6th December 2015[/editline] Actually the argument could be made that you're better off with the original for when you have the gunboats and stock when you have the shotgun, because you then have something consistent for close-range play.
There's some spots where you can get a rocket through a crack with the original, but can't do it with stock unless you stand further back too. But the differences are so incredibly minor that it's a stretch to call it anything else than preference imo. I can't jump as well with the original, so stock it is for me :v:
[QUOTE=X marks it;49248988]Centres the rocket direction whereas the stock fires it from the side of the screen. Original makes it basically piss easy to direct hit players.[/QUOTE] that doesnt matter because the crosshairs are still the same for both
[QUOTE=Wriok;49260964]that doesnt matter because the crosshairs are still the same for both[/QUOTE] As a matter of fact, they do matter. However it is barely noticeable in combat. [video=youtube;ZwWoA6B9VfQ]https://www.youtube.com/watch?v=ZwWoA6B9VfQ[/video]
The difference is very noticeable when rocketjumping. Original has no bias so you can do the same rollouts on maps with weird symmetry like croissant without having to improvise.
I learned to rocket jump with the RJ, so I can't use the Original without spending considerable time retraining myself.
EVERYTHING about fucking Mannpower Fuck that gamemode and it's over fucking powered Powerups
[QUOTE=Inferno564;49264634]EVERYTHING about fucking Mann[b]power[/b] Fuck that gamemode and it's over fucking [b]powered[/b] [b]Powerups[/b][/QUOTE] But isn't the point of mann[b]power[/b] to have [b]power[/b]ups increase your [B]power?[/B]
[QUOTE=SirJakeJenkin;49268007]But isn't the point of mann[b]power[/b] to have [b]power[/b]ups increase your [B]power?[/B][/QUOTE] The point of Mannpower is to who the hell knows The design of Mannpower is all over the place, there's powerups, and grappling hooks, and also it's CTF for some reason... it's just odd.
[QUOTE=SirJakeJenkin;49268007]But isn't the point of mann[b]power[/b] to have [b]power[/b]ups increase your [B]power?[/B][/QUOTE] I like the point of [b]Team[/b] Fortress better.
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