Stuff that Annoys you in TF2: MS Paint Crocket Edition
5,001 replies, posted
[QUOTE=Tweet;49320631]Not on Manhattan. It's extremely useful on Metro/Empire. It's not mandatory, but it makes the waves go much smoother and really makes the game more [I]comfortable.[/I]
Demo/Medic can tele back for an abundance supply of canteens when they need it. Also, helps a majority of the team by simply being able to go back to spawn for more upgrades mid-wave. Engie needs a building upgrade? Use the tele. Heavy wants more firing speed? Use the tele. And so on and so on. It works the best on Empire for the amount of money that map gives you. It's anything BUT a waste.[/QUOTE]
Yeah no, maybe it's just because I basically never play MvM with pubbies but afaic you don't really need canteens at all, nor do you really need to go back to spawn to upgrade mid-wave.
Generally, 2-way teles are just for lazy people in the same way that medics are crutches for bad players.
[QUOTE=Linda,Octopus;49320656]Yeah no, maybe it's just because I basically never play MvM with pubbies but afaic you don't really need canteens at all, nor do you really need to go back to spawn to upgrade mid-wave.
Generally, 2-way teles are just for lazy people in the same way that medics are crutches for bad players.[/QUOTE]
Absolutely disagree with you. How is it considered [B]"lazy"[/B]? In fact, it requires more work with players constantly getting upgrades and improving their damage. Not to mention the fact that Manhattan has 3 gates that can be capped, it makes it essential to use the tele when or if any of the gates get capped instead of running all the way back to spawn. It's time-efficient and effective.
Also, just FYI...I have over 300 tours in MvM Two Cities and do not just play with "pubbies".
[QUOTE=Tweet;49320687]Absolutely disagree with you. How is it considered [B]"lazy"[/B]? In fact, it requires more work with players constantly getting upgrades and improving their damage. Not to mention the fact that Manhattan has 3 gates that can be capped, it makes it essential to use the tele when or if any of the gates get capped instead of running all the way back to spawn. It's time-efficient and effective.
Also, just FYI...I have over 300 tours in MvM Two Cities and do not just play with "pubbies".[/QUOTE]
Because it's something you don't need.
You could have spent that money on something useful instead but no, you'd want to have the easy yet unneeded way of things.
I don't see what your tours have to do with this, I've got maybe 100 tours combined, 200 if I count tours I haven't used my tickets for.
[QUOTE=Linda,Octopus;49320704]Because it's something you don't need.
You could have spent that money on something useful instead but no, you'd want to have the easy yet unneeded way of things.
I don't see what your tours have to do with this, I've got maybe 100 tours combined, 200 if I count tours I haven't used my tickets for.[/QUOTE]
Just because it's something you don't need does NOT necessarily make it a waste. It's not mandatory, but it can be an asset. 2-ways are an opportunity to make the game faster and in my opinion more fun (who doesn't love using crits on bulks of robots). With a few obvious exceptions, more "useful" upgrades in MvM are entirely dependent upon your play style.
For example, I never get overheal while playing Medic in MvM because I trust my teammates not to be sitting ducks and take 100 rockets to the face. Some upgrades are entirely not needed, but 2-way teles isn't one of them. It's a flexible upgrade and can be used to great effect if done right.
And I only mentioned my tour count because you were implying I lacked experienced by playing in pubs.
So i was playing Bavarian Botbash and was playing Soldier along with the others, but as soon as we make it to wave 5/7 and as soon as i finish checking stuff on FP quickly i come back to see that i'm voted off for no reason :what:
[QUOTE=Tweet;49320746]
And I only mentioned my tour count because you were implying I lacked experienced by playing in pubs.[/QUOTE]
He didn't. He said that HE always play in a 4-6 man prelobby and therefore lacks the pub game experience.
Bigrock would be the best example if you wanted to justify 2-way tele. Biggest map + most money.
[QUOTE=EmilyVasquez;49320609]Same goes for the Mini-Sentries upgrade.[/QUOTE]
i disagree
it helps cover more ground, increases damage output (a little bit), and draws enemy fire
-snip, never let me post right after I wake up ever-
[QUOTE=comet1337;49321113]i disagree
it helps cover more ground, increases damage output (a little bit), and draws enemy fire[/QUOTE]
it literally can't hold against one standard robot. It doesn't draw from shop upgrades so it only has like 100 health. It also wastes your time if your main sentry needs attention first. It's not even a "real" mini sentry, don't be fooled by its appearance, it's something thrice as inferior.
you have much more important things to buy first
mannhatan its such a small map, i don't really know why would you even need a two way tele. bigrock may justify it, but then again going back to spawn mid-wave to upgrade instantly means you're leaving your team with one less member figthing and picking money.
-snip didn't realize people already replied, sorry-
More than one heavy on the cart.
Outside of a lucky crit, they are not gonna be removed.
Infact, heavies in general.
[QUOTE=Metaru;49322037]mannhatan its such a small map, i don't really know why would you even need a two way tele. bigrock may justify it, but then again going back to spawn mid-wave to upgrade instantly means you're leaving your team with one less member figthing and picking money.[/QUOTE]
Wave 666 kind of justifies two way teles just because the wave never really ends and the best you get is a lull between spawns. Either way it's an extremely situational upgrade and Manhattan is not one of those situations.
[QUOTE=Anderan;49327310]Wave 666 kind of justifies two way teles just because the wave never really ends and the best you get is a lull between spawns. Either way it's an extremely situational upgrade and Manhattan is not one of those situations.[/QUOTE]
you're better off dying.
When I run the "playdemo" command
[t]http://catpanic.eu/upl/2015-12-16_21-24-37.png[/t]
Fuck that, and fuck Googling for solutions for it. Seems the only thing that Google has are forum posts from 2011 - 2012 where people have it but seemingly no solutions.
[quote]After removing a Sapper from a sentry, there is now a 0.5s delay before the sentry is active again[/quote]
valve's magical world where 4 seconds = 0.5 second
well it would certainly help if the thing was working as intended
I'm confused why they nerfed the B.A.S.E jumper in the new update,imo there was nothing wrong with it.
[QUOTE=weyu6572;49342547]I'm confused why they nerfed the B.A.S.E jumper in the new update,imo there was nothing wrong with it.[/QUOTE]
Same can be said for the Charge N' Targe :v:
[QUOTE=EmilyVasquez;49342571]Same can be said for the Charge N' Targe :v:[/QUOTE]
And the Persian Persuader, and especially the Phlogistinator.
Also, the strange count transfer tool seems really pointless and counterproductive.
I actually ran into someone who said the Beggar's didn't need any tweak/nerf, that it was already "an underwhelming weapon".
I just remembered what i hate: That i'm a magnet for the "We just got a new dance taunt, so let's do this with 6 people inside our spawn for literally 30 minutes"-team. Whatever team i join, someone will start dancing, 3-4 people will join, and they won't stop until the round ends.
I really want to try out the balancing and the new maps. I just played 4 rounds of Snowycoast, and let me tell you - i now know every single inch of my respective spawn rooms. I can't really say anything about how the map looks like, but hey, at least i also memorized every single aerobics dance move.
And i was able to witness this, so i got that going for me.
[img]https://dl.dropboxusercontent.com/u/63071156/tf/killer.png[/img]
I was on blue on steel
A,B C have been captured
Team becomes useless and fails to get D and E
1 Minute left I join red
Blue gets their act to together and win
[QUOTE=gokiyono;49342605]And the Persian Persuader, and especially the Phlogistinator.
Also, the strange count transfer tool seems really pointless and counterproductive.[/QUOTE]
When selling a strange >weapon< and getting a new one(for example an aussie one).Then this transfer is useful to keep your counter going from weapon to weapon.
Beggar's nerf only made it more luck-based. There's already RNG involved, without the splash it's purely about whether the rocket decides to hit directly or not. That nerf makes sense on air strike, but not beggar's.
Beggar's needed a damage nerf because it has a higher DPS than stock.
gotta love how Valve once again made the same mistake that was previously made with the old Soda Popper.
Giving 20+ health to a pyro for extinguishing a teammate. Basically rewarding a class for doing their job.
[QUOTE=SoftHearted;49344026]gotta love how Valve once again made the same mistake that was previously made with the old Soda Popper.
Giving 20+ health to a pyro for extinguishing a teammate. Basically rewarding a class for doing their job.[/QUOTE]
And people are still not going to do it.
Players who act like they know the MvM meta. I played as a heavy with 2 engineers, one that didn't use a mic and one that acted as the guy's mentor. We lose a tank wave, and I go with my tank buster scout loadout (Crit-Cola, Soda Popper).
As soon as I start shredding through the tank's HP, I am told over the mic "mister scout, please melee the tank". I was using the wrap assassin.
Game crashed because scout can change weapon too fast.
Thank you, Valve for buffing Dead Ringer. Now I can't make 5 steps without bumping into a Spy. Bonus points if this Spy knows what he's doing.
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