• Stuff that Annoys you in TF2: MS Paint Crocket Edition
    5,001 replies, posted
[QUOTE=That Spy;49385658]I may be wrong, but it seems any weapon skins below mercenary can't be unboxed as strange I personally like this skin and would like to get it as a strange, but it's Civilian-grade and I can't find strange versions of it anywhere[/QUOTE] The only Gun Mettle or Tough Break skins that come in Strange/Stattrak variants are the ones obtained from opening cases (Warbird, Pyroland, Concealed Killer and Powerhouse collections), and these (strange or non-strange) are Mercenary-grade-and-above only. The skins from the Teufort, Craftsmann, Gentlemanne's and Harvest collections that come as contract reward drops can't be obtained in Strange (or Unusual) form, sadly. Hopefully they might start introducing Strange-module-applying Strangifiers in the future, because there's a lot of popular skins from the non-case collections that people would kill to see in Strange form. Especially the whole Gentlemanne's collection, I've seen nothing but positive opinions on them from the majority of players, even the low-level stuff like Coffin Nail, Dressed to Kill and High Roller's stuff looks great and classy.
[QUOTE=Drury;49386851]Wait, so there are still no Texas servers?[/QUOTE] They used to be called community servers and valve took a dildo made out of barbed wire to those!
[QUOTE=Trixil;49385574]when you're in mvm and everyone's ready but this one dude and he never readies up no matter how many times everyone spams in chat telling him to ready up[/QUOTE] Or the opposite: This one guy who instantly presses F4 after the wave ends. You want some time to get ready? Too bad.
[QUOTE=Matihood1;49387203]Or the opposite: This one guy who instantly presses F4 after the wave ends. You want some time to get ready? Too bad.[/QUOTE] Or the retard that joins the server, and immediately hits f4, no matter if we're down 1 or 4 other people....
When you say you'll brb for a minute, only for the idiots in the server to not give a shit and F4 instantly after you say so.
I just wanna trade some stuff but apparently there's this "escrow" in the way. can somebody fill me in on what it is?
It's this trading program that was implemented because a lot of people kept getting scammed every month and then E-Scrow came to be.
Is it me, or does the TF2 Wiki go down right when you need it?
[QUOTE=Makzu;49393252]Is it me, or does the TF2 Wiki go down right when you need it?[/QUOTE] The TF2 Wiki goes down more than a thaiwanese whore during the busy season.
People not using alternative paths. I am convinced that 95%+ of people on servers are unaware of the following: -Dustbowl stage 1 has three exits for blue's spawn, not two. The two used the most often are the one with the railtracks in the trough and the one that looks directly at the point. There is a third, more-sniper-safe one if you keep walking further right in your spawn which leads to a shack that opens up sideways (making it hard for the opposite team to see you leave) and is halfway between the point the other two spawns open and point A, making it really good for Scouts to get an extra amount of safety and then jump over the gap, as well as generally allowing you to flank point A to approach from the "exit". -Upward has three exits to the spiral bridge from red's spawn, not two. If you walk up the stairs and to the balcony that Engineers place sentries on toward the right, turn around to see a door that lets you drop right down into the area you climb out of the basement to. This cuts transit time to the spiral bridge by more than half and has the bonus of being relatively closed off, hiding you from snipers. This door, however, close after spiral bridge is capped. An interesting thing to note is that you actually [i]can[/i] place a sentry after the door to protect that area in a very sneaky fashion without it being accessible to spies, but again, no one ever does that. -Upward also has a pathway under the spiral bridge with a health pack that leads to the hut near the spiral bridge point that contains the ammo pack. You can use this as a leap-of-faith to avoid being airblasted to death off the cliffface or to fool people into thinking you fell off of your death from above. -Mountain Lab has a gate near point A that cuts travel time by a third from Red's spawn. When you exit the building from either the first or second floor and are near the healthpack near the door, look at the ramps made of wood and the concrete floor they lead to, next to the wire fence. If you turn around, there is a door right there where you can either place a sentry or just jump down right onto the point. -Mountain Lab also has another pathway for both blue and red slightly further down from the above if you [i]don't[/i] take the door. Walk over or around the wire fence and up the stairs with the sniper barrack. You can jump straight onto the rock arch if heading from red or jump from the rock arch to the barrack if heading from blue. Doing so from either way allows you to have a height vantage easily as well as revealing a sniper barrack that is accessible. -Hoodoo stage two has a flanking, one-way tunnel right before the first point that makes a fantastic teleporter spot for Blu Engineers. Go up the staircase as you enter the building section with the first point and take the staircase upward. Instead of jumping down or taking the left path, turn right and walk over the balcony and enter the gap that looks almost like scenery. This leads right to the second point and is usually poorly guarded, while simultaneously being a great offense spot and one of the few opportunities to be consistently aggressive as an Engineer carrying a level 3 sentry. -You can climb up the props at the beginning of Barnblitz to enter the sniper barrack on the left. You can also reach the second floor of the second building easily by taking the staircase to the left of the turntable, which is closed before the first point is capped. -In addition for Barnblitz when defending last, from the perspective of someone exiting the Red spawn on the first floor, look to the right of the railtracks for a dropchute. There is a door right there with a spiral staircase that leads to a really good sentry location and an area where you can cork the door from spies behind you using a dispenser. The alternative spawn is also right up there, making for easy ammo for building your, well, buildings. -Badwater is set up in such a way that you can usually circumvent common sentry positions for point 2 by taking the door that opens at point 1, but [i]not[/i] taking the stairs. Instead, take either the path to the left if you need a lot of health or the path in front if you are mostly topped off, as both have health and ammo and lead to a hidden-yet-large section behind point B. If you go up the staircase in this hidden section, but instead take the left path to enter the building instead of entering the barrack (assuming you feel there are too many sentries to take the right path up to the barrack), you can usually catch people offguard who are walking up the staircase or are sniping from outside the building's 1st floor opening. I would also mention the left path right after point B that is hidden from most snipers and leads to the second floor, but that's used more often than the others listed here. -On Frontier, near red's second spawn building after the first point is claimed, there are two shortcuts that can be taken to the left, depending on context. If you are red team, you can access the drop down by heading left out of spawn and taking a left near the gated door instead of the door. This cuts down walktime to the sniper barracks by nearly half although it closes once second is captured. The second one is really good for Blu, but is consistently ignored. If you walk up the higher path near red's spawn, there is a door that opens after the third point is captured that allows you to go from the new blu spawn to the staircase that leads down from the red spawn in very short order, and has a window to allow you to see snipers before making the jump. -Kong King has alleyways on the ground level that lead straight to the staircases to the point that are both covered and take far less time than other approaches, while also being safer and harder to see players use. -Goldrush Stage B has a gated door to the left of the first point (Blue's perspective) that can be used to place sentries in the windows that can detect players on the track path below. There is also a room near the windows where you can safely hide a teleporter and dispenser from assault as either red or blue engineer. You can alternatively access this area as a red engineer by sentry jumping the drop down in the far right corner of the last area, and use the Rescue Ranger to retrieve your sentry you jumped with to place it in one of the aforementioned windows. The rightmost window from the door's perspective is usually the safest place to hold out from. -Also, the pathway to the last point on Goldrush Stage C has a mineshaft that looks like a deathpit. This actually leads to a Y-shaped tunnel that has a health pack and leads to a fairly good sniper barrack as well as a staircase to last that is mostly concealed from two of the several major sentry locations. I would also mention some on Fastlane, Standin, Pipeline and Nightfall, but half-the-time it seems like people forget those and the arena-exclusive maps even exist. Hopefully some of these are new to people that read it here, they're incredibly underrated (or in most cases, unknown) paths to many players.
honestly pretty much any weapon skins/australiums/festives in tf2 I hate. theyre all so bad to me
I don't get why they turned the claymore into a boring heal sword. It wasn't OP. The pocket pistol is pretty lame now, too. The fall damage thing doesn't even matter since it's only while you have it out.
[QUOTE=Waffle Lord;49397292]I don't get why they turned the claymore into a boring heal sword. It wasn't OP. The pocket pistol is pretty lame now, too. The fall damage thing doesn't even matter since it's only while you have it out.[/QUOTE] I've sold about 3-4 collector weapons of mine so far because they turned them into a peice of shit I didn't want to use anymore :v:
[QUOTE=Hell-met;49385969]my only problem with festives is indirect. the fact that they're allowed to exist anytime unlike halloween gear irks me. I have no problem with the actual things though[/QUOTE] Halloween stuff was never meant to be about restricting things that would look weird or out of place in the TF2 universe, they were about restricting things that were 100% impossible and directly contradictory to the TF2 universe. Like the pyro having a head made out of goo with a brain inside or the spy being a zombie. Anything else that was restricted was restricted in a misguided (imo) attempt to make it fair for all halloween contributors. I don't think the comparison between halloween restrictions and festive weapons really makes any sense.
[QUOTE=Mort Stroodle;49397817]Halloween stuff was never meant to be about restricting things that would look weird or out of place in the TF2 universe, they were about restricting things that were 100% impossible and directly contradictory to the TF2 universe. Like the pyro having a head made out of goo with a brain inside or the spy being a zombie. Anything else that was restricted was restricted in a misguided (imo) attempt to make it fair for all halloween contributors. I don't think the comparison between halloween restrictions and festive weapons really makes any sense.[/QUOTE] I think some of the items that are Halloween restricted don't deserve to be.
[QUOTE=The Duke;49395838] -Upward has three exits to the spiral bridge from red's spawn, not two. If you walk up the stairs and to the balcony that Engineers place sentries on toward the right, turn around to see a door that lets you drop right down into the area you climb out of the basement to. This cuts transit time to the spiral bridge by more than half and has the bonus of being relatively closed off, hiding you from snipers. This door, however, close after spiral bridge is capped. An interesting thing to note is that you actually [i]can[/i] place a sentry after the door to protect that area in a very sneaky fashion without it being accessible to spies, but again, no one ever does that. [/QUOTE] This door actually has some really strange properties. If you're in there when the point is capped, you can still open both sides, but they'll stay shut behind you. However, if you're an engineer, you can actually put a teleporter in there, which continues to stay up. If you're on BLU, you can put a dispenser underneath the hole and jump up and place a teleporter exit there, which then allows your team to get all the way up and behind the defenders in the most used sentry spot. Because the doors close immediately after they exit that little hallway, the defense usually can't destroy it.
The fact that assists count in duels. Some dude got about 8 extra kills on me because he got lucky enough to hit me with a nade while a phlog pyro was burning my ass in half
Is it me, or does Blue win almost all the time in Snowycoast?
[QUOTE=Makzu;49400098]Is it me, or does Blue win almost all the time in Snowycoast?[/QUOTE] it actually depends on players for me its always red win if red got a good critz medic and a decent demo
That spawn point on SnowyCoast for RED that sits right next to the point before the final one pratically encourages spawncamping. I don't know what were they thinking when they decide to put that there. Is so easy for Blu to just get up there and start killing RED before they even leave spawn while the cart is just a few meters away from being capped to the final point.
I think EArkham (the author) said in one of the FP threads that he's gathering data and looking into changes to that spawn/area. Hopefully, Valve will allow him to update the map with balance/design changes - we've seen Suijin and Probed patched considerably after going live, so it's certainly a possibility. And yeah, I feel like the first part of the map (especially the first big choke) is very defendable for RED and I've seen attackers often unable to get past that, but once BLU push past the gate it becomes rather easy to go for the enemy spawn area with some explosive classes and spawncamp them or at least keep them occupied there while the rest of BLU pushes the cart to the finish easily.
People not taking mann up mode seriously, and instead spouting shit like "I have cancer in my anus" on mic constantly.
[QUOTE=Kirbyfactor;49399073]The fact that assists count in duels. Some dude got about 8 extra kills on me because he got lucky enough to hit me with a nade while a phlog pyro was burning my ass in half[/QUOTE] Valve would have to rework the entire assist system because of the Medic. It gets weird where the Medic gets an assist for healing a patient without dealing damage, but they don't get an assist for healing a patient capturing a control point.
[QUOTE=Kirbyfactor;49399073]The fact that assists count in duels. Some dude got about 8 extra kills on me because he got lucky enough to hit me with a nade while a phlog pyro was burning my ass in half[/QUOTE] Once dueled a guy who instantly went sniper, couldn't hit me so he kept throwing piss at me to win.
[QUOTE=Ona;49385787]-something about festives-[/QUOTE] I'd honestly rather have a weapon with small and unnoticeable (in 3rd person) blinking lights than a super bright, piss-colored weapon that tells the enemy, "Hey! Here I am! Shoot me!" (though that may just apply more to unusuals) Some content: When you FINALLY decide to have a good enough vibe to play medic.... but no one on the team is willing to play a power class and stick to failing spy rushes.
[QUOTE=SwiftYoshi;49402301]I'd honestly rather have a weapon with small and unnoticeable (in 3rd person) blinking lights than a super bright, piss-colored weapon that tells the enemy, "Hey! Here I am! Shoot me!" (though that may just apply more to unusuals) [/QUOTE] I used to think that, but honestly, there's very little times I won't notice them without an usual, but I would if they did I like to wear my most expensive cosmetics and weapons because it'll scare off newer players sometimes lol
This guy called me out as an Engie for not being lit on fire because he was a Pyro, but it wasn't because I was hacking, it was because I had 900+ ping.
[QUOTE=The Duke;49395838]People not using alternative paths. -Upward has three exits to the spiral bridge from red's spawn, not two. If you walk up the stairs and to the balcony that Engineers place sentries on toward the right, turn around to see a door that lets you drop right down into the area you climb out of the basement to. This cuts transit time to the spiral bridge by more than half and has the bonus of being relatively closed off, hiding you from snipers. This door, however, close after spiral bridge is capped. An interesting thing to note is that you actually [i]can[/i] place a sentry after the door to protect that area in a very sneaky fashion without it being accessible to spies, but again, no one ever does that. [/QUOTE] There are 2 doors there and they both close when the spiral ramp is capped. Why is this good? you can place a teleporter there as blue, and when both doors close, red can't touch it. However, if a player teleports there, the door facing red opens up allowing blue to easily eject right in front of red spawn.
my own shit aim as well as general things that cause me to falter universally in a 1v1 setting
does the Civil Duty look like a frontierjustice to anyone else? seems like it's just me.
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