• Stuff that Annoys you in TF2: MS Paint Crocket Edition
    5,001 replies, posted
-snip nvm-
i know that being friendly in tf is dumb and cancerous but this time it was ok? [IMG]https://facepunch.com/fp/ratings/box.png[/IMG][IMG]https://facepunch.com/fp/ratings/box.png[/IMG][IMG]https://facepunch.com/fp/ratings/box.png[/IMG][IMG]https://facepunch.com/fp/ratings/box.png[/IMG] [IMG]http://i.imgur.com/yWKRQQL.png[/IMG]
[QUOTE=Mattscreab;49404867]i know that being friendly in tf is dumb and cancerous but this time it was ok? [IMG]https://facepunch.com/fp/ratings/box.png[/IMG][IMG]https://facepunch.com/fp/ratings/box.png[/IMG][IMG]https://facepunch.com/fp/ratings/box.png[/IMG][IMG]https://facepunch.com/fp/ratings/box.png[/IMG] [IMG]http://i.imgur.com/yWKRQQL.png[/IMG][/QUOTE] Yesterday I met a weaboo friendly heavy with a sandvich chroucing in the corner. I told him 'll choke him if he doesnt give me a sandvich. He then threw it at me. I killed him. Friendlies are useful
Are you guys actually saying that there are heavy players who PURPOSELY go around the map doing nothing but give away sandviches to the enemy team? God if this game has gone down the drain since I left
umm those kind of friendlies have been around since the dawn of time lol. dont know what you're talking about with all that "gone down the drain since I left" nonsense
I like friendly hoovies, as long as they're on the other team.
This would've been a desktop background-tier screenshot if I'd remembered to set the HUD to hide during screenshots :C [t]http://images.akamai.steamusercontent.com/ugc/355021990267872917/ABD2063C6AB59AEC856D8A2939FEA2BCF8D75149/[/t] (though i'm not certain that setting works at all in TF2C)
When you're doing a contract that is tough to do without help from your team, and half way through someone with a dance taunt joins your team and everyone stops and dances in spawn :( seriously, if you're gonna be a friendly or dance the whole fucking round please go to a trade server and do that, or a friendly server
God-tier snipers. They are just like a big wall.They stop everything that is not on their side.
[QUOTE=Mifil;49407043]God-tier snipers. They are just like a big wall.They stop everything that is not on their side.[/QUOTE] Sniper needs actual counter play
Only thing that counters a god-tier sniper is another god-tier sniper.
[QUOTE=Mattscreab;49404867]i know that being friendly in tf is dumb and cancerous but this time it was ok? [IMG]https://facepunch.com/fp/ratings/box.png[/IMG][IMG]https://facepunch.com/fp/ratings/box.png[/IMG][IMG]https://facepunch.com/fp/ratings/box.png[/IMG][IMG]https://facepunch.com/fp/ratings/box.png[/IMG] [IMG]http://i.imgur.com/yWKRQQL.png[/IMG][/QUOTE] Why the swastika? Medic wasn't a Nazi...
[QUOTE=X marks it;49407194]Only thing that counters a god-tier sniper is another god-tier sniper.[/QUOTE] How I would change sniper - Sniper Rifle now has falloff of about 30% at point blank ranges think 6 ft around the sniper. Point blank headshots will now do about 100 damage, anything out side of point blank range will remain unaffected - Chip damage flinch is now random and the scope no longer automatically resets to its current position -Afterburn and bleed now force the sniper to unscope until the duration has ended. - Bazaar Bargain- 20% bodyshot penalty - Classic- increase movespeed while charging to 50% of the current penalty. +25% charge rate. -The cozy camper negates the bleed and afterburn nerf so it works as it does now -Revert the DDS to +25 health, -rework the razorback so it has a bullet vulnerability of about 20% and a 50% less overheal penalty, in exchange it recharges after 30 seconds. - Bushwacka gets a 25% damage penalty and 30% slower switch too speed. - Make the smg about 20% more accurate -Buff snipers overall charge time by 10% - Huntsman, hit box reduced by about 30% now causes bleed damage on fully charged shots - Shahanshah Grants 50 health on kill. Ideally this would make facing a competent sniper feel less one sided in his favor.
All I want for Christmas is not having 400+ ping
[QUOTE=Mifil;49407043]God-tier snipers. They are just like a big wall.They stop everything that is not on their side.[/QUOTE] I'm sorry.
It's kind of odd that the direct hit hasn't gotten a slight damage decrease when the LnL did. There's no reason for it to be able to 1-shot light classes imo. Decreasing the damage to make that impossible would still leave the airshot minicrits really powerful. I mean.. the LnL got that stripped and it was an arced weapon without any splash at all if it didn't directly hit someone, yet the DH still has the ability to do 125+ when it goes in a straight line at crazy speed? Just seems weird to me. Hell, it even has the 2-shot-any-building thing going, which is also one of the LnL's strengths.
[QUOTE=Jesp;49411161]It's kind of odd that the direct hit hasn't gotten a slight damage decrease when the LnL did. There's no reason for it to be able to 1-shot light classes imo. Decreasing the damage to make that impossible would still leave the airshot minicrits really powerful. I mean.. the LnL got that stripped and it was an arced weapon without any splash at all if it didn't directly hit someone, yet the DH still has the ability to do 125+ when it goes in a straight line at crazy speed? Just seems weird to me. Hell, it even has the 2-shot-any-building thing going, which is also one of the LnL's strengths.[/QUOTE] The Direct Hit is actually harder to hit with than Stock RL. The Loch is easier than the Stock Grenade Launcher.
[QUOTE=Oizen;49411164]The Direct Hit is actually harder to hit with than Stock RL. The Loch is easier than the Stock Grenade Launcher.[/QUOTE] That's sort of why i dislike using the Direct Hit cause it's hard to hit targets :v:
[QUOTE=Oizen;49411164]The Direct Hit is actually harder to hit with than Stock RL. The Loch is easier than the Stock Grenade Launcher.[/QUOTE] It's still incredibly easy to hit people with, though, and where it one-shots is right in the Soldier's face. It's an especially frustrating weapon to go up against as engineer, because you can survive normal rocket spam, but the Direct Hit kills buildings faster than you can repair them (which is also why it's so often ran in Highlander). The problem with the one-shotting is that it's part of the ramp-up damage close up. Its base damage is 112, but the ramp-up for being close makes it do 140 damage, insta-killing four classes. And that's not the intended purpose of the weapon - you don't exactly need to be precise, insta-killing most often happens walking into a random Soldier around a corner and just dying instantly. On top of that, if you did that with the LnL you'd get big self-damage as the Demoman, but Soldier gets a lot less self-damage as repercussion for firing explosives in his own face to start with AND there's no difference between the regular RL self damage and the DH's. Easily solved, though: limit the ramp-up to 124 damage.
[QUOTE=X marks it;49407194]Only thing that counters a god-tier sniper is another god-tier sniper.[/QUOTE] I've actually come up with a counter that works when playing as other classes against those kinds of snipers, but it requires some practice and timing. Shoot with a hitscan weapon at the Sniper when you see him using the scope. Afaik there is a 0,5 delay for taking a shot when you use a scope along with a headshot. It pretty much saved my life and in some cases, kill him if i know i can deal with him.
[img]http://i.imgur.com/sHp4tVY.png[/img] [img]http://i.imgur.com/0CVPtGM.png[/img] [img]http://i.imgur.com/MMQWN1j.png[/img] [img]http://i.imgur.com/Ts5Irkg.png[/img] [img]http://i.imgur.com/4nA3hsY.png[/img] Maybe I could have put a little more effort into this one
[QUOTE=poptart TF2;49407465]How I would change sniper[/QUOTE] Quickscopes only do 75 damage now, need to charge to 10% in order to get 150. Razorback no longer blocks backstabs, instead does something else far more useful. That's all the changes he would ever need: a brake on his headclick murder potential and resurrecting Spy as the de facto counter to a Sniper.
[QUOTE=Tinker;49411457]It's still incredibly easy to hit people with, though, and where it one-shots is right in the Soldier's face. It's an especially frustrating weapon to go up against as engineer, because you can survive normal rocket spam, but the Direct Hit kills buildings faster than you can repair them (which is also why it's so often ran in Highlander). The problem with the one-shotting is that it's part of the ramp-up damage close up. Its base damage is 112, but the ramp-up for being close makes it do 140 damage, insta-killing four classes. And that's not the intended purpose of the weapon - you don't exactly need to be precise, insta-killing most often happens walking into a random Soldier around a corner and just dying instantly. On top of that, if you did that with the LnL you'd get big self-damage as the Demoman, but Soldier gets a lot less self-damage as repercussion for firing explosives in his own face to start with AND there's no difference between the regular RL self damage and the DH's. Easily solved, though: limit the ramp-up to 124 damage.[/QUOTE] I think its fine honestly. Grenades by default need to land direct hits, so the LnL's properties just make it easier to hit with. Most soldiers I see rely on splash damage rather than direct hits with rockets, something the direct hit cant do. And in most cases, if you run face first into a soldier, He'd most likely win that fight any Rocket Launcher.
[QUOTE=DoctorQ;49412198]Quickscopes only do 75 damage now, need to charge to 10% in order to get 150. Razorback no longer blocks backstabs, instead does something else far more useful. That's all the changes he would ever need: a brake on his headclick murder potential and resurrecting Spy as the de facto counter to a Sniper.[/QUOTE] spies never going to be a strong counter to a sniper with actual team support
[QUOTE=Oizen;49411164]The Direct Hit is actually harder to hit with than Stock RL. The Loch is easier than the Stock Grenade Launcher.[/QUOTE] I agree with this. But like any weapon that provides a damage increase, someone who masters the Direct Hit is going to be pretty overpowered because of the faster projectiles and damage increase and that is excluding at how fast it murders engie buildings and the airborne target minicrits.
Literally had half my team sitting inside a room I had used as a sentry nest, and a spy walks in and starts to sap everything. NOBODY EVEN FLINCHED. One even complained that I didn't have my dispenser up (after it was destroyed) to help us out. Please help your engineers. They are a very important class, bringing you defense, healing, and transport.
I hate the fact that the community of this game revolves around trading. Every.where i can see a trading name,every.single.mother.fucking.time there is a trading boy comin' up. I hate the fact that people reject hat "Just because" it's not an expansive hat "in the market or in backpack.tf" it's just ridiculous,i feel bad for the makers of the hat especially with that seemingly new CSGO tier system with blue,purple,red blabla,does it means that their hat are worth nothing for Valve ? Or it's probably because i just want to have cosmetics that i can't have because too rare,too expansive or basically too late.. I would have loved hat to be craftable or maybe hidden in random location in the maps? People could search them and some maps would probably be even more populated,or even,they could be given to the winners team on maps. I don't know,something so we can obtain them for free without any struggling by doing one thing : Playing the game like we should do. Same for the taunt. Something that will reward the player for winning a game and that will push them to actually make effort to play the objective. I'd love to see Trading turned into Hat for Hat "You got this hat i like,i can offers you this one !" not "I got this hat i sell for 10 keys,interested?" Because i feel more bad giving 10 keys for only one hat when i could have like 10 more items by opening 10 crates.
I really hate those colored items from 2015, they are so confusing and out of place. For a second I thought that somebody unboxed an unusual, then I figured it was just a worthless (well-worn) weapon.
[QUOTE=Jesp;49411161] I mean.. the LnL got that stripped and it was an arced weapon without any splash at all if it didn't directly hit someone, yet the DH still has the ability to do 125+ when it goes in a straight line at crazy speed? Just seems weird to me.[/QUOTE] because LNL did 130 damage at the range where DH does 45-55. [QUOTE=Jesp;49411161]Decreasing the damage to make that impossible would still leave the airshot minicrits really powerful.[/QUOTE] the airbone minicrit is pointless and overkill 90% of the time, because if you do the same thing with stock RL, it's a guaranteed ~180-210 damage which terminates just about anyone [i]regardless[/i]. (one rocket to push them in the air, then the airshot) [QUOTE=Tinker;49411457] Easily solved, though: limit the ramp-up to 124 damage.[/QUOTE] then you just killed it and it's never to be used again over stock RL.
I don't think people realize how big a deal the lack of splash on the DH is.
Sorry, you need to Log In to post a reply to this thread.