Stuff that Annoys you in TF2: MS Paint Crocket Edition
5,001 replies, posted
[QUOTE=AwfulRanger;49525871]whenever somebody whines about f2ps check if they have the proof of purchase
if not, make fun of them instead.[/QUOTE]
i think "f2p" is considered more of playstyle not the fact that someone purchased the game before 2011
Getting facestabbed by a Spy when not only is your back to a wall, but you literally just did some damage with your weapon.
Now I can't even get in to a game. Crashes just before it fully loads.
I hate how valve uses TF2 as a testing bed for new ideas, gets results, puts [I][B]better[/B][/I] versions of the systems into other games, and then [B][I]DOESN'T COME BACK AND REVISE THE TF2 SYSTEM TO BE BETTER AS WELL.[/I][/B]
Take crates for example, in CS:GO, you get that cool wheel of fortune, in dota isn't it set up so you don't get duplicates?
It's fine to use TF2 as a testbed, but after you've found the optimal version of a system, implement it back into TF2 instead of leaving the crappy system while having other games with better ones.
[QUOTE=OriginalSpace;49524721]Hard to believe theres still people who think that wealth=skill holy shit.[/QUOTE]
On the flipside, the most-likely players to wear hats and cosmetics are going to be players that have played the game long enough to get good at it, so it's not [i]that[/i] wrong of an ascertion when comparing to some of the lumbering players that are cosmetic-free and have no idea what they are doing.
Not saying there aren't really bad players with cosmetics or great players "sandbagging" with a gibus, though. :v:
[QUOTE=Johnny Joe;49533134]I hate how valve uses TF2 as a testing bed for new ideas, gets results, puts [I][B]better[/B][/I] versions of the systems into other games, and then [B][I]DOESN'T COME BACK AND REVISE THE TF2 SYSTEM TO BE BETTER AS WELL.[/I][/B]
Take crates for example, in CS:GO, you get that cool wheel of fortune, in dota isn't it set up so you don't get duplicates?
It's fine to use TF2 as a testbed, but after you've found the optimal version of a system, implement it back into TF2 instead of leaving the crappy system while having other games with better ones.[/QUOTE]
Actually TF2 had a good system (shuffle crates) and EOTL community crate which had equal chances, now replaced by CSGO tier garbage. Not a good idea imo.
[QUOTE=Blackavar;49524990]on losing team
(Advanced) 10 points in one life - 10 CP[/QUOTE]
Extinguish things.
"Just kill the spy before you unsap your buildings"
Easier said than done. Help me kill that bitch and make sure his dead ringer can't save him.
[QUOTE=Snowshoe;49534493]Actually TF2 had a good system (shuffle crates) and EOTL community crate which had equal chances, now replaced by CSGO tier garbage. Not a good idea imo.[/QUOTE]
Especially the shuffle crates were a great idea imo, I can't understand why they ditched them.
Maybe they just forgot that they even exist.
[QUOTE=Blackavar;49524990]on losing team
(Advanced) 10 points in one life - 10 CP[/QUOTE]
Go Medic. You earn points for over/healing like 500 hp. It'll add up if you stay alive.
[editline]15th January 2016[/editline]
[t]http://images.akamai.steamusercontent.com/ugc/543048741637590242/3B3D062A4059C201B2D4C64B4F3C9AD3B5F03C36/[/t]
That seems like a good idea. Ooh! Opening it while you're alive at that, even better!
that's why I make sure html motd's are off
I feel like the whole experiment with Pinion and that sort of aggresive advertising, when Valve thought this was the right way to help the thousands of new post-F2P servers that were taking each other's traffic, backfired spectacularly and led to the death of community servers in general and the dominance of Valve servers.
Here's my observations on it, I've been trying to keep track on the community server front for years:
[B]1.[/B] The really decent community servers with actual regulars and proper admins that were around for years before the game went F2P and stuck to running one or two servers with great care mostly didn't need this sort of funding to keep themselves going, or if they tried it, they immediately realized it was bound to aggravate a lot of people and force regulars away, so they dropped it almost immediately.
[B]2.[/B] When the game went F2P and also introduced Quickplay, people suddenly started setting up way too many new server chains, most of them extremely generic (32-players, instaspawn, 24/7 2Fort/Turbine/Dustbowl/Orange/Mariokart or custom gamemodes), and these hundreds of unneeded new servers were destined to fail in the long run, as they often had no real communities or proper admins and dedicate owners behind them, they just set up 10+ laggy servers right away, running on bad hardware and let random QP traffic alone provide the players. No attempt at a gradual growth, starting with 1 or 2 servers at first.
I think it was a lot of these generic, soulless server chains (not really Saigns, they've been around and had their niche for years before the Uber update) and their owners that eventually pushed Valve to come with the brilliant plan of having intrusive MOTD video ads keep all of them up - even though, as far as I'm concerned, few of them actually deserved to survive compared to established community servers from before F2P.
[B]3.[/B] While Pinion technically had rules about not having server owners abuse the system, a lot of very shady, unscrupulous servers popped up, whose sole purpose seemed to be leeching the automated QP traffic and then bombarding them with Pinion or MOTDgd ads that were ridiculously long (30-60 seconds), couldn't be skipped and popped up in the middle of gameplay or during setup (absolutely inexcusable). This was all against Pinion's rules, but since the company didn't/couldn't really enforce it properly, a lot of these shady bastards were essentially setting up low-cost, shitty server farms with spoofed bot players whose sole purpose was trying to make profit through ad impressions. Players were nothing more than sheep, to be taken advantage of in the first minute of joining a serves, and eventually forced to ragequit due to the shittiness and bot-infestation of the servers.
[B]4.[/B] The combined effect of these hundreds of post-Uber Update crappy or even malicious servers and Quickplay teaching most of the newer players from 2011 onwards to only play on Valve ones was that the general playerbase's opinion on server types changed. Suddenly, ''community server'' meant a shitty, ad-infested server with bots and/or only running a select few maps with instaspawn or 32-player settings, and Valve servers were the 'safe', reliable option for finding a game of stock TF2 with actual players.
[B]5.[/B] And finally, when Valve saw that the whole Pinion/ads experiment had failed miserably and that a lot of the players (especially the ones that joined in recent years) were content with the generic, but reliable mediocrity of Valve servers, they decided to essentially throw pretty much all community servers but the most resilient ones (32-man instaspawn 24/7 ones running a select few popular maps) under the bus by making default player traffic go to Valve servers only.
The ones that really lost out in this development were the established, dedicated community servers from years ago that actually had a regular playerbase of experienced players, dedicated and active owners and admins, didn't use ads, had the balls to run a map rotation, and tried really hard to retain players and provide a cozy environment. QP, between its hundreds of Valve servers and hundreds of shady, zero-player ad farms, gradually stole their influx of newer players that could become regulars and replace the veterans that naturally gradually left. They were getting very little exposure and your typical player from recent years barely knew how to use the server browser, as clicking one or two buttons to connect to Valve servers was enough for them. And because they had never experienced an actually good community pub with decent regulars, they had no way to tell how lackluster Valve ones mostly are in comparison. The only 'community' ones they knew were the various Saigns and ad-farm hellholes that QP put them into when they tried the community option, as, for some reason, these shitholes had higher GC scores than the decent community pubs (I guess because those were only full/active on evenings and maybe afternoons, even a few years ago; if a server isn't populated for many hours a day, QP simply ignores them, but that leads to a snowball effect when a server that was definitely active for 3-4 hours on evenings was getting zero QP traffic outside those hours where it was filled with seeding attempts by regulars and admins).
Pains me to see loads of people claim that Valve servers are the 'good' servers stock TF2 has to offer, the norm for all pubs, and that all community servers suck and have always sucked, because I know from experience that up until maybe a year or two ago, that wasn't a case. It's easy to act that way now when virtually all of them have been gradually drained of players, but the damage was done years ago with the reckless implementation of Quickplay (and its long-term effects on player taste and habits when it comes to searching for servers), the influx of awful or shady new ''communities'', the failed experiment with Pinion-type advertising, and Valve's harsh napalm-the-entire-server-jungle-to-the-ground way of tackling with the issue of shady servers.
[QUOTE=Stric_Matic;49535726]
The ones that really lost out in this development were the established, dedicated community server from years ago that actually had a regular playerbase of experienced players, dedicated and active owners and admins, didn't use ads, had the balls to run a map rotation, and tried really hard to retain players and provide a cozy environment.
[/QUOTE]
This has been one of the most frustrating things about TF2 in the last few years. I used to play on a bunch of servers called Hampshire Heavies, a UK-based community, which has three regular servers up and a Freak Fortress one. The community was mostly made of old guard TF2 players, some of which dabbled in competitive, some didn't, but all were at somewhat higher skilllevel than average. The servers were full pretty much full from the early afternoon until late night.
Because of the crowd it attracted, it did have a crits vote (which in practise meant that crits were always off). With Quickplay, that's a strike against your server. Custom maps? Another strike. People won't find your server. The main problem then becomes that while you may have a good community going, anyone that stops playing TF2 is never replenished, because new players will never encounter your server. Numbers steadily declined until only one server got players and then only at specific times and then only when announcements were spammed in the Steam group...
Until people migrated to another community server which was full more constantly. The server owners of HH took this as this other community stealing their players, but there simply weren't enough people to sustain two. This second community is made of more casual, newer players, so the old 5cp-playing, no crits, semi-competitive players get into small rows over server options and maps fairly constantly. But hey, it has players. For now, as numbers have been dwindling there, too...
It's just a single story, but it's absurd how often I've heard similar things from other communities. There's just no way to make yourself known unless you have a gimmick or modded server, Quickplay just completely prevents it. And that's why I have the urge to strangle anyone who goes "Valve servers, they aren't so bad, stop complaining" :v:
[QUOTE=Blackavar;49524990]on losing team
(Advanced) 10 points in one life - 10 CP[/QUOTE]
Go to payload server, join BLU, pick Heavy and simply push the cart.
servers that kick you for having html motds off. I've been in bootcamp matchmaking with a friend and everytime, we always get put into at least 1 shitty server that auto kicks us for having it disabled
In addition to all of what Stric and Tinker said, sv_pure 1 on valve servers.
I could stomach a valve server every now and then because I wanted rotation, but then they basically threw up double middle fingers to the modding community (ya know, the one that makes source relevant 12 years later) and enforced sv_pure 1 even after that exploit pack which caused the change got updated to bypass that.
Community servers and mods, the things that made TF2 really awesome, for me at least, got knocked the fuck out.
[QUOTE=Matihood1;49536020]Go to payload server, join BLU, pick Heavy and simply push the cart.[/QUOTE]
Funny you say that, my last contract was that exact one and I went heavy on snowycoast after my team (blu) was being dominated
I probably got 80+ points, MVP, and had 4 pocket medics (quickfix, kritz, and and 2 ubers) on me throughout the whole round. I never died or stopped pushing the cart from the start of the map all the way to the end (excluding the two doors, I was still on the cart then)
I really hate pyros who shoot you with the scorch shot. They rarely kill you, but as a Scoot it's just annoying having to keep that extra bit of focus on your health.
Though it is even worse when you're on fire and they know full well that you're desperately fleeing to the health, so they shoot you in the back with it.
To be honest, it's just a pain in the arse.
One thing I [i]really[/i] don't get about HTML MOTD ads is.. why are they so ridiculously loud 9/10 times? I guess making me jump in my chair is a nice way to make sure I remember to re-disable htmlmotds if I for some reason disabled them temporarily.
[QUOTE=Jesp;49539478]One thing I [i]really[/i] don't get about HTML MOTD ads is.. why are they so ridiculously loud 9/10 times? I guess making me jump in my chair is a nice way to make sure I remember to re-disable htmlmotds if I for some reason disabled them temporarily.[/QUOTE]
I don't mind htmlmotds if they shut the fuck up when I close them. I don't really mind if they pop up every 10-15 minutes, but if your motd appears EVERY 2 FUCKING MINUTES and continues to play and lag me when I close it, you don't deserve to run a server
[QUOTE=Jesp;49539478]One thing I [i]really[/i] don't get about HTML MOTD ads is.. why are they so ridiculously loud 9/10 times? I guess making me jump in my chair is a nice way to make sure I remember to re-disable htmlmotds if I for some reason disabled them temporarily.[/QUOTE]
[quote][video]https://youtu.be/YaxEvEwJt7g?t=68[/video][/quote]
1:08
[QUOTE=Ace_Rimmer;49539372]I really hate pyros who shoot you with the scorch shot. They rarely kill you, but as a Scoot it's just annoying having to keep that extra bit of focus on your health.
Though it is even worse when you're on fire and they know full well that you're desperately fleeing to the health, so they shoot you in the back with it.
To be honest, it's just a pain in the arse.[/QUOTE]
The Scorch Shot is a pestering tool to harass enemies and send them fleeing for health or Medics, true, but as a Scout, you should be able to run to the nearest health pack or Medic quite quickly if you get hit.
With your speed, you really shouldn't allow yourself to get hit twice in a row most of the time. And definitely not get shot in the back because you're beelining to the nearest source of health in a predictable movement.
Also, the Scorch Shot, and all other types of afterburn, have one major weakness - the presence of a Medic on the other team that actively heals and overheals multiple people, especially if they stay relatively close as a unit, pretty much negates most of the afterburn damage. And the direct damage of the Scorch flares, even on mini-crit hits, is so lackluster that they simply can't put a real dent into most of the non-light classes, especially when overhealed (Heavies, Soldiers, Demos, Pyros, even Medics with their regenerating health).
Maybe its explosion range is a little bit too forgiving since the Gun Mettle buff, but while being a useful tool in a great many situations, it's really not that great when taking on teams with enough power classes and a Medic or two that keep everyone healed and overhealed constantly.
You really notice how limited afterburn is (though still useful in other ways, of course) when facing such teams.
[QUOTE=QUILTBAG;49539735]
[QUOTE=Jesp;49539478]One thing I [i]really[/i] don't get about HTML MOTD ads is.. why are they so ridiculously loud 9/10 times? I guess making me jump in my chair is a nice way to make sure I remember to re-disable htmlmotds if I for some reason disabled them temporarily.[/QUOTE]
[quote][media]http://www.youtube.com/watch?v=YaxEvEwJt7g[/media][/quote]
1:08[/QUOTE]
Witcher 3 ads were the fucking WORST.
Starts off with very fucking loud explosion, then very fucking loud screaming, then lots of sharp loud sword schwings and screaming and finally "[B]WITCHER 3 DLC PLS BUY[/B]"
Worse still is if you start to join a server, then disconnect part way, the ad somehow still managed to loud and blare in my fucking ears while at the main menu.
disabling html motds is a MUST in TF2, you really shouldn't be playing on community servers if you don't
and if the server kicks you out for it, you're playing on a bad server and you should probably blacklist it
What really annoys me is TF2 randomly deciding to crash if I do the simple thing like change class
Or even if I stand still too long
Or Try to change team
Or Try to edit my Loadouts
Or edit my Hat style
All this been happening since the Tough Break update
[QUOTE=Stric_Matic;49542011]The Scorch Shot is a pestering tool to harass enemies and send them fleeing for health or Medics, true, but as a Scout, you should be able to run to the nearest health pack or Medic quite quickly if you get hit.
With your speed, you really shouldn't allow yourself to get hit twice in a row most of the time. And definitely not get shot in the back because you're beelining to the nearest source of health in a predictable movement.
Also, the Scorch Shot, and all other types of afterburn, have one major weakness - the presence of a Medic on the other team that actively heals and overheals multiple people, especially if they stay relatively close as a unit, pretty much negates most of the afterburn damage. And the direct damage of the Scorch flares, even on mini-crit hits, is so lackluster that they simply can't put a real dent into most of the non-light classes, especially when overhealed (Heavies, Soldiers, Demos, Pyros, even Medics with their regenerating health).
Maybe its explosion range is a little bit too forgiving since the Gun Mettle buff, but while being a useful tool in a great many situations, it's really not that great when taking on teams with enough power classes and a Medic or two that keep everyone healed and overhealed constantly.
You really notice how limited afterburn is (though still useful in other ways, of course) when facing such teams.[/QUOTE]
Probably true, but I'm a fairly new player on pubs so I don't tend to get much medic love.
The problem mainly occurs when they get me after I have already had an engagement and so my health is not full.
I must admit though, the panic does mean I sometimes make a beeline for the health, which leads me to being backshotted. Sometimes they'll get me with (imo too great) the edge of their flamethrower range and then quickly switch and shoot me as I turn.
[QUOTE=Inferno564;49542864]What really annoys me is TF2 randomly deciding to crash if I do the simple thing like change class
[B]Or even if I stand still too long[/B]
Or Try to change team
Or Try to edit my Loadouts
Or edit my Hat style
All this been happening since the Tough Break update[/QUOTE]
Looks like the afk kicker was made more brutal.
Ever since the Cozy Camper buff, I've noticed that at least 96% of the other team is Snipers, and then the other 6% would either be Scout, Demoman or Pyro. I've also seen veterans with unusuals go against new players with 3-4 hours. Not fun.
Poor hitreg
"brokenstabs" aka facestabs,matadors and such
Huntsman and it's changing hitboxes bs
Basically anything that did not get well for you because of bugs or poor engine.
[QUOTE=Mifil;49543921]Poor hitreg
"brokenstabs" aka facestabs,matadors and such
Huntsman and it's changing hitboxes bs
Basically anything that did not get well for you because of bugs or poor engine.[/QUOTE]
My favourite so far is heavies that have homing bullets and can hit you around walls.
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