Stuff that Annoys you in TF2: MS Paint Crocket Edition
5,001 replies, posted
The only disguise I've ever gotten to really work is Heavy, either team crouch walking and acting like a moron.
Especially if a "friendly" already exists on the server.
[QUOTE=Blackavar;49768267]Disguise as a friendly sniper so that people think they have to worry about getting headshot[/QUOTE]
I was thinking that. But they'll probably strafe left and right and shoot you though, or an enemy spy will sneak up on you. Then again, why not play as a Sniper and do get some headshots?
[QUOTE=Lord Vader;49768441]I was thinking that. But they'll probably strafe left and right and shoot you though, or an enemy spy will sneak up on you. Then again, why not play as a Sniper and do get some headshots?[/QUOTE]
no you don't understand.
show yourself at the gate when its setup time, then hide out of view when the round actually starts (and go on with your usual business)
[QUOTE=Lord Vader;49767007]As a spy, you can disguise as one of your teammates.
Never understood the point of this.[/QUOTE]
Disguising yourself as a Heavy from your team and then pretending to be a friendly can work wonders, especially if there are already friendlies on the server and people tolerate them. Just crouch-walk and spam voice commands, even though you can easily tell a disguised Spy from a real Heavy thanks to the still face, people almost never expect it.
It's also a good way of getting rid of friendlies from your team if you start backstabbing people who spare you, they'll shoot them all out of paranoia :v:
[QUOTE=Lord Vader;49768441]...why not play as a Sniper and do get some headshots?[/QUOTE]
Don't you dare pocket a Medic and keep them behind cover!
[QUOTE=Lord Vader;49767339]Still don't understand the point in disguising as a teammate. You're still going to get shot and they'll find out you're a spy when you're killed.
Just incase anyone is confused, I'm talking about being a RED Spy and disguising as a RED Pyro/Scout/etc not an enemy class.[/QUOTE]
Besides what others have said, sometimes it's nice to not let the enemy team know there's a Spy. Running around undisguised, or disguised as an enemy while behind your own lines will obviously give your presence away.
You can also use it with the Dead Ringer to trick less observant folks into thinking they actually killed someone.
I am so fucking sick of the complete inability to have balanced teams in this game. It just seems to be impossible. You always end up with one team steamrolling all over the other and every time you change classes to counter a big enemy threat your counter is just around the corner because most of the time you're fighting 3, 4, 5, or even 6 on 1 because your team can't pull their noses out of their assholes and stop being snipers and spies when the entire enemy team is power classes.
[quote]Ideally matches should end in a victory for one team and a loss for the other. Stalemates are essentially a loss for both teams. [B]To avoid stalemates[/B], our map design considers two key variables: team respawn times and travel time from the respawn point to the front line. The team that's winning gets slightly faster respawn times and more forward respawn points, a positive reinforcement loop that increases the chances for them to push forward and win the game.
In our original design, once attackers were cleared off a point, they lost any progress they'd made toward capturing the point. Playtests revealed that lone players near an enemy control point had no incentive to try to capture it if any enemies were in the area. Furthermore, once a team was reduced to defending a single control point, the stronger attacking team was often unable to successfully assault the final point for the full capture period, which caused [B]too many games to end in a stalemate[/B]. We changed the capture mechanic so that the capture progress persists for a while even after the attackers are cleared off the point, and this improvement fixed both of the problems with the original design.
Invulnerability also sharpens pacing by helping your team push through a [B]defensive stalemate[/B] when an enemy team turtles up and refuses to come out of their base.
In addition, when we looked at some of Team Fortress Classic's [B]map stalemates[/B], they often resulted from large amounts of grenade spam.
Her disappointed and slightly angry evil overlord clearly lets you know, in the world of Team Fortress [B]a tie does not mean everyone wins, but that everyone loses.[/B][/quote]
Looking through the developer commentary, Valve seems particularly obsessive about avoiding stalemates which plagued the original TFC.
On top of things like respawn time bias I wouldn't be surprised if Valve actively discourages systems to keep teams balanced skill-wise. Auto-balance keeps team numbers even, at the minimum. Scrambling merely swaps every other person and is typically circumvented by going into spec.
Heck, the game automatically ends when the server time runs out, regardless if the team that is down by a point has 4/5 control points and pushing towards last or they have 2/3 of Intel captures for the round.
Close games are exciting, but happen very rarely with Valve's machinations and people getting bored and leaving.
To be fair pure stalemates really aren't very fun. I'm sure most people have had at least one match on a 5CP map where one team just went pure turtle and the other team can't push in because one or two ubered demos can't destory 7 sentries placed around an enclosed room.
Did someone say "stalemates"?
[T]https://wiki.teamfortress.com/w/images/7/78/Hydro_Dam.png?t=20111125171719[/T]
On the topic of disguising as a person on your team, I tend to do it when I go from spawn and until I cloak. Less suspicious than BLU seeing a BLU pyro walking with RED, or a RED spy not stabbing the juicy heavy he just walked past. Disguising as a teammate heavy while pushing the cart/capping a point is amusing too.
But then again I've made it easier for myself, as shift+1-5 is friendly common disguises, and alt+1-5 is enemy common disguises for me.
[QUOTE=G. Verloren;49770708]Did someone say "stalemates"?
[T]https://wiki.teamfortress.com/w/images/7/78/Hydro_Dam.png?t=20111125171719[/T][/QUOTE]
Man, I really wish tc_hydro were better-designed for play. It's such a beautiful map, the dam and the satellite dish both look like they took so much work.
Maybe I haven't played on hydro enough, but when I played it was always a roll and nearly never a stalemate. One team would kill more people in the hallways between each team's point, and then that team would continue through and cap the only point they need before the other team respawns. Nearly every round went like that.
am i the only one who really hates the rimlighting in this game sometime? In many cases it feels like the biggest factor against the look of the game. Not in every case but fairly often it just bothers me.
that's why I'm glad r_rimlight hasn't been tagged as a cheat cvar
[QUOTE=Enterim;49772454]Man, I really wish tc_hydro were better-designed for play. It's such a beautiful map, the dam and the satellite dish both look like they took so much work.
Maybe I haven't played on hydro enough, but when I played it was always a roll and nearly never a stalemate. One team would kill more people in the hallways between each team's point, and then that team would continue through and cap the only point they need before the other team respawns. Nearly every round went like that.[/QUOTE]
I've seen people hating and defending Steel and Hydro.
However, I've never seen them reply to each other on these maps. It would be interesting to see what each perceives as flaws and gems.
I am sick of hearing the "Pootis Pow" joke. WTF does it mean?
[QUOTE=Lord Vader;49773628]I am sick of hearing the "Pootis Pow" joke. WTF does it mean?[/QUOTE]
It's slightly alliterative, and has a meme in it. Youngsters still find 'pootis' and other such silly words comedic genius.
As I recall, it started with a parody of Skyrim's Fus Ro Dah featuring the Heavy wearing the Dragonborn Helmet.
Then people figured out that you can time the Showdown taunt with Dispenser command.
[QUOTE=Upgrade;49773378]I've seen people hating and defending Steel and Hydro.
However, I've never seen them reply to each other on these maps. It would be interesting to see what each perceives as flaws and gems.[/QUOTE]
Steel is good, Hydro isn't
Hydro's visuals and separate parts of it (the individual areas that house each CP) could've been re-used to make a 5CP, KOTH, A/D or PL map, I suppose, but as it is, it's not just the mode that turns out wrong, it's the map as well.
There's loads of sections that are literally connected by one or two tiny, narrow tunnels or hallways that can rival Dustbowl's stage 3 or certain parts of Hoodoo or Gold Rush in terms of how much they funnel every offensive attempt into trying to push through a single, predictable, spam-filled corridor of death where you can't dodge explosive attacks and come out facing a Sentry nest on the other side even if you survive.
It really is either 1-minute, lightning-fast skirmishes where the team that suffers less casualties caps the other team's point almost immediately before defenders respawn, or one-hour long stalemates on a full server where neither team wants to risk it and just turtles down the narrow passageways instead of the point itself.
And every time a quick cap happens, there's a 'reset' where teams are moved to new spawns/sections of the map, so there's just constant interruptions and downtimes. In the case of eventually winning those hour-long, grueling spamfests, you could quite easily end up losing the next stage, meaning that you had lost any territorial progress that you had spent the last two hours fighting for, so often neither team actually won the whole damn round, apart from just individual mini-rounds.
I see people claim often on sites like r/tf2 that the general dislike of Hydro's gameplay is just a circle-jerk and people hate on it without ever having actually played it, but there's actually multiple, legit, well-argumented reasons why it just didn't work out.
I do agree it's visually probably the best example of TF2's original spytech theme, and it's a shame something so ambitious that was supposed to be the complex, 'strategic' mother of all gamemodes, turned out so flawed and forgotten.
I'd love to see parts of it reworked into other modes, like I said. The design of separate areas ain't that bad, I think, it's just the awfully few and cramped paths that connect them, plus the super-fast caps and the resulting, constantly interrupted flow of the rounds that kills it.
[QUOTE=Lord Vader;49773628]I am sick of hearing the "Pootis Pow" joke. WTF does it mean?[/QUOTE]
it's just the good ol' [url=http://knowyourmeme.com/memes/pootis]Pootis[/url].
[QUOTE=Lord Vader;49773628]I am sick of hearing the "Pootis Pow" joke. WTF does it mean?[/QUOTE]
[video=youtube;4hD-KZsmBl4]https://www.youtube.com/watch?v=4hD-KZsmBl4&t=56s[/video]
Pertinent bit around the 1:00 mark.
[QUOTE=Upgrade;49773378]I've seen people hating and defending Steel and Hydro.
However, I've never seen them reply to each other on these maps. It would be interesting to see what each perceives as flaws and gems.[/QUOTE]
If you're asking my opinion on cp_steel as a tc_hydro reluctant-disliker, I like cp_steel a lot! It's one of my favorite maps because of how complex it is. I can see how people might have problems with it for the same reasons they dislike tc_hydro and cp_standin (defending and attacking simultaneously is hard / you get punished hard if you don't know when to back out) but unlike those two maps you don't immediately lose the game if you screw up and lose a small amount of territory. Steel is so big and with so many paths and little windows that the control of territory is constantly in flux.
Also, I really adore this [URL="http://rezuaq.tumblr.com/cp_steel"]interactive cp_steel graphic.[/URL]
Another problem with Hydro is it's the only map that's not A/D or PL where the sides are asymmetrical, which instantly disqualifies it from any kind of competitive play.
If I had any mapping skills I'd make a bigger version of 5 cp that somehow ultilizes most or all of the original points, but make it symmetrical. Maybe make it more geared toward 32 player games where teams need to defend multiple fronts while attacking another.
-snip-
cp_steel got a lot less complex once I realized I had eyes and there were arrows on the walls :v:
I like the map. Alternate routes galore, and the idea of every point minus last being technically optional is pretty unique. Makes for some hilarious situations where all of BLU get on last as scout or something at the start of the round, if they are willing to go all the way around.
[QUOTE=Jesp;49778518]Makes for some hilarious situations where all of BLU get on last as scout or something at the start of the round, if they are willing to go all the way around.[/QUOTE]
or capping last with a bunch of engies.
Deliberately throwing bodies on A-side for five minutes while 2 or 3 of your engies ninjaneer their way to last and set up sentries all around E while attacking. What other map lets you do things like that?
Pressuring E to get the enemy off whatever cap they are defending is a perfectly viable strategy and is pretty satisfying when it works, bonus points if they don't take enough people off of the point they are defending and you cap E.
CP_Steel is great, wish I could play it more.
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