• Stuff that you Love in TF2: Facepunch is still GODLIKE edition
    2,322 replies, posted
Since you're so keen on digging up a topic buried 2 days ago, I did provide some statements a page ago why it wouldn't be a big thing, but many, if not all seemed to ignore it completely. Later I headed over to Weapon fixing thread and learned that it would turn out to be the opposite. All in all I learned my lesson. So let's just drop it here, 'kay mate?
i despise snipers as a whole.
[QUOTE=brenz;49281396]Since you're so keen on digging up a topic buried 2 days ago, I did provide some statements a page ago why it wouldn't be a big thing, but many, if not all seemed to ignore it completely. Later I headed over to Weapon fixing thread and learned that it would turn out to be the opposite. All in all I learned my lesson. So let's just drop it here, 'kay mate?[/QUOTE] It's kind of funny how we argued about awfulness of Machina doing more damage on bodyshot while in the meantime, Valve goes and adds this [URL="http://media.steampowered.com/apps/csgo/blog/images/r8/revolver_blog_image.png"]abomination[/URL] into CSGO (it's basically a gun that doesn't fit into the game visually, mechanically and economically, in other words, takes a huge shit on the balance) The end is nigh, guys :v:
[QUOTE=Dom Pyroshark;49282742]It's kind of funny how we argued about awfulness of Machina doing more damage on bodyshot while in the meantime, Valve goes and adds this [URL="http://media.steampowered.com/apps/csgo/blog/images/r8/revolver_blog_image.png"]abomination[/URL] into CSGO (it's basically a gun that doesn't fit into the game visually, mechanically and economically, in other words, takes a huge shit on the balance) The end is nigh, guys :v:[/QUOTE] That weapon makes the Deagle look like a Glock-18.
I think Valve just wants to watch the world burn. Hopefully they won't have the same guys do our winter update.
I don't really play CS:GO, what's the 411 on the new revolver and why is it unbalanced?
[QUOTE=Johnny Joe;49282915]I don't really play CS:GO, what's the 411 on the new revolver and why is it unbalanced?[/QUOTE] If you hold it with M1 it'll fire a focused shot that can LITERALLY one shot anyone and with M2 you can spam unfocused shots. It makes the Deagle look like a baby weapon.
[QUOTE=Johnny Joe;49282915]I don't really play CS:GO, what's the 411 on the new revolver and why is it unbalanced?[/QUOTE] [url]http://gfycat.com/BoilingSevereGreatdane[/url]
[QUOTE=Drury;49283076][url]http://gfycat.com/BoilingSevereGreatdane[/url][/QUOTE] so its like the unholy child between the Machina and the Ambassador. (what kind of terrible team walks around packed like that, my god.)
The shots are also delayed as you have to wait for the super broken cocking animation to play before the weapon fires, but Beggar's Bazooka denies responsibility.
[QUOTE=Drury;49283076][url]http://gfycat.com/BoilingSevereGreatdane[/url][/QUOTE] I like how Valve always scraps stuff because they say it doesn't live up to their super high internal standards and then stuff like this comes out and all I can do is question how any person at valve could do the months of testing they swear to us they do and not have any qualms with releasing this. This is not giving a fuck to the nth degree.
[QUOTE=Jarokwa;49285928]stuff you love in tf2[/QUOTE] okay i love corner kills (he was also pretty much at blu spawn) [thumb]http://www.sourceop.com/hell-met/TF2/corner.jpg[/thumb]
I have to say that those [img]https://dl.dropboxusercontent.com/u/54310235/ma_china.png[/img] Never get old :v: Saw a fair bit of odd things I didn't know about the Battalion's Backup as well, such as a headshot will still display as a headshot in the kill log even if the crit damage was blocked [img]https://dl.dropboxusercontent.com/u/54310235/headshoot.png[/img] First time I ever saw a non-crit headshot at least.
I played sydney sleeper sniper for a single round...Now I do not have to refill my salt mine for a whole year!
Escape plan killing spree. [t]http://puu.sh/lQTBf/3044f91db4.jpg[/t]
[QUOTE=Anderan;49289448]Escape plan killing spree. [t]http://puu.sh/lQTBf/3044f91db4.jpg[/t][/QUOTE] Speedy crits are delicious.
Used to be a lot more common before the weapon split. Still having gotten the achievements since the nerf made it a lot harder.
When I don't play a class at all for MONTHS, only to pick it up again and completely wreck shit with it. I haven't played Spy since before the Summer, but now I'm successfully tricking people with my disguises and pulling off really nice stabs to boot. I think my aim with the Ambassador is gradually improving too.
[QUOTE=Upgrade;49289786]Used to be a lot more common before the weapon split. Still having gotten the achievements since the nerf made it a lot harder.[/QUOTE] I miss the old equalizer, but I admit it had some balance issues. Also, I miss the old minigun v_model
[QUOTE=Johnny Joe;49290823]I miss the old equalizer, but I admit it had some balance issues. Also, I miss the old minigun v_model[/QUOTE] c_models were a mistake.
[QUOTE=_charon;49291048]c_models were a mistake.[/QUOTE] How so?
[QUOTE=EmilyVasquez;49291338]How so?[/QUOTE] They decreased the model quality in first person by a lot, all for a feature that TF2 doesn't even use (it's an easier way to have different arms holding the same weapons, L4D uses it well).
[QUOTE=_charon;49291383]They decreased the model quality in first person by a lot, all for a feature that TF2 doesn't even use (it's an easier way to have different arms holding the same weapons, L4D uses it well).[/QUOTE] That doesn't apply to all models, though. Some of them ended up higher quality than their previous versions. Yes, there were models that were low quality (like the Sticky Launchers and the Medigun), but I don't really recall the majority of the models being lower quality. I'm pretty sure they were at least the same as the view models. And no, TF2 does use the feature, just in a different way to L4D. It gets rid of the need to have a separate v_model and w_model, instead just having the arms and then a weapon. In theory, this saves space, as there doesn't need to be different textures for the view model and the world model, and the animations and arms don't need to be included in all relevant view models. Having a separate arm model that the animations are attached to also makes it easier to share animations across multiple weapons, and means that only one file needs updating if the animations are changed, rather than every single view model that includes the animations. It also makes it easier to mod weapon models (though I think it can make it harder to do animations), but I doubt that was a huge part of why Valve included it.
[QUOTE=_charon;49291383](it's an easier way to have different arms holding the same weapons, L4D uses it well).[/QUOTE] That's not what C models are for. L4D doesn't even use C models.
I've been practicing using the beggars to jump from one spawn to the other on Sawmill. It's fairly easy by overload jumping into a double pogo up the hill. It sends you flying to the building just across from the opposite spawn. It makes for some amusing market garden opportunities and some very confused players when you drop out of the sky at the start of the round.
I'm seriously playing a really strong Spy lately. I mean, it probably helps that I've been playing on Valve servers, but seriously. I'll pull off a wicked chainstab, completely halting a push, and continue to do this like four times in a row on the same life. It's so satisfying to fool people. Or better yet, be found out, but still survive.
I have an alt account that doesn't use models and it feels sort or refreshing playing like that. I aim somehow much better with miniguns and all.
[QUOTE=Sweater;49292725]I have an alt account that doesn't use models and it feels sort or refreshing playing like that. I aim somehow much better with miniguns and all.[/QUOTE] You can make a key bind that toggles that on and off.
I just have it so that switching weapons turns viewmodels on, and firing them makes viewmodels turn off.
[QUOTE=Anderan;49292344]I've been practicing using the beggars to jump from one spawn to the other on Sawmill. It's fairly easy by overload jumping into a double pogo up the hill. It sends you flying to the building just across from the opposite spawn. It makes for some amusing market garden opportunities and some very confused players when you drop out of the sky at the start of the round.[/QUOTE] every now and again I pull off a beautiful Loose Cannon jump on Sawmill, from spawn to the water on the enemy team's side :v: I find it lowers the enemy morale if they only get 15~ seconds of peace before the donkening
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