• Team Fortress 2 General Chat - Oh Shit Edition
    5,002 replies, posted
[QUOTE=SlickBlade;47516201]When the firerate of "Fire, Reload once, Fire, Reload once" is so fast that the projectiles are overlapping, it's a good sidearm when your launcher needs reloading. Keep in mind this is all when the usual +5 upgrades in the upgrade store are +15 or +20.[/QUOTE] why would you change weapon when you have +60% faster reload
[QUOTE=comet1337;47516797][t]http://cloud-2.steamusercontent.com/ugc/716412401162615276/79D5E809E41416AA70D69E33DD0911526262DF11/[/t] average mannpower match one team stomps the other to mulch[/QUOTE] Not only that, the differences in score are often ridiculous (even though a lot of the points come from successive caps, but still), even between the top player or two and the rest on the same team. So often it's 1 or 2 guys with scores of 100+ points per round while the rest are below 40. Good/decent/experienced players become more dominant, while the kids and newer/less experienced players get stomped into oblivion. Basically, a decent player with the right class/power combo can abuse the advantages of each powerup far more than a reckless/unaware/bad newbie, and they become even more self-sufficient (even without a Medic on their team) and able to carry/stomp the rest. There's only 9 powerups that are split between 24 players on 2 teams. It's way too easy for one team to hog the best powerups on the right classes and stomp (until the other team gets a team-wide, hand-of-god mercy critboost just for the heck of it, which is arbitrary as hell too), while already inferior players in a very uncoordinated and chaotic mode (and on Valve Beta servers with wildly different skill levels between players) are often forced to go up against dominant players with incredibly potent OP powerups without having any buffs themselves. You alternate between being the guy that can single-handedly destroy multiple enemies just because you happened upon the right powerup and sometimes running into 3 enemies with said superpowers while having none yourself as you walk out of spawn after respawning and just as your spawn invulnerability wears off. Getting and retaining powerups mostly isn't a case of superior skill or better teamwork, just luck/chance and abusing the right powerhouse combos - once you get them, a decent player can go on a ridiculous streak, especially with 80% of each server being your typical Valve server mixture of incompetent kids, people screwing around and very new/inexperienced players. And still the TF2 Team refuse to allow everyone to get superpowers (at least some basic ones) upon spawning and insist on pitting half a server of unbuffed players versus half a server of people that are arbitrarily twice as strong just because they happened upon the right powerup with the right class. It's so imbalanced at its core and a pubstomper's dream, especially on Valve servers (currently the only place where the mode is played).
[QUOTE=Hell-met;47517254]why would you change weapon when you have +60% faster reload[/QUOTE] With how many shots you can put into those launchers, even with the reload increase (no where as fast as Bison mind you) it takes a while.
[QUOTE=SlickBlade;47518069]With how many shots you can put into those launchers, even with the reload increase (no where as fast as Bison mind you) it takes a while.[/QUOTE] well you're upgrading wrong. clip size upgrade is a luxury that comes much much later during a game.
[QUOTE=comet1337;47516797][t]http://cloud-2.steamusercontent.com/ugc/716412401162615276/79D5E809E41416AA70D69E33DD0911526262DF11/[/t] average mannpower match one team stomps the other to mulch[/QUOTE] "when everything is overpowered, nothing is" my ass
Lately I've noticed that I am EXTREMELY reluctant to try new loadouts because "muh stranges". I'd rather increase the kill count on my existing strange than trying a new weapon for more than a few minutes. So, I decided to do something about it. A few days ago I sold ALL of my strange weapons, and kept the strange all-class hat that I wear. It counts kills, assists, and taunt appearances, which is really all I care about. Subsequently, I replaced my inventory with every unique killstreak weapon in the game. This allowed me to play with weapons I really like the look of, such as the maul, iron curtain, and stock festive weapons. My kills are still tracked on my hat, and I still have killstreaks, but now I don't feel limited by strange weapons anymore. It's quite liberating, actually. In an attempt to personalize my unique weapon collection, I took the time to craft every single non-limited weapon before applying killstreak kits to them. I bought most unique festive weapons off the market. Some weapons were an absolute pain to craft, especially the first round of vintages like the direct hit, razorback and scottish resistance. Those weapons don't have a crafting recipe, so I had to constantly gamble with class tokens to get them. Yeah I could have bought a vintage one off the market for 5 cents, but I wanted to stick with a "unique only" collection. Overall it took about 80 refined (4 keys-ish) to craft everything and about $50 for every killstreak kit, which I made FAR more money than that selling my stranges. I've been using a lot of different loadouts over the last several days, and it has breathed new life into the game for me.
[QUOTE=gigazelle;47519093]Lately I've noticed that I am EXTREMELY reluctant to try new loadouts because "muh stranges". I'd rather increase the kill count on my existing strange than trying a new weapon for more than a few minutes. So, I decided to do something about it. A few days ago I sold ALL of my strange weapons, and kept the strange all-class hat that I wear. It counts kills, assists, and taunt appearances, which is really all I care about. Subsequently, I replaced my inventory with every unique killstreak weapon in the game. This allowed me to play with weapons I really like the look of, such as the maul, iron curtain, and stock festive weapons. My kills are still tracked on my hat, and I still have killstreaks, but now I don't feel limited by strange weapons anymore. It's quite liberating, actually. In an attempt to personalize my unique weapon collection, I took the time to craft every single non-limited weapon before applying killstreak kits to them. I bought most unique festive weapons off the market. Some weapons were an absolute pain to craft, especially the first round of vintages like the direct hit, razorback and scottish resistance. Those weapons don't have a crafting recipe, so I had to constantly gamble with class tokens to get them. Yeah I could have bought a vintage one off the market for 5 cents, but I wanted to stick with a "unique only" collection. Overall it took about 80 refined (4 keys-ish) to craft everything and about $50 for every killstreak kit, which I made FAR more money than that selling my stranges. I've been using a lot of different loadouts over the last several days, and it has breathed new life into the game for me.[/QUOTE] I typically use the shotgun as pyro, started using the Scorch Shot recently and I love it
Can someone explain me what the heck is going on with TF2 economics right now? Suddenly all "craft hats" went up in price for no reason. Is there a hidden crafting event I don't know about?
[QUOTE=Matihood1;47520144]Can someone explain me what the heck is going on with TF2 economics right now? Suddenly all "craft hats" went up in price for no reason. Is there a hidden crafting event I don't know about?[/QUOTE] I postulate that hats are being dropped much, much less nowadays.
[QUOTE=Matihood1;47520144]Can someone explain me what the heck is going on with TF2 economics right now? Suddenly all "craft hats" went up in price for no reason. Is there a hidden crafting event I don't know about?[/QUOTE] Could be due to people like me taking advantage of the 20 refined key escapade and cashing keys out for refined to buy things.
In 2500 hours of TF2 across 2 accounts I've only gotten 3 drop hats.
So I finally found out how to fix the problem of not being able to join Luxemburg servers. [url]https://steamcommunity.com/app/440/discussions/0/617330406655851812/[/url] How is this even a problem?
[QUOTE=geel9;47520155]I postulate that hats are being dropped much, much less nowadays.[/QUOTE] this isn't new though
[QUOTE=Blackavar;47521089]this isn't new though[/QUOTE] Nowadays refers to recent months not the last few years, which would imply valve manipulated drop rates for some curious reason
[QUOTE=Punchy;47521110]Nowadays refers to recent months not the last few years, which would imply valve manipulated drop rates for some curious reason[/QUOTE] Or random is random. I've gotten well over 30 hat drops in the past 5 years, and they've been in random amounts each month.
[QUOTE=Zenamez;47511176]Has anyone tried running TF2 from an SSD? I recently moved Guild Wars 2 onto mine and the difference from loading from a 7200RPM HDD to the SSD is staggeringly obvious and was wondering if moving TF2 from my HDD onto the SSD would have any benefit like loading up maps quicker or something.[/QUOTE] It's significantly faster although I've not tried on the same pc with and without. My desktop gets into the game and a server in around 15 seconds, my laptop takes about 5 minutes
I'm a guy who's been pretty fortunate with hat drops, maybe once every 2 months, but this year I got only one cosmetic, and that was literally on New Year's.
[QUOTE=Rajikaru;47521147]Or random is random. I've gotten well over 30 hat drops in the past 5 years, and they've been in random amounts each month.[/QUOTE] i never implied they werent random i only explained that the previous random chance which was still based on a percentage is now based on a lower percentage chance. theoretically you could still find 8 hats this week but that doesnt mean you will, this just means you're X less likely to than you would previously [editline]13th April 2015[/editline] Today i learned the hard way that if you sap a sentry then have a teammate disable it with the mangler, you can't unsap it.
the only thing i havent got from the drop system yet in the last 7 years is... killstreak kits, and thats purely because i dont play MVM at all :v
Does anyone know the script cfg command to keep spy from doing the "reload when not firing" advanced option? The gun blocks the view and is a little distracting.
[QUOTE=dongalator;47524188]Does anyone know the script cfg command to keep spy from doing the "reload when not firing" advanced option? The gun blocks the view and is a little distracting.[/QUOTE] Add "cl_autoreload 0" to the spy config file, and add "cl_autoreload 1" to every other one of the classes configs.
I swear people are following me around sometimes because I'll just be playing and I'll randomly see a mention of my tf2r donation in the chat.
[QUOTE=yellowoboe;47524350]I swear people are following me around sometimes because I'll just be playing and I'll randomly see a mention of my tf2r donation in the chat.[/QUOTE] Is the person mentioning your donation geel?
[QUOTE=Rageguy;47525090]Is the person mentioning your donation geel?[/QUOTE] I don't feel like sticking a knife in my head afterwards so probably not.
[QUOTE=Rageguy;47525090]Is the person mentioning your donation geel?[/QUOTE] i've moved on. got much better things to do nowadays than ask for a $1k donation [editline]14th April 2015[/editline] like jewing!
I know I am (quite literally) a day late and a dollar short, but my opinion is, and has been this on Mannpower. Every time you respawn, you get a random powerup. This goes for everyone. So no one team hogs everything. This way you don't get any screaming retards (aka demo knights) hogging the melee powerup and just obliterating everything with 2 swings, or spies just butterknifing you to death and praying for a "trickstab" with the haste one, and so on and so forth. Cannot have more than 2 per power up type per team so there's no like 12 precision heavy retards camping the enemy spawn with natascha's from hell (I have done this, on my own, and got a 68 KS on gorge and didn't even move from the spot I was standing for over 30 minutes). Mannpower can be good, stupid fun, but the state it is now, it's not. Cause unless you get in at the VERY beginning and are lucky enough to get to a quasi-decent power up, you're completely fucked until someone gets a lucky crit on the asshat. Also, on the state of hat drops, I haven't gotten one to drop in over a year.
Instead of that crit gaining bullshit, more powerups should help stop the imbalance. Have new powerups spawn on the side of the losing team, and make them spawn closer to the losing team based on how badly the point and cap ratio is currently. If one team is losing brutally and the other team has most of the powerups, spawn special team exclusive powerups in excess to the ones currently on the battlefield that don't drop when the player dies but instead respawn right outside the team's spawn. Keep respawning them until the teams are balanced again.
[QUOTE=Trekintosh;47520391]In 2500 hours of TF2 across 2 accounts I've only gotten 3 drop hats.[/QUOTE] I've been playing since the Über Update and I've never gotten a hat drop. My friend got one within his first week or so.
[QUOTE=Moustacheman;47529794]I've been playing since the Über Update and I've never gotten a hat drop. My friend got one within his first week or so.[/QUOTE] That sucks. I got mine 2 months after I started to actually get into TF2.
All this talk about hat drops reminds me of when Camera Beards were accidentally given the drop rate of weapons.
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