TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
8,672 replies, posted
Horribly late post but you're still wrong, there's no "Locked trajectory", that's total nonsense. Your trajectory behaves exactly as it does normally, you have exactly as much air control as you normally do. You do get more height with a slight delay than you would with holding it down due to hitbox locations, but your whole "just shoot it at the ground" claim is completely wrong. Shooting it at the ground gives less height than either other method. You can hold it down to cross gaps, or delay slightly to get maximum height, but the only case where you would want to shoot it at the ground is if you were trying to make a smaller jump and didn't want to take as much damage.
If you really want to bring up this already passed argument again,
Once again I will point out that I tested it in-game, and unless you can somehow mess up testing something as simple as just shooting with the detonator itself vs. holding down m2 as you attempt to jump, what I found was that your trajectory was locked forward with very little control going left or right. Proof beyond "what you're saying is wrong. X is wrong. Y is wrong" is the only thing that's going to actually do anything. Again, I can post a video if need be, but you literally just bumped that discussion to reply "but ur wrong tho".
The video I posted had proof? You can see him doing tight air control turns with the detonator holding down alt fire. If there's a hidden feature to the weapon that's completely undocumented and you're the only one who knows about it then the onus is on you to demonstrate it.
I think I'm more sick of wading through arguments about random crits than I am dying to them.
I maintain that if random crits are removed for all weapons (including melee) there are a bunch of weapons that will need reworking. Obvious examples are: Phlog, Diamondback, Jarate, sodding Crit-a-Cola.
Also, the Holiday Punch must always be able to random crit.
And the onus on you is to not bring up an argument from forever ago.
Here is objective, undeniable proof hot off the presses from the current build of the game that the detonator does not lock your trajectory while holding M1 and you have enormous amounts of air control with it like you do normally.
https://youtu.be/EYjFoq_aDxI
If you found that you were having trouble with air control while holding down M2, it's probably because you're not used to using the detonator by holding down M2. There's no way you can call this a locked trajectory.
Well my stance on them is the same as always
Rework>>>Remove>Keep
People are being militant about them here and here only, so I'm not surprised about reddit's response.
You can't rework pure RNG kills in a skill-based game. It doesn't work like that.
Crits will never, ever be fair in a game (this isn't poker) that revolves, as valve themselves have stated around victory and therefore fun through superior aim, skill, or loadout choice.
I can hardly name a single non-melee weapon would actually need to be altered if random crits were no longer a thing. In fact I'll go through the list of weapons and pick out every single one that would be looked at with disdain.
Buffalo Steak Sandvich: Melee heavy is a joke and no one uses the damn thing in the first place unless they're fucking around. Thing needs to be revamped to be actually usable outside of very specific offshoot play.
And of course the only one that'd actually have issues is also rooted in melee.
The removal of random crits doesn't make the game into tryhard central. People will still clumsily try to slap each other to death with fish, wrapping paper, brass knuckles, and what have you but aside from a few specific cases the downsides are negligible enough to be a practical upgrade and yes in those cases there'd be something to actually look at (see: Market Gardener, Solemn Vow, Third Degree)
I'm pretty sure we'll never see a decision this drastic such as no random crits taking place, but instead some sort of middle ground (random crits exclusively on melee, possibility to call a vote to enable/disable random crits in a match, etc..)
Update on the "TF2 Folk got new devs!" rumor:
https://files.facepunch.com/forum/upload/132452/012fd438-802d-47c3-a4a2-3170c548d64c/image.png
Either Mecha was talking out of his ass, misunderstood something, or misunderstood something and talked out of his ass. Go on.
Holiday Punch is an amazing weapaons when you're completely fucked against an ubercharged enemy. Crit him, and you'll make him laugh, ruining the entire uber.
I got a comp match, and I honestly don't get the hype. It's just a half-empty pub. Might as well go to a casual 5cp server and wait for half of people to leave with the map change.
You are playing a placement match, which are used to determine your skill level, you know - so differences in skill will be available.
As far as the rest goes, comp gets spicy the moment you get your rank and rank up, actually meeting tough people. Judging competitive as a whole by placement matches is incredibly stupid.
Or you can just play casual since it matches you with equally skilled people anyways?
What's funny is I hate it more when I get a shot off and it's a random crit. I already hold back during casual as is to not curb stomp newer players and it negates all my efforts to make it fair.
I don't need Gaben holding my hand to get kills now Valve... =/
Not at all? Glicko will work in the background but not as effectively and hard as in competitive. Apart from this, you aren't ranked in casual, there will be no communication in casual, people will not try their hardest in casual given it's just casual and there will be 24 players, making for a fun clusterfuck, but not a competitive game.
There is a gigantic difference between Casual and Competitive, just like how there is a gigantic difference between Quickplay in Overwatch and Competitive in Overwatch; Both might have an ELO System, but in Quickplay it's lose while in comp it's the end-all.
As someone with 900 hours in the game but who is still terrible, let me offer my perspective.
I think casual players don't care about things like random crits because they don't see much of a difference between dying to a crit out of nowhere and dying to, say, a sniper from out of nowhere.
Crits are either a way to get kills when you wouldn't have normally, or one unpredictable way to die out of the numerous other seemingly unpredictable ways to die.
While more skilled players can predict the ways that they could die at a given moment and understand the skill required by the opponent to kill them, to a casual player instant death is instant death. And there are plenty of ways to (at least seemingly) instantly die in tf2.
On the contrary... Allowing crits also stunts growth in newer players so they can do and preform better. Losses aren't a bad thing, but when it's on something that just flat out destroys you you learn a lot less from the situation. Not to mention anything that's RNG isn't something you can just go "Oh, I can figure that out". It just doesn't happen. Newer players that become reliant on random crits for kills will get better at the game significantly slower then those who play without them because they'll beable to grasp and understand the situation easier, at least in most situations.
>anything that's RNG isn't something you can just go "Oh, I can figure that out". It just doesn't happen.
objectively untrue
http://steamcommunity.com/sharedfiles/filedetails/?id=1347151475
I did it.
I finally crafted lvl 42 Team Captain. I always wanted a lvl 42 or lvl 100 one.
If this was 2013 I could sell it for 6 keys.
https://twitter.com/TF2teamwork/status/980060298349596673?s=09
As of right now, the number of players playing Competitive is 80 - which obviously is extremely weak. They really gotta fix up the bloody queue system being so "conservative"" because Saturday is prime time for a lot of people and I'd bet a dime that the number of players searching is atleast 4 times the number actually playing currently.
How does one predict what is suppose to be unpredictable? If you can predict it, then it's not really predictable now is it?
Playing 80, queue'd alot more since the system is broken.
You made a blanket statement that anything with RNG is impossible to learn. If this were true, Tetris would be an unplayable enigma that nobody could ever get good at.
I feel like the matchmaker has extreme trouble to the point where its IMPOSSIBLE to find games with a stack over 2 people, can anyone confirm this?
Did anyone else notice that some weapons now have the laughing taunt?
~april mode~
I didn't know TF2 did anything for april fools, that's pretty cool.
My favourite argument regarding random crits:
If TF2 never had them, would this discussion still be there? Would people debate hours on end about whether you should add them into the game?
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