• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
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i can already hear the outrage reactions at this
I disagree. Long range burst healing is what keeps a team able to be aggressive and fluid in their play. When the item servers went down the night before the recent update, we all saw on TF2PL from beginner all the way up to invite division how much slower and more conservative the game used to be. Removing all damage will just make the weapon less fun and give medic zero self defense whatsoever. Pockets will play closer to heals and then people will continue using the crossbow.
I didn't, I don't watch TF2PL or whatever.
Polls indicate that it's pretty close to a 50/50 divide on liking and disliking them. But most of the people who talk about them here don't like them.
thats because those who are vocal agaisnt random crits are precisely those who have way more experience with the game over the years to be able to tell why they're inherently bad and have been bad in the long run.
Something I don't think has been explicitly mentioned, has the new casual glicko changes meant that new maps re-match the teams on a new map? I'm pretty sure I've seen people who were on the enemy team on my team on the next map.
Yeah, teams are shuffled a bit. This was my biggest gripe because now if a match was a roll it used to mean every new match would be a roll since teams didn't change.
Please don't start again.
Most teams I've seen in valve comp run stock 6s, but replace the scouts with a heavy/other damage class and another medic. That makes a gigantic difference due to double the healing and especially with heavy, a dedicated uber taker and medic protector. Sure one could do this with scouts too, but most casual players aren't good enough to unlock scout's almost unfair DM potential, and engineer stacking reduces his usefulness further. Or soldier. I've seen teams run nothing but soldier and maybe a medic or engineer, and get away with it during wins.
I see there's also that fun little glitch where no one is able to vote on a map, and I say fun because using my fixall bind (I'm pretty sure it's the record/stop bit that does it) I can be the sole voter on maps
Some cosmetic items and weapons make me wish we had a tacticool themed update. I think excessive usage of accessories on weapons and general theme of tactical gear would overlap nicely with tf2 theme, if done right.
For those of you who play Pyro regularly (especially after the latest changes to the class), what are your thoughts about the Scorch Shot? I find it to be the most versatile Pyro secondary by a significant margin. It comes packed with about four or five utility functions and is also not a bad finisher whenever you or your victim retreat from Flamethrower range. The most useful and prominent ability it offers is setting multiple or key targets on fire just by glancing in their direction. This lets Pyro easily and effectively contribute to team fights whenever it’s too dangerous to go in spraying flames. The afterburn will weaken defenses and sometimes even stall pushes. While this can be achieved with the Detonator too, the Scorch Shot is far more reliable since there’s less opportunity for human error, and the “fire and forget” nature of the weapon means you can quickly shift focus elsewhere if you need to. The knockback ability is also incredibly helpful. From dislodging Snipers to immobilizing Heavies, or even just to aid in your escape from an enemy that you’d rather not get close enough to airblast, the knockback effect is almost always going to be of service. Oh, and it can even partially affect Ubers, so that’s cool too. The Scorch Shot’s splash also destroys clusters of Stickybombs within an instant. It’s perfect for rushing down an unsuspecting Demoman or for clearing the way of choke points or objectives. It’s even the most damaging Flare Gun against buildings, doing 38 damage with every direct hit. This can save you a couple seconds if you want to take out a Mini-Sentry. Minor, but useful to know. Oh yeah, and you can jump with it too, even if it doesn’t offer quite as much vertical mobility as say, the Detonator or Thermal Thruster. It’s there if you need it, at the very least. Almost forgot to mention that it happens to be the easiest way to fill the MMPJ meter if you feel like using the Phlogistonator (which I usually don’t). With all that being said, I’ve tried using the other secondaries, but it sort of feels like I’m gimping myself if I do now. Every other option, even the Shotgun, seems more specialized to a specific niche when compared to the Scorch Shot in my opinion. I wouldn’t be surprised to see the weapon get a nerf of some kind in the future.
I don't like Scorch Shot, I feel like it's just too easy to spam - with Detonator you have to time your detonation to use it effectively, with Flare gun you have to directly hit your targets to maximalize its damage, with Scorch shot you can set multiple enemies on fire, mini-crit them, knock them back (and hinder their movement that way), all of this just by spamming this thing in enemies general direction, it just feels cheap to use.
Is it a holiday in the US today? Asking because I assumed friday was one aswell, however we got a patch on that day.
Not exactly what you are looking for, but I think there are already some camo war pains or skins.
It's the most annoying and easy to use of the flare guns. Being the easiest to ignite targets even with misses, very easy to spam and the damage racks up fairly quickly. Then there's the fact it knocks people back, including those with uber on direct hits. Takes all the risks of building mmmrph on the phlog and tosses them completely out the window, which is why I'm trying to stop use it and rely on the detonator more, which at least requires some skill at least.
I feel like the only war paint that has that tacticool/operatorish feel is Night Owl
Still have only gotten in one full comp game, did awful in it since I'm not used to only having 6 people. I like the mode more and I want to get better but it's hard when it takes 90 minutes to get a match that ends before it even begins.
If you can manage it, it might cut down timing if you go in with a party if your solo queuing up. Not to mention you're cut out the entire problem of RNG teammates as well... Which in upon itself is a problem.
They also updated the Competitive FAQ outside of just displaying more ranks. http://www.teamfortress.com/meetyourmatch/faq/ Interestingly enough there is a "restrictions" category now, which doesn't mention the modifications made to Capture-the-Flag not giving you crits on cap. Makes me hope that they forgot Turbine existed in the first place and will remove it asap :V
If there is one thing csgo has taught me - it is that you shouldn't do solo queues at all, unless you have masochistic tendencies.
Flare Gun keeps me playing this game. I like scorch shot, but I find Flare Gun twice better and more fun to use.
I'm a little late on this, but regarding crossbows and syringes: It seems to me that the crossbow is a bit like the ubersaw, in that it's clearly and exclusively the best choice (ok, the ubersaw in pre-vitasaw days), but no one wants to see it nerfed because it adds really fun depth to the class. Actually the crossbow is even better in this regard because it can be used much more frequently. So to me, even buffing syringe guns isn't really going to be what we want. No one should have to choose between depth and effectiveness. Depth is better for the game itself, so why not let the crossbow be the default behavior for all syringe guns? It would be a little visually incongruous since you can see a bunch of little needles in the stock gun, but the grenade launcher has 6 chambers. We can deal with it. Then it's just a matter of laying out some differences. Blutsauger could milk enemies and heal the using medic on hitting teammates. Overdose could give the using medic a speed boost on hit. There's plenty of design space to have 4 "crossbow-likes" with their own strengths and weaknesses. Then those clutch burst heals can be part of the medic class itself.
It seems like to me like you are implying that: If random crits were not present in the game then nobody would suggest them as an addition to the game. Therefore they should not be in the game. Now my question for you is how does the conclusion follow from the premise? There are a few things about your hypothetical scenario: You can apply the same reasoning elsewhere, and it would result in things that you probably would not agree with. If TF2 didn't have a sniper, would there be hours of discussion on whether a sniper should be added to the game? Therefore Sniper should be removed. If the Ubercharge wasn't in the game, would there be hours of discussion on whether it should be added to the game? Therefore ubercharge should be removed. And so on .... Things that are not in the game are going to be discussed less than things that are in the game. People are going to have to think of the idea and suggest it. Not every idea is likely to be thought of. There is a difference between a unique mechanic (or gimmick) in the game and one that isn't in the game, especially when its a broad ranging one. Let me give a (possibly exaggerated) illustration of this: There is a RPG computer game called nethack, the unique mechanic/gimmick* is that the game has permadeath. This is means if you die your save gets erased and you have to start a new game all over from the beginning. People wouldn't want permadeath to be removed from nethack. Maybe they would say it's part of the "Charm" of the game. The thing is that if it didn't have permadeath from the beginning people would not want it to be added because it completely changes the game. *Well it's not that unique as there is a whole genre of games with that gimmick, but I am using it as an example.
From my attempts with my frends the Matchmaker seems to only commit suicide if you pass 3 players in a party.
Is the scottish resistance "tacticool"?
Wickedplayer on why graphics are restricted in competitive mode: "It's to oust the low-performance shitbugs. Nobody wants a team where they're bottlenecked by someone with a plastic, "eco-friendly" shitbug of a system. It's just not fair for them."
The scorch shot + phlog sounds like a good combo. Although, strangely enough, I don't recall seeing anyone ever doing it.
since Blue Moon tf2 seems to drop frames 5 minutes into a game and then go back to normal after another 5, anybody having this problem too?
I've had this idea for a long time too, I love stuff like Hawk Eyed Hunter, Gone Commando, Transparent Trousers, Cross-Comm Crash Helmet and stuff similar. Now I kinda want to see an allclass over the top nightvision goggles with a bunch of tactical shit attached on it, and a black\grey oversized combat knife with a scope and laser sight taped on it for soldier.
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