• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
    8,672 replies, posted
I asked about that, source The height will be the same, but the horizontal effect is completely dependent on momentum. I pulled this off on a revved-up Heavy on Process earlier, going straight-up, so that's why I decided to test it out. Just jumping as the victim before getting airblasted completely cancels this from happening, though.
just tried it, works, hilarious
They designed the invis watch's placement on Spy's left arm specifically so you could see it at all times no matter what weapons you have out, your suggestion would go against that very idea
then again what's the point if you can't fire them?
If you can't fire what? If you mean revolver skins, you can fire them. If you mean watch reskins, they show up when you cloak, that's why they have unique cloak bars. They also show up via inspect.
you can't attack while cloaked, so it doesn't matter what weapons you have out when you cloak might as well hide them
They're hidden by also being cloaked
here's davoc's pitch: the watch is on spy's right hand the same hand that holds the weapons, so the watch is visible when uncloaked and with a weapon drawn when you cloak, spy's right hand turns into what is currently his left hand while cloaked so you can see the dial it doesn't matter that your weapon is now holstered since you're cloaked and you can't use it anyway get it now?
I get it but I don't get the thought process behind the idea. What would it do that is not already done? Having your weapon out is important when you're cloaked so you can see what you have equipped. Or do you want to have moments where you go to sap a sentry after exiting stealth, but you accidentally swing your knife and end up getting turned into swiss cheese? If the idea is hiding weapons while cloaked, it wouldn't be hard to do a class config where using M2 as Spy toggles viewmodels with your stealth.
the idea is
https://www.youtube.com/watch?v=Ae6-W5rWeqE You can get better results only using the shotgun and using the flamethrower for just airblast. The team can't be happy that 3/4 of the new Pyro weapons aren't very good.
This "Damage per kill" thing he invented is absolute crap and doesn't reflect anything. Not only being entirely subjective but... I quite literally dont understand how it works? Damage per killed target? High means "better teams with medics" ? Any weapon with overkill would automatically fall flat in these scenarios, how is this a good metric to see if a weapon is useful? Generally in this entire video he has been incredibly biased against it and while showcasing actual bugs it's pretty bad.
The missing in the goldrush demo is strange, is the hitbox hitting the doorframe? I think the damage per kill thing is because the DF either does around 25 or 75 damage, compared to the more variable damage of other weapons, but I don't really get it either.
That's still such a stupid way to "rate how effective a weapon is", weapons with consistent damage with no overkill like the Minigun would be the best fucking weapons in the game then
Asking again since no one responded. How do you filter out DECORATED WEAPONS out of Steam Community Market while searching for something. I know It's %NOT% but I have no idea how to use it, It doesn't really work for me.
The dragon's fury was a pretty bad weapon in competitive play, and is now pretty weak outside focusing down one target that doesn't outdamage you instantly. The hitbox size nerf was needed, but you'd be better off with the flamethrower in a lot more situations now. And the slow airblast doesn't help.
I always felt airblast was an option, not a necessity. sure you can't cockblock 4 rockets in a row with DF but you can still reflect what matters like that 1 crit projectile
https://files.facepunch.com/forum/upload/1880/59016ecc-27af-41fb-bd65-51bbc46adad8/bluh.PNG I think this'd do it?
Wow someone got a 14 day comp ban because of the ad-hoc bug, source. This bug may have been the cause of the majority of pregame abandons, and it's been around for over two years.
I know random crits are as unpopular around here as a responce to an ASIC post, but I just had a great moment as medic. I ubered a Heavy that was about to die, flashed another Heavy at the end of the uber, saw an enemy pyro to my left. He was clearly waiting for the uber to end. He charged at me and set me on fire. I swung my ubersaw, it was a crit, RIP mumbles. I escaped at half health (thanks Blue Moon flames) and ran off to resupply.
Not what I asked. I want to see all the items on market. All BUT decorated weapons.
Couldn't you just tick every quality but Decorated in that case?
yeah that'll do
https://steamuserimages-a.akamaihd.net/ugc/934936102533362727/CF924AAEA253A3F6DA29149E30AB283DE34EB0E2/ i don't even unbox that frequently; like 4 crates every other week fucking hell man
Pretty dang frequent compared to my 0 crates ever. :v
Some people playing a lot of comp might've noticed that sometimes they only get 0 MMR. https://i.imgur.com/pAw6tXo.png I feared this would be some kind of bug since it happened for like 4-5 games, and shot Jill an email. Surprisingly enough, he came back to me fairly quickly with an insight explanation on just why I get 0 MMR. https://i.imgur.com/62GE6ya.png
Amazing. https://youtu.be/YC8Av-lOFk8
They have; at least for now
So all these frustrations of waiting 10 years for a match is because of a bug caused by pc that cant run the game with the forced settings resulting in the ad hoc connection issue (if im not mistaken as of what causes the ad hoc bug.
4 crates per 2 weeks is too much unboxing.
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