TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
8,672 replies, posted
[QUOTE=Johnny Joe;53107584]excuse me, good sir, have you heard the good word of our lord and saviour [URL="https://wiki.teamfortress.com/w/images/6/65/Heavy_specialcompleted07.wav"]VZZZZZT! RAHRAHRAHRAH! VRRRRR! WAHAHAHAAAAAA![/URL]
[IMG]https://wiki.teamfortress.com/w/images/5/5c/Minigun_concept1.png[/IMG][/QUOTE]
You are clearly mistaken; it is, in fact, the flamethrower that is most satisfying to kill with. I have to do this disgusting thing called aim with a minigun--who wants to have to do that? With the flamethrower, I can just hold down a button and walk at people secure in the knowledge that someone will either die or be grievously injured, regardless of whether I myself survive. What can be better than that?
At least Pyro will be fixed sooner or later. I wonder how much of a bump Pyro got in Valve's player data after the update.
Just curious, does anyone here have a problem where at any random boot up of TF2, after a few minutes of being stuck on the loading screen, both Steam and TF2 completely close out to the point where I have to re-login?
Its happened to me on 2 completely separate occasions in the past few days with the first time being a few days ago and the other time being about an hour ago.
[QUOTE=TcChallenger;53108081]Just curious, does anyone here have a problem where at any random boot up of TF2, after a few minutes of being stuck on the loading screen, both Steam and TF2 completely close out to the point where I have to re-login?
Its happened to me on 2 completely separate occasions in the past few days with the first time being a few days ago and the other time being about an hour ago.[/QUOTE]
Nope, but I usually alt-tab the moment the valve logo comes up and then press space to skip it. Wait a moment for it all to get passed the menu then alt-tab back in.
[QUOTE=X marks it;53108100]Nope, but I usually alt-tab the moment the valve logo comes up and then press space to skip it. Wait a moment for it all to get passed the menu then alt-tab back in.[/QUOTE]
If you put '-novid' in your launch options, you can skip the video directly without having to do it manually.
[QUOTE=TcChallenger;53108081]Just curious, does anyone here have a problem where at any random boot up of TF2, after a few minutes of being stuck on the loading screen, both Steam and TF2 completely close out to the point where I have to re-login?
Its happened to me on 2 completely separate occasions in the past few days with the first time being a few days ago and the other time being about an hour ago.[/QUOTE]
Happens to me if I decide to View Server Info.
37 people have beaten the Titanium Tank tour. Pretty cool but i wish they had more than 3 servers.
Like the tour is only gonna run for about a month or until people stop playing it, they should get at least 5 or 6.
[QUOTE=TheBorealis;53107999]At least Pyro will be fixed [B]sooner or later.[/B][/QUOTE]
I mean, it took them 10 years to even try to fix him once.
[QUOTE=Johnny Joe;53108344]I mean, it took them 10 years to even try to fix him once.[/QUOTE]
[url]http://www.teamfortress.com/pyro/[/url]
edit:
The Yeti room under blue spawn should be another exit. Make it a drop down route that spies can take to avoid spawn campers, or a sniper can counter-snipe from. Put a fence door at the entrance leading into the water.
Blu's last spawn should have a door on the far right side that leads to B. I think the cage on the vent flank route should extend across the cave to the rock wall, a one way exit from the forward spawn to the main cave room which is now a playable space, and a path from the cave leading to the large room inside the volcano. the cage area and the main cave are still separated by a fairly tall fence, so blu players will have to damage themselves to get up there without taking the long route. The other routes are to mitigate the camping tendency that the new spawn seems to promote.
Also more 1-way windows pls.
[QUOTE=Hell-met;53107780]what's interesting is that all soldier melee bases are specifically coded to produce zero physics force, with the very unique exception of the equalizer for some reason :thinking:[/QUOTE]wow, no kidding? that's pretty cool, guess that explains it! maybe it's just to enhance the feel of it being about high strength at low health, who knows. a subtle thing but a welcome one.
Was playing on one of the potato mvm servers and it made me wonder, how have the new flames/airblast affected Pyro MvM bots?
[QUOTE=TheBorealis;53108506]Was playing on one of the potato mvm servers and it made me wonder, how have the new flames/airblast affected Pyro MvM bots?[/QUOTE]
If they're harder to deal with...
I honestly haven't noticed it at all...
Then again MvM is pretty easy as is...
Giant Pyro's, at least the ones that rely on the flame throwers directly are easy to deal with without ever coming into range of their weapons... The only ones that might catch me off guard are the ones like at the end of Wave 666 who... As far as I can tell are fully decked out in upgrades and run at scout speeds full time lol.
Does anyone have a video on what the Engineer's flyboy set sounds like with the voices from below spell?
[QUOTE=TheBorealis;53108506]Was playing on one of the potato mvm servers and it made me wonder, how have the new flames/airblast affected Pyro MvM bots?[/QUOTE]
Not really affected at all, if they are it's very minimal.
At most pyros hit you a lot easier due to the faster particle hitboxes and there's no real way to kite them on expert by running around them, as they just track you 100% of the time now.
What I want to know is how Dragon Fury would work on MvM bots if there was a wave dedicated to it, I haven't seen any custom waves try it.
I can imagine it'd just be a real pain in the ass as your frames die from the intense brightness that is a DF fireball.
[QUOTE=X marks it;53108687]Not really affected at all, if they are it's very minimal.
At most pyros hit you a lot easier due to the faster particle hitboxes and there's no real way to kite them on expert by running around them, as they just track you 100% of the time now.
What I want to know is how Dragon Fury would work on MvM bots if there was a wave dedicated to it, I haven't seen any custom waves try it.
I can imagine it'd just be a real pain in the ass as your frames die from the intense brightness that is a DF fireball.[/QUOTE]
Asked on one of the potato servers and they have waves with the new weapons. (Thermal Thruster is bugged with bots though)
[QUOTE=Cupkek;53107873][t]https://vignette.wikia.nocookie.net/teamfortress/images/d/d5/Direct_Hit_item_icon_TF2.png/revision/latest/scale-to-width-down/310?cb=20130712212737[/t]
You are all wrong. This thing is the most satisfying to kill with[/QUOTE]
My experience with explosive weapons (grenade launcher, rocket, etc) is strange.
The loose Canon is fun.
I find most r-crit explosives to be amusing.
Direct hit is pretty different from stock, I'm not sure if there is anything else to say.
Hitting airshots with it is kind of rare.
The thing about those classes is that every so often I feel like I get a sudden burst of skill, before it goes back to normal. Like hitting airshots, which I normally don't do.
It's like I momentarily channeled the power of some random pubstomper. I don't suddenly start wearing lime/pink clothes, so I don't think that is really the case.
You know the Dragon's Fury doesn't seem like it can random crit, maybe add no random crits to the stats?
edit: I thought of an idea to make dominations for contracts slightly easier/more fun, a taunt kill instantly dominates an enemy
[QUOTE=X marks it;53107874]My only hatred for Loose Cannon is how it treats being hit from a slightly downward angle.
Instead of knocking you back it just anchors you to the ground on the spot so the guy can just repeatedly spam an unmoving player.
Not to mention it just leaves you stood there for 2 seconds, letting any slightly competent player on the enemy team absolutely destroy you. It's just a pisstake.[/QUOTE]
That's what it does. The knockback depends upon where you hit the enemy. Lower down, like on legs sends them upwards. HIgher up knocks them down.
i was spectating a few gibus pyros a few moments ago and my god. these people can't hit the broad side of anything. not even with the flamethrower. at some point i was rightfully worried they might be playing with a trackball because were genuinely unable to touch you if you strafed at them
[QUOTE=ASIC;53108980]My experience with explosive weapons (grenade launcher, rocket, etc) is strange.
The loose Canon is fun.
I find most r-crit explosives to be amusing.
Direct hit is pretty different from stock, I'm not sure if there is anything else to say.
Hitting airshots with it is kind of rare.
The thing about those classes is that every so often I feel like I get a sudden burst of skill, before it goes back to normal. Like hitting airshots, which I normally don't do.
It's like I momentarily channeled the power of some random pubstomper. I don't suddenly start wearing lime/pink clothes, so I don't think that is really the case.[/QUOTE]
A lot of explosive weaponry is about learning player movement patterns and the general projectile speed of the weapon. I have nearly 4k hours in TF2 but could never hit pipes consistently until I spent a good month just playing Pipe + Targe demo. I started to see the general pattern in how each class would move when facing me and had a better idea of how to best land my shots.
Also personal opinion but I find that often times landing an Airshot is about just making an attempt. Chances are most of the time you'll miss but occasionally you'll make the correct guess on player velocity and projectile speed and land the hit.
[QUOTE=Metaru;53109023]i was spectating a few gibus pyros a few moments ago and my god. these people can't hit the broad side of anything. not even with the flamethrower. at some point i was rightfully worried they might be playing with a trackball because were genuinely unable to touch you if you strafed at them[/QUOTE]
[IMG]https://files.catbox.moe/zk5c74.png[/IMG]
I dunno about you guys, but all of my kills are satisfying to me regardless of the weapon I'm using.
[QUOTE=Fluury;53109439][IMG]https://files.catbox.moe/zk5c74.png[/IMG][/QUOTE]
On a related note, been playing some more Banana Bay recently and the balcony outside each team's spawn is pretty much 2Fort Battlements 2.0.
You always get at least two f2p or clearly inexperienced Snipers there, standing in the exact same spot, scoped in for 90% of the time, aim unflinchingly trained on the opposing balcony. They get flanked and killed over and over and over again by the same Scout/Spy/Pyro climbing the side stairs near the shore to get behind them, and yet that doesn't stop them from sticking to Sniper, respawning, immediately running to the exact same spot, scoping in and tunnel-visioning again, and dying the exact same death to the exact same opposing player after 20 seconds max.
I've always been baffled how stubbornly persistent and clearly at peace and full of zen these kids are (a lot seem like inept kids from their usernames) to not be bothered about dying the exact same way by being the most predictable and unaware Snipers in TF2 for an entire match or two, without making any adaptations or switching positions. It's like getting those sweet two headshot kills on pablo.rodriguez2006 on the other battlements matters way more than not dying 20 times in one match to the same three guys that keep killing you while you're zoomed in and standing in one place.
Bathroom building idea for a new Sentry gun:
Sentry gun that has two modes, offensive and defensive;
Offensive mode offers a "Glass cannon" type Sentry that has a bullet DPS of 145 and shoots Rockets twice as fast as the normal Sentry gun (every 1.5 Seconds), however it has 50% less ammo and only has 150 HP, the HP of a Level 1 Sentry.
Defensive mode offers a more defensive option - with 316 HP, however it has its basic DPS reduced to 80, and doesnt shoot rockets at all.
All of the above are speaking of Level 3 Buildings, the rest would transition in similar taste.
Pressing R with the PDA out would allow you to switch the Sentry in it's modes, transition time would take 0.6 Seconds and during transition it cant shoot.
The Glass Cannon's obvious weakness it that it's bad at defending points as a single Direct Hit rocket and a stray shotgun bullet would take it out, however it would benefit you massively for surprise Sentry spots or aggressive pushes, offering an alternative to the mini sentry.
The defensive sentry would allow for proper defending at the cost of lower DPS, combined with the Wrangler it would be an incredibly hard to take out Nest.
Just like the Sticky Launcher, the goal is to make the Engineer more flexible in combat and allow him to adapt to the Situation on the fly.
Thoughts?
[QUOTE=Fluury;53109589]Bathroom building idea for a new Sentry gun:
Sentry gun that has two modes, offensive and defensive;
Offensive mode offers a "Glass cannon" type Sentry that has a bullet DPS of 145 and shoots Rockets twice as fast as the normal Sentry gun (every 1.5 Seconds), however it has 50% less ammo and only has 150 HP, the HP of a Level 1 Sentry.
Defensive mode offers a more defensive option - with 316 HP, however it has its basic DPS reduced to 80, and doesnt shoot rockets at all.
All of the above are speaking of Level 3 Buildings, the rest would transition in similar taste.
Pressing R with the PDA out would allow you to switch the Sentry in it's modes, transition time would take 0.6 Seconds and during transition it cant shoot.
The Glass Cannon's obvious weakness it that it's bad at defending points as a single Direct Hit rocket and a stray shotgun bullet would take it out, however it would benefit you massively for surprise Sentry spots or aggressive pushes, offering an alternative to the mini sentry.
The defensive sentry would allow for proper defending at the cost of lower DPS, combined with the Wrangler it would be an incredibly hard to take out Nest.
Just like the Sticky Launcher, the goal is to make the Engineer more flexible in combat and allow him to adapt to the Situation on the fly.
Thoughts?[/QUOTE]
Yeah, let's give even more complex Sentry design to the players when jose.gonzales_2004 already has problems upgrading the sentry.
New PDA with new sentry? Sure. Rework the current sentry system? nty. But let's keept it simple imo.
PDQ needs to exist already. gunslinger is just not comparable.
[QUOTE=qubestf2;53109635]Yeah, let's give even more complex Sentry design to the players when jose.gonzales_2004 already has problems upgrading the sentry.
New PDA with new sentry? Sure. Rework the current sentry system? nty. But let's keept it simple imo.[/QUOTE]
This wasnt supposed to be a new sentry system, this was supposed to be a new sentry a la the Gunslinger.
and ill be frank with you there are much, much more complex weapons in the game
[QUOTE=Hell-met;53109643]PDQ needs to exist already. gunslinger is just not comparable.[/QUOTE]
Since PDQ, they've updated global construction speeds and buffed Jag to build and upgrade faster.
For all intents and purposes, the Jag is PDQ and then some.
[QUOTE=Drury;53109888]Since PDQ, they've updated global construction speeds and buffed Jag to build and upgrade faster.
For all intents and purposes, the Jag is PDQ and then some.[/QUOTE]
~40% is not 150%, nah
[QUOTE=Hell-met;53109892]~40% is not 150%, nah[/QUOTE]
A PDQ'd sentry built in ~4 seconds, a jag'd one also builds in ~4.
A PDQ'd dispenser built in ~6 seconds, a Jag'd one builds in ~7.
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