• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
    8,672 replies, posted
higps has a very niche video style which is 40min videos where he goes over user-submitted demos and talks about them with the demos and topic of the video mostly centered around a weapon/topic/strat non-surprisingly enough there is a niche audience for these kinds of videos as they are boring for a bunch of fellas and rather uninteresting, but he does what he does pretty nicely (apart from hating on the dragon's fury which ill never forget him for)
2fort sucks because everything is so cramped and its making me claustrophobic
Dragons Fury is bae.
Just started playing again after probably five years? The game is just as solid as ever, if a bit tacky with all the cosmetics. TBH if I could I would turn them all off, though I'm sure I'm not special for this grumpy grandpa opinion.
sighs guess I'm gonna be that guy the spy leaves the frame TWICE in this gif, and the second time he does it b4nny dies you cannot be seriously calling facestab when b4nny died after looking away from the spy the distance for the stab looks a little of, but you can put that down to lag compensation and shit even so, from b4nny's POV, he didn't die until he lost sight of the spy
The gas passer needs an entire rework. Its purpose is pointless and so is its recharge rate. It needs something else to be useful other than afterburn, because the only use for it is against other Pyros, which is dumb because the shotgun is the best weapon to deal with other Pyros. Perhaps it should have the explode on ignite tied into it outside of MvM. Nowhere near as damaging, but maybe 40-60 damage on hit, combined with the afterburn. That or they should re-purpose the weapon to the thing everyone was thinking it was going to be, an oil slick that you can light on fire for area denial.
haha holy shit no
Anyone else crashing after a timedemo? not exactly the best way to say an idea isn't good
Nice constructive criticism. Glad you can take ideas well.
Where are you getting these claims that I called it face stab
The gif says "I guess he was trickstabbed?" in it.
you didn't call it a face stab verbatim, but the context I was picking up seemed to imply that you found something problematic with that clip, when it's literally spy working as intended
Trickstab =/= facestab It's pretty obvious either b4nny was swinging about and killed himself because of it or the Spy was going for a lucky matador stab, but, again, trickstab is not the same as facestab.
Competitive should have votekick. A hacker held the game hostage by making us go 5v6 and aimbotting at our last point.
All you need then is a group of 3 friends to entirely tide a server to kick a player that could potentially be underperforming. A votekick would amplify the toxicity problem by 30x
I'm not going to play base competitive anymore until there's votekick or better anti-hack (lol right). Wasted a lot of time just now on something that could have been easily prevented.
If it means potential hackers getting kicked I'm all for it.
You guys think Valve will ever bring back Replay to their servers? Or at least remember about Replay? I miss that feature, so much mindless funny videos you could make in it.
I didn't find it problematic, I found it funny.
well as someone that played like 60 matches by now and had one (1) cheater in a game so far dont appear to be very frequent, im EU tho so maybe NA has more cheaters
EU has quite an amount of cheaters in Casual, haven't met any in comp.
I kind of agree with you ont his one. either throw it and leave a (visible) pool of oil that ignites with fire-based attacks (so you can throw it to wm+1 pyros and have them burn themselves) or use M2 and drop it on the floor so it ignites if hit and applies fire damage in a small aoe. but a concept like that would require a good ammount f testing to get right
In CSGO you need a 4/5 vote to kick, in TF2 it should be 5/6 so only cheaters and idlers get kicked. And make the mmr gain/loss from a match that had a cheater in it removed if the cheater gets caught like I think CSGO does as well.
Explode on Ignite singlehandedly broke MvM by making big normals, robot med picks and robot spam a pure trivial matter and it was easy to gain it back, so I can see why would anybody be against the Gas Passer having that upgrade by default. What you suggest seems to be a stickybomb which damage increases the more people are nearby, and considering Demoman exists, the weapon should try to offer an specific niche that no other weapon has, not to mention that your suggested damage values could potentially kill a light class like a Scout or Spy with just one stray bullet or fall damage, and the explosion could affect any other people that had nothing to do with it. In other words: effective, sure, but not fun. The weapon having a empty meter that refills overtime or also by dealing damage addresses the main balance complaint that jar-based weapons have, which is that you can apply a special powerful effect with little to no effort. As a result of using a weaker effect like afterburn, I think that they should play with how the weapon already behaves: Maybe being on the gas cloud makes afterburn have an infinite duration until it fades away or the player moves out of the way, making it more effective at crowd controlling and entering the gas cloud could potentially reset an enemy player's afterburn duration. This means that players will constantly get punished as long as they're on the gas cloud, not just because it inflicts the gas debuff. Increase the gas cloud duration to 10 seconds (from 7 seconds) so it works better for crowd controlling (I think doubling it to 14 seconds would get a bit annoying, and I'd rather err on the side of caution). ...Just to name a few, since a lot of people have already given a lot of suggestions. But also fixing the weapon's current inconsistencies would help as well: They should make gas-soaked enemies flagged as wet so the Neon Annihilator can be used against players outside of some specific maps, increasing Pyro's choices on what melee to use. Give it the "Extinguishing teammates reduces cooldown by -20%" attribute that every other jar-based weapon has (yes, you can extinguish allied players with gas, but only for the initial impact). Although this completely sounds redundant and useless as you want to use your Gas Passer sparingly and for crowd controlling and the Flamethrower exists for extinguishing, it means that players could also use it as another anti-Pyro tool by soaking an enemy Pyro who has inflicted afterburn on multiple allies, meaning that you extinguish your allies (rewarding you by getting less Gas Passer cooldown), you soak the harassing Pyro which will have to deal with afterburn after getting inevitably hit and the afterburn damage will help you getting your Gas Passer sooner, making it a decently cheaper use of the weapon depending on the number of allies extinguished. It fits the weapon's design in its own weird way, too, as it's meant to be harmful towards Pyros and would compensate better for the lack of a Shotgun. As it is a weapon that extinguishes allies, it should have the "Extinguishing teammates restores 20 health" attribute. There's lots of ways to buff the weapon to make it effective that wouldn't require a rework (like making it a molotov or the gas cloud ignitable), but I think that by first fixing the inconsistencies I mentioned and then giving it small number tweaks, the weapon could be in a way better shape than the first version provided on launch. It's a good concept that doesn't need to be completely changed, so hopefully they'll balance around it to fit its purpose better.
I find it dumb that the gas-doused effect is removed once the target is lit, meaning all the work put into charging the can is nullified as soon as they're extinguished. I would at least like to see the effect stay through the afterburn, meaning they can be relit if they dont retreat. It'll also make using it with flamethrowers less redundant, because they wouldn't instantly remove the effect like they do now. it wouldn't necessarily make the weapon viable on its own, but I would like to see this nonetheless.
I lost interest in MvM because of the gas passer, It wasn't fun to play any DPS class when we had a pyro that basically just chewed through enemies.
Two things from Competitive MM: There appears to be a refill system now pre-game. Never saw this happening before but, a player left when the ready up was at 20 and essentially got instantly refilled with a new player. Was this a feature before/did someone see this happen before, or is this a fresh addition? Actually I am pretty sure EU Comp literally only has 2 cheaters which glitch themselves into the spawn doors in the first round and then insta-cap points, they use Voice chat aswell and sound like someone straight from /r9k/. Second time we met them, and second time we had cheaters in Competitive overall. Pretty nasty and pathetic, atleast our team had the guts to just throw instead of let them win.
"Pretty nasty and pathetic" So basically every cheater.
Couldnt you enable replay with like 1 command and extra server power? They probably dont have it on because TFTeam is busy with everyting else even if valve can have them on.
The refill system was already there. Talking about Competitive, I came back home from a 2 weeks vacation today (thank god no more facepunch on mobile) and played about 6 comp matches, the first 3 sucked, the last 3 were very fun. It seems like the matches get better as time goes on.
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