TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
8,672 replies, posted
hitting hard and fast is more effective than tickling people with 65s. as much as we all hate randomcrits it's silly to think they are expendable on a melee-only class.
not to mention tide turner is the only viable shield against people that aren't trash.
remember when the katana had random crits?
TF2 was hell. Especially medieval mode. It was great.
The names of the Shogun weapons in pirate
Cursed Fan
Level x Garrrnboy
We can't dock 'ere, this be fan country.
Magic Conch
Level x Sasheemohno
Wit' buff, some o' th' damage
that be done by allies comes back as
healin'. Poems be hard.
Samurai's Sword
Level x Cartanah
Loyal Men o' War
Draw blades in quick battle with
Drunk Grenadiers
Stowaway's Stiletto
Level x Koonay
Yer feelin' real weak
Ye stab yer most hated foe
Bloody vampire!
I remember when pomson could penetrate players, random crits/kritzkrieg was stupidfest on pomson.
I'm still of the general belief that the cowmangler secondary shot should do penetrate players but normal damage.
They aren't expendable but very much irrelevant, I mostly play demoknight in a no-crit community server either way. You don't hit for 65, you hit for 195. The primary way of attacking as demoknight is using the charge, you know?
If you do frontal-charges against people that are currently not busy, then sure, but the Tide Turner is imo only B tier, with Splendid being A and Chargin' being C. Talking full demoknight here, too. This comes obviously from your charge ending if you take a fart and the 8 second recharge time making it difficult to engage properly unless you have the Persian Persuader, but even then you need ammo, while with the Splendid + Persian you can continue to charge 50% more effectively.
You charge people from behind, you charge people when they are distracted in combat, you charge people from the left, right, you charge the soldier when you count his rockets and see that he needs to reload now, you charge the demo when he shot a sticky, you are in decent range and his fire rate won't be fast enough to catch you.
I mean if you only play nocrit of course your opinion would be different. that's a no-brainer. You don't have to deal with enemy crits either. Of course PP is the better choice in no-crit.
i know you hit for 195, and I know we talk about fullknight. That's what I'm saying. Bottle is just the best for it.
I will concede skullcutter is pretty average as you're so slow even the simplest attack keeps you at bay because of knockback that your move speed has trouble counter-acting.
I wish they hadn't changed the Short Circuit so much. I wouldn't mind if they nerfed projectile destruction, but what I really used it for was punishing spies and scouts.
what if the cow mangler's charged shot acted like the short curcit's secondary fire but did more damage when piercing players?
It was a direct upgrade to stock melee before that, allowing demomen more close range options when running stock grenade and sticky. You know, the area he's suppose to be weak in.
The downside was actually very neglectable as well, since it was only present when the weapon was out. So you just holstered it till you got into melee range and pretty much never felt the movement speed downside.
Even in servers with active crits I'd rather have the ol' reliable(tm) than depend on criticial hits to get me out of sticky situations.
Crits might be good, but once again bottle + tide turner imo is far from the optimum because you cannot use the charge often, and as melee-man the charge is imo the most important resource, for movement and obviously attack.
'suppose if you are into gambling your victory I can see how one could prefer the good ol' bottle, though.
good thing boots + tide give back 100% charge back then
Am I missing something? is the context of this discussion not "optimal shield and melee combo when using a grenade launcher"?
Hope Geel adds new weapons to scrap.tf soon.
Always wanted to try Hot Hand, but cba to do the contract.
It's annoying because the TF2 Schema API is dead and I hate VDF
I am well aware of this, however you ignored the rest of what I said: The charge taking 8 seconds to recharge means that using it for pure mobility won't do you any luck, and getting hit during your charge essentially means you are useless for 8 seconds. These are pretty extreme downsides.
My copy of the Fight Songs vinyl came in waaaay earlier than I expected so me and my brother just have it on in the background as we're doing stuff today.
it's fuckin nice
Mastercoms said the game already does what the sticky detonation fix suggested. Video demonstration of the bug
nah. we talking about useless subclass in average pub.
Its dumb, but why is it so atrocious when demo does it? Soldier had the same thing but you can do it infinitely without any self damage. Market gardener essentially does the same thing in that line of thinking and we're not seeing complaints about that.
(Probably due to the fact that you have to use your own ability to accomplish it unlike the always promised caber explosion, so in that same thought, market gardener for demo?)
If anything, they should get rid of the 100% slower deploy speed, and 20% swing speed if they want to keep the low damage.
I'm still salty that we didn't get a dispenser Jukebox reskin instead of that hat for the promo item.
Personal Opinion : The hat doesn't even look good.
It objectively doesn't look good. It's silhouette is... a box on the classes' respective heads, It's uncreative- "What if headphones, but with a vinyl player glued on?", and its color scheme is ugly. Brown vinyl player + light green ear covers... no thanks. It's like the Finder's Fee hat they added so people would stop requesting normally un-unusual-able hats to get for reporting huge bugs - it's ugly, its color scheme is unappealing, and it's an uninteresting design.
At the very least, the mascot bug on top of the ugly trucker hat has a matching hat, so it has a little bit of charm.
https://files.facepunch.com/forum/upload/249352/ab7efe90-fe8b-455e-912d-1e818cd019a1/image.png
Just give the caber minicrits while explosion-jumping and then it's given a higher skill ceiling (working like the Market Gardener) without the user being able to walk into a 150 HP class and instakill them.
In other news:
https://steamuserimages-a.akamaihd.net/ugc/934937371625148625/99E57908207D9012A788A0F5AA01E83D6F40F699/
It's come to the point where it's about one unusual unbox a week if I unbox at least 5. Hey Jill can you explain why you flagged my account to have a 20% unusual unbox rate?
universal strangifier when?
seriously i would give anything for stranges of weapons that are almost certainly never getting stranges...like the big kill...
I can explain that yeah, like I said, the current meta is built for speed, aka all the biggest stalemate enhancing things are banned, because we don't want it to be too defensive. The crux is that those 2 classes are better in this meta and the heavy enhancing meta is banned - let's talk about the basics of a standard situation, then go on the situation that could occur if all the limits were lifted
Say you've won middle and you're looking to get onto 2nd, assuming that there's no uber advantages.
When you want to push in, you're looking for an advantage to get in and get a better uber. Usually this kind of thing involves someone getting a pick on the flank, most pushes will either involve having a pick, or having an uber advantage. When you get a pick you essentially want to pressure the uncovered space to either force the enemy team to either leave, or take a worse uber. If the enemy team stays in after the worse uber, they risk getting rolled to last if they lose the dm fight, so a lot of teams will just leave if they see you have good position and it's 5v6.
basically when you're playing heavy you're really good once you have a space, but awful when it comes to taking space. Say you're able to take a really good uber on that 2nd and you have a heavy, then that is an instant win, but the problem is that you want to force their uber off, so when your scouts and soldiers run forward to take the space to force their hand, you are further behind not achieving a lot. If they all walk by your pace, you're basically at a pace where the enemy team will meet you and get to the optimum holding space before you, and you'll have to leave.
So if say you swap out your pocket soldier for a heavy, all you're doing is swapping out a class that makes space for a character that requires space. The character best at having space is demo, which is more flexible generally at taking space. There are specific moments where you'd actually bring a heavy out, often coming out of last, because defenders on 2nd will often give you lots of space and repush, which plays into a heavy pretty well. Essentially, any time you have to play into a heavy, you're in a good spot, but every time a heavy plays into you it's really not that good.
So on the other hand, basically as soon as you take the lead, it's always on the enemy team to try to push you. If you were able to, you could basically take 2 heavies 2 meds a sniper and a demo (?) or something similar depending on the map, and you could sit there forever - even if you had a worse uber you'd still win the fight. You'd basically just max stall out the game till you win, something that at the moment generally only happens on last. That's where classes like the heavy would shine, except he can't because the things that enable you to play in this way, which would arguably be the best way to play, aren't allowed. So that's what the limitation is.
Instead, you basically do the same thing, you just refuse to extend and just stay covering the areas not pushing or going for picks unless you have a guaranteed fight. There's not really room for a heavy because, in a lot of cases you have to rotate the combo power + heals to whatever choke is being pressured, if you can't rotate fast enough with the combo then you won't be taking the best fight possible & you still want to take space when you get enough advantages to make the fight an easy win.
To be fair, you can actually get away with this full time heavy at lower level open/mid gameplay, because the enemy teams don't understand why they're losing when they push on a pick vs a heavy, and will just default push repeatedly but all that happens is they just leave because it's "aids" and "not fun" (which is true to be fair) and not scrim you again - whereas top level players will take their time with snipers, not panic, abuse uber advantages, and abuse the heavies lack of manoeuvrability - two things that can't be abused if you have 2 of him. That's why you can't realistically say that heavy is weak at top levels.
Essentially the deal is that heavies multiplicative value is larger- a lone heavy has loads of weaknesses that 2 heavies naturally covers, whereas a lone demo or lone medic is still really useful.
Super Monday Night Combat is shutting down on May 23rd, strangely because of the EU's GDPR law, which goes into effect the next day. More unobtainable items.
Sorry, you need to Log In to post a reply to this thread.