TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
8,672 replies, posted
That recoil must be so annoying
I can already hear someone saying "why not make the heavy's miniguns have recoil so he's less boring to play?"
One of the many reasons TF2 needs a full tutorial revamp (with contracts to help new players learn those tutorial skills in a real game).
I believe heavy had recoil in both QWTF and TFC. They can try it out there before asking about it in this game lol.
no joke, upping the damage and adding recoil would do wonders for heavy's skill ceiling and comp viability
@ValveNewsNetwork Hey, could you restart your servers? they are running old version of the game.
If those servers get restarted, i think we should all play sometime tonight or tomorro; i think playing those archive servers sounds interesting
45.35.89.244:27025
Recoil sounds really annoying to deal with, and the whole point of a Heavy Weapons Guy is that he's supposed to be adept at handling...heavy weapons.
Heavy's primary mechanical skill is in tracking aim, with the rest of the class being based around team coordination, positioning and gamesense, just to a much higher degree than other classes might require. It's not that Heavy is low-skill or has a low skill-ceiling, it's that his skillset is mostly centered around things that aren't raw aim and DM.
Anyways, Heavy's damage output has nothing whatsoever to do with his comp viability. He fucking mows down flankers in 6s with ease, and is the best player by far for combo protection in Highlander. He isn't run to mid on 5CP because he's too slow, and in the case of pre-nerf GRU, allowing that weapon to be unbanned made for a slower and less diverse midfight. (Old GRU = required Heavy run = required Sniper run = slower mid and less diversity). Heavy's damage output is not the problem, it's his mobility.
But a fast Heavy is a Heavy without...well, any real weaknesses to speak of, especially if playing with a coordinated team. Heavy is balanced around serving as an anchor for his team to play around and his speed-for-damage-output tradeoff. Make him fast and you sacrifice both the identity of the class and the balance of the combat classes in general. Adding recoil and higher damage wouldn't change his current place in the meta to any meaningful degree, just make him worse to play as and against.
I think it's fair to say that Heavy, like Engineer, is a class not fit for being a jack-of-all-trades.
This is why we need 5cp to stop being the main 6s gamemode.
Leave that to Valve, it's their job to make the other gamemodes fun in 6s.
The community can't and shouldn't be responsible for making the other gamemodes fun to play with low playercounts. That is squarely on Valve for building the game around 12v12 and not accounting for how it should play with 6v6, or competitively for that matter.
Community 6s is the best the community could come up with with what we've had, tweaked and tested over the course of a decade. It was an eSport before eSports really took off.
It has been said plenty of times here before but
If they remove random crits, I'll be so fucking happy.
I kind of tire of holding back, only to have a random crit demolish the enemy team...
I got litterally three in one KotH Hong Kong map in a row and wiped the entire team of twelve with them on soldier. It's a bit irritating having Valve hold my hand for my kills when I can do well enough on my own. =/
I wish I had the option to just out right disable them ( at least for myself ) directly for now.
Here in chile we have a name for Crit kills. we call them "criticuea", wich is a mix of "critical" and "cuea" (a local slang for lucky).
for the longest time there was a community server (now defunct i believe, i got banned out of that one) that held that name and had no crits. it was the best tf2 you could play.
It is somewhat ironic to see you say this.
Right.
Anyways, what interesting ideas would make for a new Demo pipe launcher or a new Scout primary? They're probably the two classes I personally find the hardest to come up with new, balanced but enjoyable sidegrades.
For Scout, aside from the return of some form of Super Nailgun (maybe a shared primary between Scout and Medic?), I can't really think of anything. Soda Popper definitely needs to be reworked or completely scrapped, and Shortstop needs a revert to get rid of the useless shove mechanic and some actual damage and kickback.
Demo's pipes are very tricky, since they already do so much damage and are so skill-intensive to use, but we'e seen the Loose Cannon basically untouched because both the TF Team members and players themselves find it balance enough. Sure, it's a bit annoying to get bounced around by the grenades, but if everything that was a "bit annoying" to any player was removed, combos in fighting games wouldn't exist. I would like to see the Bootlegger get a mini-revert, at least enough to make it viable as a primary for non-shield Demos. Iron Bomber isn't too bad but it doesn't really fill a niche besides "Easier but slightly weaker grenade launcher with different physics". Loch needs something because it feels like it's a "could never be properly balanced" situation.
Someone at Valve must really like the shove since they recorded lines for it and gave it world animations.
tf2 is all fun and games till that one soldier get an accidental three kills from a crit
Let's think about this a little.
Suppose I have a rare item like the golden wrench. Someone then offers to donate a bunch of money to charity if I destroy it.
The question is this: What prevents them from donating their money if I do NOT destroy the wrench?
If I choose not to destroy the wrench, they are still the ones who decided not to give the money to charity.
The draw of the event was that anybody able would delete their wrenches. Their weren't incentives where if a certain amount was reached, person X or Y or Z would delete their wrench specifically.
By runeblade, are you referring to Stormbringer from that book series by Micheal Moorcock?
Why are you posting this in the general chat thread, instead of the crit thread?
It's TF2 General chat, I can post this here as many times as I want, If you don't like it, go back to your critcave, It was a better place without you here for quite a while.
It was 12 - 1 am and I was half asleep when I responded to that comment... I was half asleep after getting house work done all day as well as a few other things like some new sprays done.
Do you know how that happened?
Maybe you should ask @Geel
I find it pretty ironic that the guy who made lagbots is a russian with anime avatar
I wasn't the one shitposting.
Also FYI, If you post about crits here, I will probably respond here.
Self-control is a thing that exists and humans have the capacity to understand and use, y'know.
Can you prove that is true? Tell me where have I done that, and how many times.
Speaking of which, I can recall a bunch of times where you guys evaded or outright refused to answer my questions.
Not this shit again, take it to random crit thread or whatever, we don't want another 5 pages of discussion between you and others
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