TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
8,672 replies, posted
Just ignore ASIC. Trust me. Just ignore him when he goes questioning your questions.
OT: I got XCOM 2. I'll be doing the raffle when I manage to sell one last thing, so, get ready for some extreme action.
i bet asic just miss arguing with us because no one goes to the crit thread anymore
scout could have a scattergun that gives some combat bonus when you focus objectives, but is otherwise alot less potent outside of that. Plenty of players tend to tunnelvision objectives with scout so why not.
or a force-a-nature that doesn't have any additional attributes or limitations outside of having two-shotter mechanics. without being ridiculous like soda.
or the mule molestor which could act like fan and bison had a child.
Demo could have the original GL
and a blackbox GL equivalent (-clip +hp on hit)
I already mentioned that.
If you were referring to my post were I replied to Contra:
That wasn't about crits. It was just a random jab at me.
There is a thread to insult me (or something?) in: ASIC Thread
But people still do it in this thread.
If you talk about things here, I will respond here.
You say this and yet people still love to respond to ASIC.
I did not know I wanted this.
New elite grade cosmetic, the Gaelic Glutton
https://steamuserimages-a.akamaihd.net/ugc/928182922673464238/29C7F9E2E9983F471FF4EAAC32E78D402BA16194/
~♪~that thing is breaking the artstyle ~♪~
Thinking about it it doesn't since Demo was similarly fat in the comics
one of the things players fail to understand is that as a medic having a higher damage projectile isn't actually a good upside a lot of the time - the crossbow has way more utility and upsides even outside of healing that automatically make it better for combat and escaping
first, if you see a soldier or demo and you hit them midair or slightly before the jump, it stuffs the jump, which syringes can't do, obviously that takes you out of the situation where you have to dodge which is great. it's not even hard on demos because the projectile speed is so fast all you have to do is fire at the sticky itself when he telegraphs it and you're almost guaranteed to deny him
second, the crossbow ALWAYS threatens melee, while the syringes telegraph it.
1- if you're heading round any given sight break, which is prime position to threaten your enemy with melee, enemies automatically know whether you've switched off the syringe gun because it stops firing - not shooting to try and bait is bad play because if the enemy is confident you just lose the best damage opportunity you have
2- in a straight fight you threaten melee constantly with the crossbow because switching weapons after a shot and back you have 500 ms to swing in without losing any dps potential, whereas with the syringes you lose loads of dps so you only really threaten when the clip ends which is really obvious
threatening melee is important vs scouts for instance, the difference between a 100 damage shot and a 70 damage shot is the difference between living for a bit more dps
third, the crossbow fires burst damage which automatically makes it better against players that you know took damage already, like say a soldier that fought yours and you know took 2 point blank rockets so he's probably like 40 hp, especially against scouts aswell, because crossbow-melee-crossbow kills scouts almost guaranteed, which is usually a lot easier than doing 60-80 damage with syringes then hitting him with a mega telegraphed melee
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my opinion is that medics have got countless buffs over the years for no reason, since medic has always been the best character in the game by a pretty large margin, and medic has only gotten easier and easier as they've been given higher regen, speed boost, all of which have done nothing but make a non-mechanic intensive class more brainless as years go by.
the easymode crossbow is just another culprit and the fact it's been the best medic item in the slot for ages, probably even since it first got introduced, and is op as anything will probably never get recognised by valve
the joke
Didn't think you were serious, but I just thought about how Demo was fat in the comics
degreaser still suffers from this "it's completely unbalanced but it makes pyro interesting!!" syndrome to this time aswell.
Pyro is the weakest direct combat class, stuff like Powerjack and Degreaser can only work on pyro without being completely op. Combos are more skillful mechanically, while wm1 requires better positioning,
guess which skill one is better at determines which style one prefers.
Plus nerfing Degreaser might cause a similar reaction to nerfing Gunboats or Crossbow, don't think Valve will do it
IMO, I could call Degreaser OP as shit back when airblast stunlocked you in a corner - that's no longer the case, and I think that nerfing Degreaser as with regards to it's holster/switch-to speed would only hurt Pyro as a whole, as combo's are an important feature of the class.
Not to mention that comboing needs more skill than before, as you can't just stunlock an enemy into a corner and just do 90 dmg on him from a flare; neither can you run like a madman and hit someone with an Axtinguisher.
TL;DR There was a fair point in nerfing Degreaser (and therefore combo's) back when airblast stunlocked you; that's not necessary now, and nerfing it wouldn't help anything.
Fucking cheaters. I've managed to avoid it for the most part in casual, but in the last two days I have encountered the following: an aimbot sniper (likely using Lmaobox, with how crude and obvious the lockon was), an aimbot scout, two aimbot heavies who also had the ability to shoot through spawn doors, and finally a ddosser. Nearly fifty percent of my matches have been spoiled because of these assholes.
still an upgrade to stock.
I've stayed alive much more often than I've expected to because of the nerfed afterburn
if afterburn is ever an issue when facing a degreaser then they aren't following you up with an instant flare or shotgun to the face properly.
My playstyle involved running around with the det out a lot, and the faster switch speed when I need to use flames/airblast is necessary to making sure I don't get caught with my pants down.
https://i.imgur.com/AqvEa0F.png
would ya'll agree with this chart?
in the direction of Generalists, most applicable
in the direction of Specialists, least applicable
some explanation as to placements:
medic is self-explanatory.
demoman has superb mobility and damage output, and is in indispensable part of any combo in coordinated play. while his skill floor is higher than other classes in the generalist category, his effectiveness is more than proportionate.
scout is ahead of soldier because the highest-level scouts typically win against the highest-level soldiers + you don't need to learn advanced rollouts to make the most of scout, but they're pretty close in terms
sniper is the middle-ground, as one of the most common offclasses in 6s and having the best pick utility of the specialists
engineer is above heavy because, if enough time is put in, his ability to lock down sections of the map and force ubers is much, much better. heavy and engineer are close though, since heavy trades off some of this utility in favor of damage output and convenience- if you don't have enough time to set up, heavy is a great option in his stead on 5CP.
heavy ranks above pyro and spy due to his last point utility, general defender utility and amazing combo support potential. heavy is great at denying scouts and soldiers, but his lack of mobility keeps him farther from generalist territory.
pyro is still bad, despite an entire update allegedly meant to change that. I would place him in the same place on this chart even pre-JI.
spy was never good, and is eclipsed in just about every meaningful way by other classes. pick utility? sniper. mobility? soldier or scout. overall damage output? virtually everyone else.
I feel like Heavy is more of a """"Generalist"""" than Engineer, but apart from that thats p fine
Medic is one of the most fun classes to play once you understand how the game and mechanics work.
I enjoy Medic, Soldier and Demo the most and find Spy most frustrating.
It's strange that you put Engineer above Heavy (and maybe even Pyro) when you point out the main flaw the class has that prevents it from being run more: time.
6s has always been a fast-paced, highly mobile format, and the Engineer not only is slow, but has no tools to get to a midfight quickly (like Heavy's GRU, and Pyro's Thermal Thruster) nor has any business getting in one, with his viability being only limited to last-point holds, and the weapons who could make his turtling power even stronger, like the Wrangler and the Rescue Ranger, are banned in order to prevent an Engineer's holding power to be ridiculously strong. Even weapons that help his full-time viability, like the Gunslinger (more health, minisentry), Pomson 6000 (reducing enemy med's uber plus spammable projectile with unlimited ammo), and the Fronter Justice (by getting crits off the bodies the enemy team throw on last against your sentry and then pushing onwards), simply aren't enough because of the Engineer being simply a slower Scout with 25 more health.
Otherwise, the chart seems accurate enough.
Well, I wasn't speaking just in terms of 6s, I meant all-around viability.
If we're talking solely 6s, then Heavy would run over Engineer, easy. But when you take HL and pubs into account, Engineer edges out Heavy just a little bit based on map control capabilities.
I've always been kind of curious as to how Medic is considered a Generalist if you don't mind explaining, at least compared to Scout, Demo and Soldier. Since Medic is exclusively set to healing and lacks mobility options outside of a few options from said healing a scout and the quick fix. I though generalist were ones that were great on putting out damage wither defensively or offensively and could get around the map quickly to either attack or defend when needed. Medic felt more like a specialist that's just run full time because of what the character does.
Team with more health and better ubers win.
Just because Medic doesn't deal damage to the enemy doesn't mean that his ability to undo previously-dealt damage and add a buffer of anti-damage health to teammates is somehow not valuable in literally every single situation.
The Generalist/Specialist scale is based on how "generally applicable" classes are. Those are the words Robin Walker used that gave birth to classes being referred to as Generalists and Specialists.
In terms of general applicability, healing and ubers will always be applicable. On the opposite end of the scale, Spy has very little general applicability, but does have specialized utility.
I mean, still really depends on Teams DM skill. Good medic will not make a team with bad dm win anything.
What I've learned from 6's is, no matter how good your medic is, if you scouts don't hit shots in mid, you'll lose the mid.
I assume improper use of the provided APIs.
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