TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
8,672 replies, posted
Happened with last hugs.tf medals aswell. I received 2, deleted one.
Played 3 games so far today, first one had a dude called nullifiedcat on granary who insta-capped, had aimbot and spammed the chat saying they'll take the server down if they're kicked. Second one on gorge had two lagbots, third one was a fun game on badwater where two lagbots entered the second round.
so...not so good.
My take on this would be something like this, taking the base game instead of the comp scene:
Generalist <-Soldier - demo - scout - pyro || Medic || Heavy - Engineer - sniper - Spy-> Specialist
Generalist are focused on burst damage and mobility, able to tackle any situation but unable to excel at them without support. Specialists being able to excel in specific scenarios on their own thanks to their class perks but unable to shine outside these scenarios.
Medic on neither side, as his support alone can boost both sides effectively, unable to be effective on its own.
Depends on whether Generalism vs. Specialism is about the place in a competitive team's composition, or in terms of just how strong and varied they can be.
In terms of actual team composition, what class can be the most useful, I'd say:
Top tier Bottom Tier
Medic - Scout - Soldier - Sniper - Demoman - Pyro - Engineer - Spy - Heavy
Medic is almost mandatory because his healing and ubers/kritz are so integral to gameplay. Scout has high damage, high mobility, multiple different methods of reaching their primary objective (making picks, providing covering damage, harassing important picks such as Sniper and Medic, and insane objective control), and has very little counters outside of niche picks (Engineer). Soldier is in a similar position, but is much more easily countered and has to give up mobility or outplay their counters. Sniper has the highest DPS of any class in the game and, can uncontested, solo carry, but in 6s it's much harder for him to control due to so many classes having high mobility and good ranged damage. Demoman is in a similar position, but also requires much higher precision and is much more compromised at close range. Pyro provides an insane amount of utility in countering Soldiers and Demomen, neutralizing ubers, harassing important picks with the Flare Gun or Detonator, and providing decent close-range damage that punishes bad positioning, but doesn't have enough damage beyond short range to be useful over the other DPS picks. Engineer has strong utility and high mid-range damage thanks to his teleporters, dispensers, and minis, but is a very bad pick outside of KOTH maps due to how often the map's layout changes. Spy is an excellent class for gathering info, but he's so easy to outplay these days that he isn't worth it unless he's a pro Spy, and even then he'd probably be better off with the higher speed and more utility in backcapping of the Scout. Heavy is just bad in his current state. He's too slow, too easy to focus down and kill on 5cp maps, too easy to outplay and counter (just keep moving), and is countered by pretty much every top tier pick - loses to ubers (obviously), loses to a Scout of equal skill, loses to a Soldier that can out-position him, and loses hard to Sniper and Demoman.
Medic will always be more generally-applicable than any other class in the game, regardless of where the game is being played. Assuming teams of otherwise-equal skill, the team with the Medic will always win. Heals, overheal and uber are always good, there is nothing "specialist" about that.
I took every part of the game into account, but if we're talking solely pubs:
Heavy and Pyro should switch places, pub Heavy is really fucking strong and hard-counters Pyros while soft-countering other flankers
Demo is still better than Soldier in terms of sheer damage output and mobility, he just has a higher skill floor for effectiveness.
Engineer is definitely more influential and powerful in pubs (read: generally applicable) than Pyro, especially since he can be stacked. Pyro being in Generalist at all still straight-up does not make sense.
it is an interesting aspect of both classes. they can actively switch places depending on specific scenarios.
a Pyro can become an specialist and actively defend building, counter spies and provide area denial at the same time she can become a roamer and effectively flank other classes as he can deal a good amount of burst damage, but it will get detroyed by other generalists and specially by competent specialists (a heavy can counter a pyro only if he gets to attack first tho).
heavies excel at defense purely because heavies are meant to end fights, not start them. A heavy can't handle firefights on its own due its poor mobility and high profile. he's only second to medic when it comes to focus fire, and will die even faster than othe classes as he has to commit 100% to any attack he performs. however, if supported (and specially if supported by a medic) heavy becomes a hard counter to almost everything - and unlike other classes he becomes exponentially more dangerous the more heavy you can stack at any given moment.
What class uses the Panic Attack the best?
Engineer with Wrangler and a Spy problem, Pyro with Degreaser/Powerjack, Soldier if you aren't accurate enough to hit enemies up with your RL and thus can't efficiently use RS.
I'd say either Soldier or Engie. It's an excellent finishing tool and out-damages the Stock Shotgun at close range (which, let's be honest, is when Engie is gonna be using it).
It's fine on Pyro (gets less use out of it than Soldier because it's most effective at close range and Pyro isn't exactly hurting for close-range tools) and it's fun enough for meme loadouts on Heavy.
Why delete it?
Engineer maybe? Other classes might not benefit much with the shotguns as much as Engi does and being able to quickly deal with spies with Panic Attack is pretty important.
There is actually a work around to make new accounts on AVA.
I don't really want the same item twice.
If you ignore me in that scenario that would mean you would (almost) never ignore my posts.
The Gaelic Glutton got an update
https://steamuserimages-a.akamaihd.net/ugc/928183041813697153/179AD031E556A721AAB33676EC88A54CE0521539/
I've been toying with the DF/Panic attack of lately. Its not a particulary great combo, but it has its uses. the fixed spread does wonders harrasing people from mid range and it does well to compensate the downtime that occurs after a DF airblast(thank god the DF can recharge pasively).
still hoping for a small buff for the DF Airblast, either have it recover faster after a teammate has been extinguish or after a sucessful reflect, or hell, give it twice the strengh of the stock's airblast and have it send scouts to orbit.
I just wish it wasn't so god damn hard to get the "bonus" damage with the thing.
I really would like to use the DF because of it's precision(skill)-based primary fire, but the major hangup I have is indeed with the airblast. It's not the fact that the airblast fire rate is slower than all the other flamethrowers, because that is a mechanic that can be adjusted for, required you to choose your airblasts wisely (Backburner). It's the fact that the airblast secondary is directly paired to the DF's primary fire. That crucial timing mechanic required by the slower airblast speed is thrown completely out the window once you're in a combat situation that necessitates your primary fire.
That window of time between your last attack and the airblast that you need ideally immediately (assuming you weren't already spamming airblasts and thus incurred the cooldown) will vary to an amount that I would go as far as to call uncontrollable in a situation where reflex and game knowledge would normally reward you with any other flamethrower via a split-second airblast.
I think the DF is a strange conundrum in this way, because while the primary fire encourages skillful play and higher precision, it's airblast suffers from a varying level of accountability which sort of throws half of the 'skillthrower' concept into the bin.
As for a proposal, let me clarify: I'm not proposing the airblast be given overall increased speed, nor would I want the primary fire changed in any way. Instead, I would love to see the two firing modes unlinked in their recharge rate , but still have the airblast require recharge based on successful reflects/extinguishes as Metaru suggests. To me, I would describe handling the current DF like the strange switch-to/switch-off animations of the Thermal Thruster - jarring and slightly unwieldy.
What's up with these lagbots that are flooding valve servers? Are they fucking valve servers for a purpose, or are they just doing it for a laugh?
Valve announced that they will get ddos protection on their servers so some weeb russian guy made lagbots just to enjoy ddosing till this gets fixed.
long story short, russians.
https://i.imgur.com/KudlEFC.png
you can avert the downtime as of now using the RS or the Panic attack. as of now, the DF is king in 1v1 even agaisnt other pyros, but handing crowds can be extremely risky.
other pyros gonna mouse2 your extremely-predictable 75x1.35 dmg back in your face even in the odd chance that you never miss the new DF.
you're not every pyro.
source: I'm the other pyro.
all you had to do was follow the damn payload
i accidentally kept using my strange ambassador after the last post I made about it
this is the FINAL FORM of my strange ambassador, at the perfect number
https://i.imgur.com/rsHAoFk.png
it will live on in my heart/inventory forever
this is the song its named after, if anyone's curious
https://www.youtube.com/watch?v=AE-BSdHiId8
AFAIK it's not DDoSing, the server just reacts really horribly to doing a certain thing every tick. There's a AHK script and CFG that was recently released to accomplish this which is likely why there's been a sudden influx.
this is called ddosing.
If you insist on calling it that, then just call it a DoS attack because it's usually only one player that's affecting the server. (DDoS implies multiple attackers to the same target).
I would just keep the second one, and repaint it a different color.
Sorry, you need to Log In to post a reply to this thread.