• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
    8,672 replies, posted
BUT THERE IS A WORLD OUTSIDE 6'S.
I don't like the new Darwin's Danger Shield anymore. Turns out that not being able to screw up Sniper's aim continuously with afterburn from flares is kind of a big deal when he's good enough to lock you down completely and you can't get anywhere. I feel like this is how Pyros felt when the Chargin' Targe had afterburn immunity during Gun Mettle.
It does blow when your pop and uber and have to decide if your going to attack the enemy team and try to kill most of them off, or focus most of the uber on the sentry that now has 3x the health because the engineer pooped out his wrangler. You can blow most, if not all of your clip on demoman just to focus down a wrangled Lv3 sentry. Uber's aren't something you can pop whenever you want now...
>There is a reason it's banned in 6s that reason being 6s is played on 5cp maps which can't suffer actually useful defensive options because defense breaks the gamemode tl;dr same reason disciplinary action and quick fix is banned in 6s
And you quite literally ignored what I said outside: That it is a problem outside of 6s aswell, the intensity of said problem is not as bad, but it's still a problematic weapon through and through because of arguments stated numerous times.
the worst way to argue is to hyperfixate on a point you disagree with while ignoring the entire rest of what is said
Someone on reddit's posting a screenshot of Asteroid every day until it's added to official servers, and the moderators are tolerating it as long as it's a different picture each day. https://www.reddit.com/r/tf2/comments/8p8ek0/i_post_a_picture_of_rd_asteroid_for_every_day/
In my posts I literally explained exactly why Engineer is underpowered in pubs - Takes too much time to set up, has insanely low health, too reliant on teammates to even contribute, the lowest base health of any class, and has multiple buildings that he can't protect by himself, meaning if, say, a Spy is sapping his teleporter nearby, he has to give up the tele to keep the Sentry alive from the Spy or a random Demo with ammo, or lose it for no reason other than not being able to multi-task - and yet you not only ignore that, you also hypocritically complain about "lol just ignore *valid* arguments" like you're oh so clever. This is why it's almost impossible to have actual fruitful discussion. You fixated on my comment that Engineer is weak so much that you blinded yourself with the idea that "well no you're wrong!! he's fine!! you're just RIDICULOUS for thinking he isn't fine!!! he's fine in pubs because i say so and you're crazy for not having the same opinion!!!". I said it before and I'll say it again, maybe this time it'll get through to you: Just because you don't personally have a problem with a balance issue, that doesn't mean it doesn't exist. I don't know what kind of servers you play in, not like you try to elaborate on that anyways so it doesn't matter. You just keep saying "nah engie's fine because i said so. you're dumb engie is fine". I've been playing this game for over 4,800 hours, and I still routinely play, I would like to think my experiences in pubs with actual players that have skill would warrant my discussion of balance some actual credence, but when anybody can say oh I'm a plat 6s player and i used to date m4risa, I guess it won't.
My brother gave my his entire collection of misc and strange weapons. I think he truly believes I can improve, or at least do better than him. I'm still salty because he defeated me 20-3 on a Sniper MGE duel one time, and he remembers it to this very day.
Engineer's viability changes from map to map. Too much time to setup is a legit complaint in gamemodes such as koth of 5cp - which is something I entirely agree on. Engineer is jarring to play in 5cp and koth(koth being a little bit more special given the dominance minis have in that gamemode). Engineer is not viable there, that's the entire reason why Id love a speed pad as a Teleporter replacement, or Mini-Dispenser. The rest are fair downsides to his incredibly powerful abilities, teleporters, sentries, dispensers. These are all super powerful tools in Attack Defense and Payload - specifically Payload. I take issue in you seemingly generalizing Engineer's viability over the entire game, even though it's entirely different from gamemode to gamemode. Second of all: Stop being so offended and doing childish shit on the level of imitating someone in a silly voice. It really makes you look like an absolute baby. The Servers I played on were both Community Servers with relatively competent people - THG and GHQ, latter being sadly dead. My bias is likely coming from the fact that THG primarily plays Payload, and the tryhard server sometimes 5cp. I constantly see Engie's thrive there, given - you know - he is pretty good there thanks to the tools given. You, as far as I know, never made a difference between pub engie in A/D and PL, or pub engie in koth and 5cp, which is why I was so incredibly irritated given Engie is very much powerful in Payload and AD, for reasons, once again, already stated. Mellow down, because atleast we both agree that he is gobshite outside of Last in 5cp and could probably benefit from a speedpad and mini dispenser, no?
"takes too much time to set up" Irrelevant to defense situations where he has setup time, and he usually has plenty of time to back up to the next defensive position. In gamemodes too fast for this like 5cp and koth, he has the jag and the gun slinger which regardless of its current status in comp is absolutely viable in pub play. Set up time isn't something that's trivial, and if the enemy pushes up too fast you might not be able to make a strong hold, but you should be able to predict this and plan accordingly, finding a defensive position you have enough time to set up in before the enemy arrives. "has insanely low health" "the lowest base health of any class" This is a silly exaggeration, he has the same health as scout. Considering he's not SUPPOSED to be up in the frontline landing sick meatshots, and he's supposed to be back supporting his team and staying close enough to his dispenser to top him off when he takes spam damage, it's really not a big deal. For situations where you do have to be in the thick of things, the gunslinger buffs his health and forces enemies to target a texan and a little shooty boi at once, which increases his survivability further (players often ignore the engineer to kill the mini, giving him a couple more seconds to take them down) " too reliant on teammates to even contribute" In situations where your team is bad, engineer has options for that too. The gunslinger is specifically designed to make engineer more independent. You can get work done on your own when you're effectively a slow scout with infinitely regenerating health and ammunition, and an aimbot shaving health off of everything in your LOS. And of course in any hypothetical where your team is bad, the enemy team ought to be bad too, because otherwise the balance problem is not that the engineer is a poor class, but that the teams are unbalanced. None of these things you're bringing up are trivial, they change how engineer is played. Engineer has to manage set up time, and make sure that he has enough time to set up in his next position. He can't go running straight into a choke because of his low health, he needs to play more defensively than most classes. He needs to gauge how good his teammates are and base his loadout/strategy around that. But if you think that these are insurmountable challenges that make engineer inherently weak, you're probably just a bad engineer. Engi has many options to deal with these challenges. I mean shit these problems are basically the same ones that medic faces, and medic is literally the most powerful class in the game hands down. The entire argument that engineer is "weak in pubs" is such a weird one. Like, to an extent, NOTHING is weak in pubs. You could get away with almost anything. Even if engineer WERE underpowered it almost wouldn't matter in pubs because you're playing against potatoes anyway.
We're working on a mandatory update for Team Fortress 2. The notes for the update are below. It should be ready soon. Thanks. -Eric ====================== - Several fixes to address exploits and stability issues - Fixed server crash related to the CTriggerAddTFPlayerCondition map entity - Fixed client crash when playing Mann vs. Machine - Fixed client crash on exit - Fixed Scouts not being able to pick-up the Sandman's baseball  - Fixed broken Unusual effects for the Exquisite Rack, the Stainless Pot, and the Universal Translator - Fixed broken Strange Filter store images for Brimstone, Maple Ridge Event, and Pit of Death - Updated r_screenoverlay command to accept '0' as well as 'off' to disable overlays. This fixes some community mods that were incorrectly expecting 0 to disable the overlay, resulting in unexpected behavior. - Added "Reset All Achievements" button to the Achievements dialog          - A small number of achievements are based on player stats and will be awarded again when Team Fortress 2 is restarted unless the player stats are also reset         - Resetting achievements will not allow you to receive achievement-based items multiple times - Players who consistently demonstrate a pattern of negative behavior in-game (based upon excessive reports from other players and several other factors) will now receive a temporary matchmaking ban - Added RGL.gg tournament medals - Added Copenhagen Games tournament medals - Added PURE League tournament medals - Added Beginnings 5 tournament medals - Added ozfortress Season 22 tournament medals
+"GameUI_Disconnect_TooManyCommands" "Issued too many commands to server." Hope they stopped the lagbots once and for all.
Oh wow, a reset all achievements button? Never thought they would add something like that! Sounds like a delightful way to relieve those past moments.
hooray, lagbots are dead
>the worst way is pineapple on pizza checkmate round earthers
I never understood the outrage about Asteroid. It's a gimmicky and not very fun map. Once it gets added people would play it for maybe a week until it gets shoved into the alternative map dungeon with watergate and doomsday. At least Cactus Canyon has the benefit of being a payload map.
Glad the Sandman is finallt fixed. Hope my report helped. The weapon was pretty bad with the nerf and the bug appearing in one of the 2018 patches.
I will be testing this tonight. I have been the main target of this stuff from the beginning, and I am really hoping I can play TF2 again. I miss it so much.
First in-game competitive match... We fought against a team of six bots.
MvM 6s
Report 'em all and watch your cred slowly expand on the main menu
Would it be bad if each end of a teleporter could be upgraded a max of 1 level but then when you lose one, it doesn't completely fuck over the upgrade progress? Or at least make it where if one dies or is destroyed by the Engy, it only removes a portion of the upgrade progress instead of reverting it to an idiot speedbump where the scouts and pyros sumo wrestle for 20 seconds until it charges and takes them through.
and you ignored my point prior to that. I understand why stuff is banned in 6's as the flow and meta of the game in 6's is completely different than in regular/casual games, but my point about the wrangler, as it is now, is still valid (if you re.read my post, you'll understand). he game suffers greatly if balance is done only by lowering skill ceilings, but comp-focused approachs aren't good either. 6's has its own way to balance the game by banning weapons and classes, so wrangler senties aren't an issue there. I am not a comp player and as such my experience is completely out of the format, but for as long as i've played i can tell you that wrangled sentries, much like direct hit soldiers, are organically balanced out in casual/regular play by the human factor that enforces them(human factor that isn't an issue in 6's where everyone has a higher level of skill). unlike stuff like minisentries, a wrangler sentry relies not only on the engie's awareness of the map and support from his team, much like a heavy-medic combo can't take entire teams on their own - and if they do, their fall often brings down the rest of the team with them. in casual matches where you're faced with 6-8 different attackers a 900hp sentry is as good as the engie controlling it and the team, and it barely gets the job done if its left alone to face those 4-6 attackers.
Alright, place your bets. When's the next Major Update coming out? Rate Winner for June Rate Lucky for July Rate Big Woop for August or later One winner will be selected for the right answer and will receive a Strange Pocket Santa, because Christmas in July (which is when I hope the update drops).
what the fuck? it's already summer? it's already time for us to expect another major update? it feels like JI was just a few weeks ago...
Bans via excessive reports? Oh boy. Que famous esports players wondering on stream why they've been banned after steamrolling enough.
Legit people getting report banned doesn't happen in CSGO afaik. Also the fourth anniversary of the last June major update, Love and War is coming up.
And that's why there are "several other factors"
Valve, you'll never build trust with your consumers if you spout bald-faced lies about zero content curation and then remove gems like Asset Flip Simulator.
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