• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
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[QUOTE=Contra132;53097322]Shut up, ASIC. Nobody asked for your opinion.[/QUOTE] The base chance of that happening starts at 15%, and scales up to 60% depending on [del]damage[/del] discussions done with in the last 20 [del]seconds[/del] hours. [highlight](User was banned for this post ("Shitpost" - Kiwi))[/highlight]
It's so cool ganging up on one person over an opinion I wish I could be as cool as you guys
[QUOTE=Zadrave;53097454]It's so cool ganging up on one person over an opinion I wish I could be as cool as you guys[/QUOTE] Nothing's more cooler than admitting that something is flawed and should be remedied instead of trying to go in circles asking the same question over and over.
what is even the definition of a "shitpost"? is it trying to stir needless reactions? i feel many posts fulfill that by now
when did thread get renamed
[QUOTE=Hell-met;53097470]what is even the definition of a "shitpost"?[/QUOTE] everything in the TF2 corner of the internet when there's no updates
It's like with each post he's fishing for a random crit in hopes of winning the argument that he has no hopes of success for.
let's talk about TF2 maybe What's the most underutilized/niche loadout you guys have come up with? I figured that, since the quickybomb launcher is sort of a GL/Sticky mix, you really don't want to equip a grenade launcher with it, it's just redundant. So I always use the quickiebomb launcher with the Base Jumper. The increased projectile speed and range works great for raining sticky death from above. I don't see anybody else ever doing this though.
[QUOTE=Mort Stroodle;53097480]let's talk about TF2 maybe What's the most underutilized/niche loadout you guys have come up with? I figured that, since the quickybomb launcher is sort of a GL/Sticky mix, you really don't want to equip a grenade launcher with it, it's just redundant. So I always use the quickiebomb launcher with the Base Jumper. The increased projectile speed and range works great for raining sticky death from above. I don't see anybody else ever doing this though.[/QUOTE] the first version of quickie was amazing, now it just had to take the shitter route and get ruined by attributes nobody ever asked for
i think im just too burned out to recover, even after Ji.The game just isnt fun on gameplay alone anymore to me. Anyone else feel this way? Comp seems too little too late. I might sell my inventory, hopefully I dont regret it later.
There is no "too late" and Warframe is the perfect example of that.
I think the title change will only make people want to comment on the topic further. In my opinion, the best course of action would be to have a separate thread for the discussion so both sides could continue to argue while sparing those that wish to move on. However, I assume the mods want to avoid filling the merged "Valve Games" board with more TF2 threads as it will overshadow the other games and result in it becoming the "TF2 Board v2."
[QUOTE=Gentleman Cat;53097465]Nothing's more cooler than admitting that something is flawed and should be remedied instead of trying to go in circles asking the same question over and over.[/QUOTE] I don't think anybody really pointed out any issues that didn't really boil down to "I don't like random crits" (or similar). If there was anyone was going in circles, it wasn't me.
Getting killed by random crits is annoying, from a purely business perspective random crits should go if valve wants f2ps to stick around longer.
[QUOTE=Fluury;53097540]There is no "too late" and Warframe is the perfect example of that.[/QUOTE] good point, i just hope people didnt forget about it.
[QUOTE=ASIC;53097551]I don't think anybody really pointed out any issues that didn't really boil down to "I don't like random crits" (or similar).[/quote]Congratulations, you deliberately misinterpreted what we're trying to hammer into your skull if you think statements of facts are actually opinions derived from said facts. You've done nothing to sway anyone ever other than pointing at entirely different entities with no tangible explanation to even [i]attempt[/i] to bridge the gap of differences. Instead all you've done is paint a pretty picture about how you like random crits because you're self-admitted to being bad at videogames. Which in itself is fine, but you're missing the whole point of the conversation since it's about competition -- people who aren't bad at videogames -- so even your shallow justification does not hold up. [QUOTE=ASIC;53097551]If there was anyone was going in circles, it wasn't me.[/QUOTE] People are running circles around you. If you weren't completely stationary and refusing to so much as do gruntwork yourself, the conversation would've ended ages ago but you can't seem to understand why people in general don't like it when drastic things are outside of their realm of control, doubly so when it's in a setting explicitly for testing raw skill and planning.
[QUOTE=Mort Stroodle;53097480]let's talk about TF2 maybe What's the most underutilized/niche loadout you guys have come up with? I figured that, since the quickybomb launcher is sort of a GL/Sticky mix, you really don't want to equip a grenade launcher with it, it's just redundant. So I always use the quickiebomb launcher with the Base Jumper. The increased projectile speed and range works great for raining sticky death from above. I don't see anybody else ever doing this though.[/QUOTE] every now and then I'll use the Base Jumper with the Cow Mangler and just gently float through the air, sniping unaware Snipers and Engineers from miles away with the charge shot most of the time I just get bodyshot out of the air, but boy, on the times that it works, it's something special
It takes two to argue and this is going nowhere so please fucking take this to PMs, nobody wants to hear this shit
A. Nobody is even arguing anymore, and B. Making posts about how annoying the arguing is does literally nothing and in fact might encourage the people to keep arguing so consider next time trying to talk about another topic instead
so how about them gunboatless rocket jumps i'm starting to get comfortable doing them when a fight starts turning tits-up
-snip, not worth it-
The Quickie Launcher is alright. Decent for a roaming Demo with Booties playstyle, but you'd be better off running the Sticky Jumper and pipes for that. My main gripe with the weapon is that it doesn't really bring anything new to the table. The only things it has going for it are slightly faster Sticky det (which usually isn't even needed) and being able to sticky-snipe better. I WANT to like the weapon, but it just ends up playing the exact same as the stock Sticky Launcher except you have no ammo and do less damage and fucking suck at doing your job of denying area and spamming. the first iteration of the weapon was better, methinks.
-snip- bad reading
[QUOTE=Mort Stroodle;53097480]let's talk about TF2 maybe What's the most underutilized/niche loadout you guys have come up with? I figured that, since the quickybomb launcher is sort of a GL/Sticky mix, you really don't want to equip a grenade launcher with it, it's just redundant. So I always use the quickiebomb launcher with the Base Jumper. The increased projectile speed and range works great for raining sticky death from above. I don't see anybody else ever doing this though.[/QUOTE] I like going Huntsman sniper with the Danger Shield and Shahanshah to bully pyros. It's surprisingly effective and if you whiff your arrows just charge them with the Shahanshah for a two-hit kill. The 1/100 pyros who can actually reflect your arrow and hit you with it are worth the risk.
My personal gripe with the Quickie Launcher, balance-wise, is that it can destroy other enemy stickybombs. That, in my opinion, should be an ability kept only for the Scottish Resistance, as it directly counters such weapon and the Scottish Resistance isn't exactly that great, either.
I never really got why ScoRes destroys enemy stickybombs. The entire point is that it's supposed to be used for making big traps, not for pushing into enemy traps. I think it makes more sense on quickiebomb, quickiebomb is actually meant to be used aggressively.
[QUOTE=Mort Stroodle;53097841]I never really got why ScoRes destroys enemy stickybombs. The entire point is that it's supposed to be used for making big traps, not for pushing into enemy traps. I think it makes more sense on quickiebomb, quickiebomb is actually meant to be used aggressively.[/QUOTE] If I had to guess, they just wanted to tack on a special gimmick in order to making it stand out a little more...
the demoman's update was entirely centered around easing the complaints about stock stickies. charging targe resisting explosives charging targe being able to quickly get into a sticky demo's bubble charging targe replacing the stickybomb launcher (so less of them on the field) and scores having anti-sticky capability
[QUOTE=Hell-met;53097867]the demoman's update was entirely centered around easing the complaints about stock stickies. charging targe resisting explosives charging targe being able to quickly get into a sticky demo's bubble charging targe replacing the stickybomb launcher (so less of them on the field) and scores having anti-sticky capability[/QUOTE] Ah... They ever mention why Demomen specifically got the "Demo Knight" weapons? Demo being normally pretty weak in close combat since his two main guns are explosive base, it feels odd he'd get the melee weapon set ups over say a class like Pyro, who generally specializes in close combat fights... This is legitmently something I've been wondering since the Demo Knight set ups came out years up years ago...
[QUOTE=Mort Stroodle;53097841]I never really got why ScoRes destroys enemy stickybombs. The entire point is that it's supposed to be used for making big traps, not for pushing into enemy traps. I think it makes more sense on quickiebomb, quickiebomb is actually meant to be used aggressively.[/QUOTE] On-launch, the ScoRes didn't have the faster firing rate that it has now. It also had a prime timer of .6 seconds compared to the .8 seconds we have now. It also didn't detonate stickies near feet, instead requiring demomen to look at their bombs to get a jump out of them. Honestly the thing is a mishmash of stats that don't seem to be serving a coherent purpose unless you play in a super specific playstyle which winds up limiting the weapon's use since people want to do more than hang back and wait for people to wander into your traps. And even then, the destruction of enemy mines is just kinda...there. Sure it gives you a little bit of use for the thing on offense, but the priming time is so extreme that you're better off just using stock and shoving them away instead. ScoRes is in a weird spot because you don't really want it to be too strong at trapping because people don't find it terribly engaging to fight against someone who lies in wait for 1 poor schmuck to waltz into the perfect position to get overkilled, but at the same time it's so passive that he doesn't get that much done and if he tries to get anything done with it he's quickly and easily overrun anyway. I've said it time and again, but the ScoRes really was a sticky launcher designed for grenade launcher-favoring demomen when the WAR was released. That's really the only playstyle that seems to get modest success, but even then it's kinda janky. When you compare with the other GL-centric loadouts, you get the Targe as the mobile tank with occasional melee picks, there's the Tide Turner for trimp jumpers, and then there's the stickyjumper for absolute mobility. Meanwhile the ScoRes offers the ability to lay down minefields and traps for during grenade combat, but it takes so long that you're probably not getting results with that sort of play anywhere unless your team already controls that space and/or are on defense.
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