TF2 Thread

Because the last one lasted so long. Bitch about the modern state of TF2 and Valve's jewery, post loadouts and maybe even play the game. Last thread I made a group devouted to stomping hightower DMfest autism and general TF2 shit but then the thread died so here it is again

steamcommunity.com/groups/rwingengiesquad

Other urls found in this thread:

wiki.teamfortress.com/w/index.php?title=Damage&redirect=no#Distance_and_randomness_modifier
twitter.com/SFWRedditGifs

People whining about hats are poor and irish and have bad hats

I'll just repost this from the last thread cause I'm too lazy to type it again.

(checked)
Also you can pereten as Gibus player (with spy) - watch on the wall or trying goes in to wall like high pinged player.

i wonder if i could pretend to be a friendly heavy and then lure people into a false sense of security before murdering them

most people still kill friendlies but on the off chance you tun into somebody who doesn't you could probably do this, even if it only works once

Shit game. Generalists are far too good at everything to be considered just generalists or to warrant Specialists.
Why play Engy or Heavy for area denial when Demo does that and so much more?

The only mystery of TF2 is why the Scout even makes it to the meta.
A Soldier and a Scout turn a corner and run into each other, who do you think is going to survive the fight? Obviously, it's the class with the best close range damage and highest mobility in the game: Soldier. because he also gets more health and splash damage.

The only way the game could be fixed as if Soldiers and Demos had a "clip size" of a single rocket\grenade (which isn't possible because muh pogo jumping) or if their damage was severely reduced to something like 50 per rocket, so the "AoE damage" part of their role was the thing they exceled at.
If the Soldier did 50 damage with his rocket but hit 3 people, it would stack to 150, meaning his role would be well defined and not overlap with any other class (the demo would be the same but shorter range and safer since he can bounce them).

Also, friendly reminder that the Demo could have had his stickies fixed so they weren't the crutch they often are, but Valve listened to the whiners and reverted their change because "how can I kill sentries if my stickies aren't at full damage until they land?" despite the fact that the Soldier has a mechanic specifically to cause the same damage to sentries and that said mechanic could be imported so Demo could blow sentries as usual but not backpedal+stickie as he often does.

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General problem of demoman is a here no damage falloff for Grenades/stickies.

How come the tf2 characters have the most cameos in the whole steam library? is tf2 becoming the new super mario?

OH NON

I don't see anything wrong with friendlies or just fucking around as long as everyone is on board with it. If I join a game and the whole server is just messing around I'm not going to be the one autist trying to play the objective by myself and kill everyone. But if it's just two or three people trying to make everyone be friendly I've got no problem killing them.
If everyone jumps on board with being friendly I will too, but if it isn't happening people need to just go back to playing the game or try a different server.

Engie does Area Denial without having to worry about it. Demo has to be there putting down stickies and timing them right. A well-placed Sentry provides automatic area denial. And if it's being moved up in a Payload map it helps to secure the areas you've already captured, and force the enemy back. Engie also has teleporters which are incredibly useful, and Dispensers which make a lot of difference. Demo can't move people to the frontlines or heal them.
Heavy is shit I'll give you that.
But it's the other way around. Two shots from a scattergun is enough to kill a lot of classes at very close range, and any Scout who isn't a retard can easily jump and strafe to avoid rockets and still keep their gun trained on the Soldier. The only advantage the Soldier has is predicting where the Scout is going to land and shooting before he does, but if it's two players with the same skill level then it's still a pretty equal fight.
It isn't possible because it would make them incredibly weak. If they had to reload after every shot they wouldn't be able to take down Sentries, any Pyro could easily predict a rocket and reflect it, anyone could rush you in melee or just do a whole lot of damage to you before you can even get another shot off, and if you miss you're fucked. It would make Demo and Soldier the weakest classes in the game by a mile. It's got nothing to do with pogo-jumping.
50 damage per rocket would mean that the Soldier would have to use three rockets to kill a Scout. To kill a Heavy it would be 6 or more if he has overheals.
Larger splash isn't enough to justify nerfing damage, because people don't bunch up close enough for that to be effective. At most you'd be lucky if two people happened to be next to each other, but as soon as they saw a Soldier they'd just move away to avoid the splash. Unless you make the splash area enormous, which would make the Soldier unbalanced in another way, this won't work.
If you have a clear shot at a sentry you should be using pipes, it's not hard to hit a large stationary target. The Loch n' Load exists exactly for this purpose. Stickies are only for difficult shots or trying to hit the Sentry without being hit yourself. You shouldn't have to be packpedaling unless someone tries to fight you off, in which case it's probably better to just wait for an uber or another demo/soldier to help.

How can we repair Heavy?

Faster spin-rate? Lower damage falloff?

Give him 400 health. 550 + 50 from dakolas bar or Fishcake if you are a man of true taste would be a force to be reckoned with while at the same time still slow as shit, vulnerable to spies and dependant on a medic to tank. Would also make Natasha worth using with its damage resistance.

They're iconic, been around for a decade and are Valve's flagship title so Gaben feels okay using them in a lot of stuff.

The problem is it's not just the mechanics of the class that are an issue, but the fact that everyone prioritises the Heavy first. You can use the Fists of Steel to avoid being shot to death immediately, or a medic to try and keep you alive, but when you're a big, slow moving target you make yourself easy pickings for mobile classes.
Reducing the amount of knockback he takes from sentries would be one minor thing, or narrowing bullet spread slightly. I think spin-up time is fine as it is.

Giving him more health could be good, people would still target him but it would take more than a lucky random crit or pipe-spam to take him down, which gives the rest of the team a chance to push forward around him.

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Sorry m8 but Fortress Forever half dead, I wish here was a special event or something.

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The original actors did voice them, it was the director who made a shitty work.


Even though he stopped giving a shit about it?


I forgot that the comic writers never added that guy into the tf2 comics.

He'll probably appear in the last issue Or it will turn out the medic was the original TFC medic all along and he sold his soul to never age

TF2 has been the "Promotion" game for years. It's nothing new, and it's easy because you can put any old shit in the game and it's accepted because of the comedic, unrealistic nature of tf2. Some of it's good, and some of it's bad, but even if it's bad it just gets ignored. People don't care about preorder rewards any more though, and tf2 doesn't have the popularity it used to to make those items desirable, so I doubt there'll be any new games doing it.

I think they address it in the comics, someone mentions him as not being around any more, which is why the Classic mercs hired the Fortress medic. It would be nice to get a pay-off for him though.

Why bring up Heavy and Engi when the Pyro exists? What is he even supposed to be? What's his role?

He's half Engineer-buddy, checking for spies, reflecting projectiles and removing sappers with the right item. And half ambush/flanking class, designed to take advantage of flank routes and hit the enemy team from behind, then leave them to burn or be overwhelmed by your team.
Two competent Engies can do pretty much the exact same thing as an Engie and a Pybro, so they should focus on making him a true ambush class. Unfortunately, the only flamethrower that really incentivises that approach is the Backburner. Most of his secondary and melee are pretty versatile, and are just used for finishing off an enemy or classes with low health. A new flamethrower for ambushing, paired with a new secondary or melee that complements it would cement what his role is, instead of players just WM1'ing.

Let him crouch-walk and jump while firing his Minigun, and maybe give him a minor speed boost

t. Heavy main

So that leaves the civilian into a rotting corpse?

It's been like 2 years if I recall since we got promo items from other game, but I what mean are the tf2 characters have become recognizable enough to appear in other media?

Teleporters are really the main use the Engineer has. If all he could do was make teleporters he'd still be useful because if they're placed at all properly then it gives a huge boost in mobility.

Have a static damage resist when revving up the minigun

Kinda works but i'm afraid it will make the Heavy too tanky
They nerfed it after the Tough Shit update, with it only being active when the heavy is on near death (which meant that it's worth jackshit) on another note
Give the Brass Beast's damage reduction back and make the movement penalty only active when the heavy is firing it

WHY DID THEY NERFED IT FFS
Also make the FoS deal knockback on hit to make it even more worth using

I wish there were more Heavy mains
I prefer Heavies as my pockets since it actually made the Vaccinator + Crusader's Crossbow combo worth using, mainly because Heavy's high base health meant that he is really good at tanking hits (also meant more uber for you) and when the Vacc just can't give the health, pop an uber and give him a shot with the Crusader's Crossbow while the uber is still active (You can't possibly miss him, he is a giant russian bear). Problem is that Heavy mains are as rare as Medic mains nowadays, with most Pro MLG faggots going Demo or Soldier. But god is it so fucking satisfying shutting down demo & soldier mains and scunt mains with the Vaccinator.
t. Moodic main

Family Business is a worth using on heavy or all heavy mains prefer Sandwich?

>a shotgun that deals less damage, but fires slightly faster and has more shells per clip
or
>a medkit that can heal you fully that can also function as a medium healthkit for your teammates medic, and if you picked up a stray medkit when your health is full, you will bypass it's 20 second recharge
I don't know, make up your mind
The REAL question is
or

nigger

Sure thing stock. But if you fight Heavy vs Heavy or enemy Heavy pushing so hard you better pick Tomislav.

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That medic isn't even smug, just look at this expression, he's conveying intrigue or concern over something

Sorry, in Heavy vs Heavy fights, the Brass Beast will win everytime too bad it's shit in anyother situations

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It takes half a second longer to spin-up a brass beast, in which time a heavy with a stock minigun could have already done 200+ damage at close range. Against a tomislav heavy, being slightly faster than stock (and about 2x faster than the BB) it could deal ~250 damage at close range. Having the drastically shorter spin-up time is fatal against a class that destroys people within close proximity.

At mid ranges, the BB isn't quite as bad against stock, but against a tomislav it does poorly due to the tighter cone on the tomislav making its damage output more consistent than the BB heavy with the wider bullet spread (which is also not helped by a greater loss to mobility).

The only reason to use a shotgun on heavy is for achievements or if you're using the hu lung heater or whatever it's called. Then again, who would ever use that?

That's only useful in long range combat, in mid to close range it won't affect much, besides
Outside of heavy vs heavy it is the best gun but not when you fight another heavy.

In theory you would think it would be at least a close call but in game it is completely different. Also, you are aware that the BB allows the heavy to deal and take 20% more damage right? Cause you didn't even mention that in your post.

I didn't mention it because it's negligible in close range fights, as it only kicks in when you're under half HP. It reduces the damage from ~200 to ~190 for stock minigun or ~250 to ~230 for the tomislav. Not a huge difference, especially in interactions happening within less than 2 seconds. For the stock minigun heavy, they only need another 0.3 seconds (approx 120 damage) to kill the BB heavy that can only hope to do just under 200 damage in that time. For a tomislav heavy, they need 0.24 seconds to do 80 more damage, giving the BB heavy an even smaller window to do damage.

But yet again, this damage resistance does aid a bit more in mid-range engagements against a stock heavy, but the tomislav heavy doesn't need to worry too much due to their additional accuracy and loss of mobility of the BB heavy negating the loss in damage done per shot.

DUMB area denial. It takes time to lock on, provides a loud warning to it's presence and is limited in both range and positioning.
Compare a sentry to 5 stickies, both how long they take to set up, how well you can hide them and how easily the other team can deal with them.
The sentry might sound more effective, but it's easier to deal with as well and prone to failure very easily against competent teams, whereas just throwing stickies isn't.

And one rocket at close range is enough to kill a lot of classes as well. Not to mention peeking from cover and shooting is far more effective with rockets than with a scattergun.
A Scout going near a Soldier has a predictable route he can exploit and kill since the rocket starts hurting far more before the scattergun becomes a serious problem, and if he shows up already in close range, a single rocket ends the Scout while the Soldier can take a scatter shot to the face and live.

Yeah, I know. It's a way to do it but not a very good way since it limits their iconic movement and reduces their damage potential a lot.

Incorrect. It would mean that if people aren't bunching up together or taking stationary positions, you'd be better off with another class; which is the whole point of reducing the individual damage of each rocket but maybe even increase it's splash radius.
You pick Soldier\Demo to kill a lot of people at the same time when they group up and you pick Sniper\Spy\Scout to kill a single person at a time when they roam away from each other.
As it stands, picking a Sniper is suboptimal since any Soldier could just rocketjump to the target and drop a few random crits on their ass while being more mobile and able to defend himself.

Maybe 50 is too harsh, but 75 would perhaps do it. Hitting a pocket-duo would already neat 150, any other even more.
The point would be to create a niche where you can place the Soldier\Demo (hitting multiple people) so they can excell there and leave the other roles (area denial, close range combat) to other classes.

You also missed my point about the stickies. Many Demos start backpedalling and leaving stickies behind, making chasing them a dumb effort that will get you killed. But if you try to strafe around them or run away, they'll throw stickies where you're going and kill you anyway. At close range, a stickie is enough for most classes so even waiting for them to waste the entire clip and having to reload won't save you.

All of this was avoided temporarily with a nerf the stickies got, where after landing they still took a second or so before they could do full damage, but this was reverted because "how can I kill sentries if the Engy blows my stickies before they are at full damage?", something that had no reason to be an argument when the Soldier already has a mechanic that would solve that problem without keeping the stickies as such a crutch.

Goddamnit, they are both very good at their job but it's the way the deal the damage that makes them different. Stickies have the burst damage advantage but they could only be used once before setting them up again, making it shit against fast rushes. Meanwhile the sentry, while weak on it's own, can have the engy banging it (as long as he as metal) to repair it and fill it up with boolits and has the DPM and accuracy advantage.
HAHAHAHAHAHA
stop moving you fingers you ignorant twat, you clearly never played as a soldier before
Maybe in a tight, close quarters place it would, but if you haven't played the fucking game, most of the maps are played in huge, wide open spaces, thus making the scout having alot of leeway of dodging rockets. Also you're really underestimating the skill ceiling of scouts bucko
Jesus fuck, have you ever played this game

*giving the soldier rockets that dealt a pitiful 50 damage

This isn't the problem, the problem is he is the only one without damage falloff. That shitty feature is lazy 'balancing', it shouldnt exist at all

Did Syringe Gun have a falloff?

Does the sniper rifle has damage falloff?

It does right now but I don't know if it has always been there


No but his secondary does, and his primary has damage rampup. Demoman has no weapons with damage falloff other than donk balls which is an exception not the rule and explosion radius in general

Soldier doing 107 damage while clipping into an enemy but 106 damage 1 pixel furtheraway is stupid and entirely arbitrary, punishing the person who shoots first. If they didn't want spam to be as effective they could have made him do 80 damage per rocket or some other static shit. It just feels like more luck based variables piled on top of all the other shit like random crits. Of course being class based is going to be full of lucky situations where rock beats scissors but that feels like you are accomplishing a role instead of unfair so isn't to say I dislike all random elements

What's the thing with the gibus? It's apprently a meme now. I've been away for too long.

I assume they tried it in beta and got rid of it very quickly. Damage falloff for stickies would make stickytraps (the way stickies are intended to be used) effectively impossible and damage falloff for grenades would make rolling grenades a nightmare because it would be impossible to know how much damage they're going to do to you. It would be like sentries having damage falloff based on the distance between you and the engineer.

The problem is the tf2 team are fucking spineless, they nerf the damage on stickybombs and then literally provide a replacement stickybomb launcher with the downside of no traps but the same damage as the launcher pre nerf and they still cave to people bitching.

Frankly that's the entire story of the problems with tf2, the team is too fucking spineless and afraid of stepping on anyone's toes, heaven forbid we make "value" items like buds bills and maxes heads obtainable because if they do they'll upset the poor defenseless trader jews, because they are just such important members of the community that add so much to the game.

Are you fucking serious?
Seriously?
Here's a simple tl:dr for you to understand the what is damage ramp-up / fall-off since you had too many chromosomes to understand it

get the hint yet

Fucking this, also what some user from the last thread said about those cancerous comp-faggots who provided """"""""""balance""""""""""" advice to the tf2 team.
I'll be frank, the promotional items were actually limited so that TF2 players have the incentive to get the product which the TF2 team is promoting, adn the simple economic law is in effect here, with shit that were limited (and rare) of course it will be expensive. as for the old promotional hats not being able to be crafted again, it's from a bygone era of pre-F2P TF2, i guess that making them craftable will make some people upset about getting their hats before.
Funny thing is, keys are currently hiking up into unbelievable levels

Haven't played TF2 in years. Last time I was on it was hard to get a good game going because faggots would randomly stop in the middle of a match to trade or talk about hats even though there were dedicated servers for that shit.

Everybody has one and they're typically the first hat a player gets, barring the Mann Co. Cap if they're a good goy. "Sign of a bad player" except now worn ironically by decent ones.

They still are? I remember when they got from 3 to 10 ref.

Didnt notice any trading shit inside game. Steam groups/market are better place for trading than ingame. Most problems with this are gone.

More like 23-26

Hell of a lot of store items are actually less expensive to buy with real-money through the Mann Co. store or community market than they are from other players nowadays, provided you don't care about them not being genuine/strange/unusual.

Its literally called damage rampup in the TF2 wiki
wiki.teamfortress.com/w/index.php?title=Damage&redirect=no#Distance_and_randomness_modifier
And besides whether I am wrong or not in the scope of things this isn't my point, I don't think demoman should have damage falloff, I think it should be removed from the other classes

Actually don't post what I know is coming, I have misused literally they don't call it ramp up but you know what I mean when I call it ramp up, the damage increases so the damage ramps up the same as a sticky damage ramps up for five seconds, its just not relating to distance

Because you dont need overpay with keys inside game trading. Most traders are russians or EU and both suffer from their currency and steam + country taxation. Steam adjust % to USA dollar while group/kike traders just goes full retard and ask for 30-40% overpay with key or x1.5-x2 overpay with metal/items.

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How about fuck off.

Do you have a single fact to back that up

It appears that I am wrong, but I am fairly certain base afterburn damage was increased in meet your match.
HOWEVER you have no fucking right to complain considering you can sneeze at anyone and suddenly they cannot be healed whatsoever.

I like how it took Valve a whole fucking decade to figure out that they could make pyro's flamethrower a healing counter.


Last I checked it's only 25% reduction and needs the Pyro to be dealing damage directly. And this is after years of the class being massively fucked about precisely because of the sort of retards who use the phrase "W+M1".

No it's a reduction TO 25% regardless of healing method
Look at how broken this shit is

It's not even a complete negation. And good luck doing that when Valve still hasn't fixed the fucking particles for the flamer.
Did you read some user's spitballing of ideas and think it was fact?


w e w, you actually did.

Only direct damage affects healing and it only does so by 25% you tard. It still takes fucking forever to kill most classes, ESPECIALLY with a medic so anyone who's not a scout has no problem reducing him to a smoldering pile before that 25% even matters


If you actually played the game at all you'd know it doesnt matter at fucking all in practice, becuase pyro's damage is shit and their netcode is broken so if you have good ping you wont be able to actually hit them unless you are balls deep inside an enemy. Pyro will probably always remain shit becuase any time he gets the slightest advantage over the soldier/demo/scout/medic meta, dumbass people like you bitch and say they're overpowered

Until you take the other team into consideration, at which point it's not just their own merit that you gotta factor but how well the other team can deal with them.
It just so happens that sentries are piss easy to deal with for a decent skilled player, particularly because it's the main focus of Soldiers, while stickies give no warning and give no fucks where you place them.
Plus, compare how fast you can lay 8 stickies compared to building at least a lvl2 sentry and how easily and safely you can "relocate" that to the front afterwards.

Oh and do try to stand behind your sentry hammering it while under fire. AoE damage will chip away at your life forcing you to abandon your post or die and leave it alone. And placing a Dispenser nearby just means it will also take splash damage and be gone too.
Compare that to staying in a corner and pressing right click without even needing LoS and while you can still toss grenades.

Right, I should have seen the wiki before making that claim as I had the idea that close-range was a bit higher.
But so should you, because while close-range with it means 2 shots to kill a scout but he gets the same deal going with the scattergun for the soldier, the medium range damage is a huge difference, with the soldier still getting about half it's damage while the scout gets about 10%.
And do keep in mind that the scattegun does not juggle people around like rockets do, negating scouts supposed strength.

Such as? Because that's a blatant lie especialy because of every hitscan weapon like Heavy and Sniper having to be taken into account when designing maps, which leads to many close quarter corridors, corners and barreirs you can use for cover, where most of the fight happens anyway.

Have you actually read my post? The one-rocket idea could be a solution if it didn't gimped the Soldier so much, that I think anyone can agree with.
But lowering it's damage while increasing the splash effect, making him effective against groups of people but weak against single individuals, that's changing his role and turning him into a specialist so he doesn't overstep in other classes domain.

Then it's not working as intended and means a fix that screws pyro again is going to happen… eventually.

In any case, 75% loss only translates to 18 extra effective dps. That would be a small boost even if it wasn't conditional to being against a target that a medic is healing.

You're like a fucking muslim complaining about measured to the same standards as everyone else in western society. You make me ashamed to have formally been a pyro main.

Quality coding right there…

Honestly, they could make it so afterburning prevents all healing but medigun prevents all damage from afterburner.
That way, the Pyro would be a direct counter to a Medic but instead of having a damage boost, he'd remove an advantage from the other team that his own could exploit, while the Medic could stll prevent death from afterburner, as long as the Pyro is taken care of first.

u wot
Nigger, it's just shield resist from the Vacc, not ALL damage resistance effects. Have you even fucking played the game?

Also forgot to mention that not all healing is negated, just mediguns. Dispensers, sandviches, milk, etc all still heal normally. All this does is make him slightly better at fighting pockets.

Do explain how Pyros have any advantage against Heavies or Sentry Guns.


Do I have to repeat myself in pointing out that just means only an 18 effective dps increase?

Medic's in-combat heal is pretty weak, it's being able to use it over a long period of time (along with being the only reliable form of mobile healing in game) which makes it invaluable.

Hell what suggests would be far worse for Medics, and even then Medics would still be an obligatory pick.

Doesn't it affect Soldier's buff too? I mean, not like that many people use it but still.

The only advantage the pyro has is afterburn/not requiring even the slightest bit of aim. Pyro is pathetically easy, but that doesn't make him good, he still loses almost every 1v1 unless the player he's fighting is awful.

Seriously

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I didn't even notice the link.

And the only reason I made it was because someone else said I should. Only darkness exists for me now

Here no point in groups because new matchmaking dont let lone wolfs join in your game and destroy enemy team.

And pre-made teamup for gays.

Just think: it was the ability to join any game for any team that made auto-balance a requirement.

There was litteraly nothing wrong with Auto-balance

Actually it isn't, go into a test server and addcond 118 with the fists of steel, you'll fucking melt.

There is literally nothing wrong with the better team winning

Valve fix auto-balance by giving you a choice before throwing you in enemy team.
AND you still cant chose your team before starting match.

Yes there is, but it's so long term it flies over most people's heads very easily.
Auto-balance is there for a few very obvious reasons and it does a decent job at keeping teams balanced so there's always some challenge between you and your victory.
However, it's the worst idea ever to keep a cohesive team that completely devalues doing your best to help your team win but doesn't touch individual performance.
Or in other words, if you're auto-balanced from RED to BLU, all your progress to push the cart is not just undone but even reversed against you. However every single point and frag you made still remains.

Dunno if anyone remembers a thread we had discussing this, shortly before Overwatch was released where an user said how much of a selfish asshole he was, only caring about fragging players and ignoring all teamwork or objectives because the only thing that mattered was individual skill, since you can be auto-balanced out of your team or placed on the other team once the round ends and teams are random anyway, why should you care about yours at all?

Auto-balance has a purpose that it achieves very well, but it does so at the cost of teamwork. That's one of the reasons Matchmaking was introduced (besides every other game using it too now), so you could have auto-balance without breaking teams.


If the game is too easy or too hard, it's not fun. Having the best team winning is very, very wrong when the difference in skills between both teams is massive since no one has fun except for easily amused pub stompers (and even they have a limit).
Most people will stop playing and turn to something else that can either actually pose a decent chalenge\doesn't kick their ass 100% of the time.

Its mainly for joining Hightower DMfests, all going engie and harvesting salt as no one playing on hightower can coordinate to take down a level 3, let alone several

Imagine if valve brought back pub servers AND you had the choice of getting autobalanced or not

And sv_pure 1

I assume you don't care about how much fun the guy being forced to switch is having. If you think it makes the game more fun for the players then what is wrong with the current system where players can opt to switch? Players often participate and nobody is upset because they do what is relevant to the interest of the player. Boo hoo people don't switch teams while the payload is at the end of the tracks and half of red rage quit or after the player destroyed the entire enemy team's defense with one game changing sticky jump and I can't scramble the teams every time some twyhard almost completes the objective. I consider TF2 to be a party game and hardly competitive but I still like to win after pushing an objective for 30 minutes, I don't find it very fun to play against myself

Do you? How much fun can it be to play what's essentially "easy mode" for round after round? To be honest, I didn't needed to be forced, I'd often switch to the underdog team since it made things harder and I enjoy the chalenge.

But some people really need auto-balance to prevent their own brand of faggotry, where you have a casual server filled with noobs and laid back players suddenly receiving 4-5 guys, all using Skype or Teamspeak that insist in staying in the same team and working together. Being forced to break their team might not be much fun for them. But what about all the other players? Is it fun for them to be on the losing team and be stomped by good coordination that they can't have since they are all randoms? Is it fun for the other team, that's carried to victory and achieves nothing?

I did notice that there's a system now asking for volunteers to switch before forcing anyone, and thats definitely an improvement over auto-balance, that on it's own is an improvement over having no auto-balance.

Worst thing autobalance just move trash in losing team or a Medic with top score and you still win. System shouldn't decide just based on score.

Can we just take a moment to say how great the last comic was?

How long until he beat Miura?

You mean sv_pure 0.

That is the whole point of a team based game though, the best team wins, players shouldn't be penalized because they are on the winning team

I dont normally click on group links but I decided to this time and there he is with no other members, I laughed out loud.


Get. fucking. bullied. nerd. Its not even a bad group name its just the url is horrendous rwes seems to be taken. Oh well I am invading your privacy right now looking in your inventory, looking at your games, playtime and achievements.

Bullying begins again.


Steamfag doesnt even begin to describe you does it.

Yes sorry i mean remove sv_pure 1


Another one who fall on "terraria in space" meme.

You forgot 29 hours in undertale.

Is 29 really that bad? I know someone with over a thousand.

You mean "something"?

No it's just Ed. Allegedly he has another several thousand hours in a DRM free version.

I mean I would have fallen for it to if I was retarded and supported the early access meme and the hype meme, those promises were too good to be true from the start. But I waited and the worst possible outcome happened exactly like I expected. There is no reason to not be patient in this game industry..


Jesus christ how horrifying, how did I even miss that one. Good call.

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Still doesn't beat several thousand. Pay respects to home grown autism.

I checked the profile, it's some autist that attention whores and tries to get into positions of authority everywhere, just ask the ss13 autists or at the planetside general.

There are few things in life I regret. You just found three of them. I didn't even fucking like playing borderlands 2 my faggot ass friends dragged me into it Also thats an MGR reference, not a Samurai Jack

This is why nobody likes you Alphablaster.

Hat's off to everyone else that followed the monkey, profiling someone instead of just playing videogames. Bet you wish you could give him negative Karma, uh?

This is why nothing ever gets done around here, everyone has skeletons in their closet except for the normalfags that would rather talk about the player instead of the game

Every single payload map takes place in open space for the most part, with maybe one or two choke points in tunnels. Then there's 2fort, Landfall, the first point of Gorge, Sawmill, Turbine's main room, Hightower etc. Most maps are a 70/30 split of open spaces and interiors.

It was supposed to be ambush/disruption with some minor area denial, but that didn't pan out so Valve just made him into a roamer or niche support role depending on your loadout.

This is getting pathetic.

For anyone interested, I set up a basic server to dick around in.

74.91.122.18

it's empty as fuck in this server, where are you niggers?

I joined but you don't have any community maps on your server. It's a waste of time.

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Is anyone even going to join?

It still says there's 0 people there.

Is like they made that character some sort of sockpuppet.

Do I even want to know what is going on in that picture?

I might join later today. I haven't played any TF2 in years so I am going to suck ass, but it doesn't matter as long as there is fun to be had.

Fair point, they should have really kept the stickbomb nerf

Are you that user that tried to ideaguy how to fix the pyro? if so then you're a fucking mongoloid if you want to shill that stupid mechanic here

True, sentries are more of a support-fire weapon rather than a frontline weapon emplacement
Really, demoman being able to lay alot of stickies at a faster pace might sound terribly overpowered on paper, but on the field it's actually a waste of time since you have to detonate it, lay all the stickies again, and then wait for another enemy to step into your trap. But by the time you laid the first sticky, there's already someone bum-rushing you and that sticky won't deal enough damage to kill him, and don't forget that 0.7 arm time of each sticky.
You're really blowing up the issue of demoman's OP-ness here, he may be so, but it demo still has weaknesses you can exploit.
Why the fuck would you want to juggle someone as a scout? Why make people even farther than you are when you dealt the optimum damage at point-blank range?. If you want to juggle people with the scout, then get the FaN and have a good aim.
i suppose covered my point there
Read the other user's replies you dingus already made a point about your shitty argument that increasing the blast radius is worth jack-shit if you had fuckall damage.

It's great, but a Cold Day in Hell still holds the title of the best TF comic in my heart. Just fucking finish it already jesus, and i want to see more R34 of ara administrator

Faggot

Do keep that server up until friday yes?
Mind i ask where is the server's location is?

There's still a lot of cover in most payload maps that can be exploited to deny sentries and heavies damage while other classes like Soldier, Demo and Huntsman can just peek and fire.
They are open from a topdown perspective but that's not what matters when it comes to closing in on people, unless we are counting rocket\stickyjumps where again, Soldier and Demo take the cake. As if they weren't already good enough at practically everything that matters.

2fort has the bridge only and the side room right next to spawn. Everything else, the place where actually fighting happens, is closed space where soldiers and demos dominate.
Turbine also looks open, but the middle containers and the stairs give good cover to deny that as well. Sawmill has tons of cover, etc.
You get the idea, maps aren't long stretches of land at all, they always have cover in one form or another and the places where this doesn't happen don't see much traffic for a reason.
Coincidentally, closed spaces with cover give the advantage to burst damage, of which Soldier, Demo and Scout are masters of and why they make it to the meta.


Except the Spy and Scout do ambush far better and Soldier\Demo do disruption pretty well since they can juggle people from a distance.
Really should have made him a counter to Medic from the start instead.


And a sentry nest, once destroyed takes even longer to re-set, often being downright impossible if you don't have your team covering for you.
I'm not saying the stickies don't have problems on their own that the other team can play around with, I'm saying they are far more versatile and easy to use as well as harder to play against compared to Sentrys, so Demoman always takes the spot for area denial except against bad players.

Such as?
His grenades are pretty much a shotgun at close range provided you can aim them, not to mention you can just stickyspam and walk backwards anyway. Close range is not gonna be a problem for him, especially if you went Demoknight.
Longe and Medium range aren't either considering how far he can shoot his grenades\stickies and even for mobility he can beat Scout at it.

You're completely missing the point. A Scout's only chance against a Soldier is to avoid rocket damage until he's close enough that he can blast twice to kill him. But since the Soldier can juggle him and use his jumps against the Scout to lead his projectiles, the only way a Scout can catch a Soldier is if he does so unaware.
I'm not saying the Scout should be able to juggle people, I'm saying the Scout never has the upper hand against Soldier since his rocket-juggling can negate the Scout's movement\jump advantage.

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It really depends on the knowledge and experience of the engineer. There's spots on every map to put a sentry that have excellent view while being hard to counter except for ubers, obviously. The point of a sentry isn't to permanently lock down an area, it's having an extra gun that can provide suppressing fire, and which most people will automatically target first, which allows the defenders to regroup and counter attack, or move up behind.
With the Rescue Ranger you can just hang back at a safe dispenser and continue shooting the sentry, then quickly set up another level 1 while the enemy team tries to move up. With the Jag you can have a level 2 up in a pretty short amount of time, and that's further shortened by having more than one Engie, or some teammates to keep enemies at bay.

I want to burn stuff with the Pyro
Also it's good that they kept the mask on, no reveal could have been better than keeping him a mystery

See, a good engy know when and where to deploy his sentry. Sure it's easily destroyed but like i said, it's a support-fire weapon instead of a frontline weapon emplacement. Maybe if you could just rub 2 brain-cells together when playing as an engy, don't set your sentry right in-front of the enemy or areas that could not be covered by the sentry's firing range. Also using the sticky as an area denial will pretty much deprive you of your secondary and arguably the most important weapon a demo has, that and provided you're not blind, you could see stickies in front of you, if so then simply back away from the sticky ya git.
i could list some more, but you get the idea
As you can see, it all depends on the skill of the player boy-o
What makes it seems easy when pros do it, is that they knew the arm-time of each sticky and the blast radius of them by heart, making them able to do a stickyspam while backing off flawlessly. Doing this shit as a novice will usually gets your ass bum-rushed
That itself is also a weakness, going full-demoknight pretty much restricts them into a close-range melee class that is good at dueling but shit at crowd-control FUCK VALVE for making demoknights shit by nerfing Targe, Tide Turner, and every fucking sword for no goddamn reason, the only good change they've done is making the Katana actually an useable gimmick weapon
t. demo-rai main
From reading all the shit you typed, it's like you have a personal vendetta against these 2 fucking classes, just git fucking gud holy shit
Then fucking jump you faggot, i mean christ double jumping and scout's speed is Scout's greatest asset, USE IT! Don't just run straight into the soldier like a mouth-breathing retard you are, of course you'll get blown to bits.
Have ever consider just how quick can the scout move?
I mean wow, have you ever seen what a scout can fucking do? on-paper, the soldier might have the clear advantage but on the field it depends on the skill of each player

IF you suck at this game, then git fucking good you stupid shit, don't blame the other classes for their slightly overpowered weapons

i think you meant

Honestly, the Jag now is a godsend for Combat-engies, now i can have more crits for my frontier justice than ever before
Also the Rescue Ranger enables you to build a nest at high positions and haul faraway sentries that is nearly destroyed

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As someone who used to have a hale's own Charging targe
Fuck Valve

Let's see if the server is still up

……anddd it's fucking empty
SOMEBODY GET HERE

Reminder that Pyro is just a guy in a fireproof suit and gas mask. He's not a woman, or a dog, or an alien, or whatever other dumbass theories reddit keeps coming up with.