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It amazes me to this day that players of this game still don't know about the proper way to exit the spawn on the third point on defense on upward
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# ? Apr 29, 2021 00:00 |
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# ? May 28, 2024 09:49 |
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Gwyneth Palpate posted:It amazes me to this day that players of this game still don't know about the proper way to exit the spawn on the third point on defense on upward To be fair the map hides it a bit too well, also that exit should stay open once it hits last, that way Defense can do some flanking on Offense to make it harder to push
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# ? Apr 29, 2021 00:19 |
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I think the community is typically pretty split on upward and badwater as far as I’ve seen. The 6s community as well, since Snakewater, Process, Gullywash, and Sunshine seem to see a fair amount of play.
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# ? Apr 29, 2021 00:22 |
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I've always loved CP_Steel, but unfortunately can't tolerate playing it because the noobs on my team insist on treating it as if it looked like
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# ? Apr 29, 2021 00:49 |
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thundermountain fuckin owns
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# ? Apr 29, 2021 00:51 |
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Otacon posted:I've always loved CP_Steel, but unfortunately can't tolerate playing it because the noobs on my team insist on treating it as if it looked like this poo poo drives me mad. ITS NOT THAT HARD TO NAVIGATE!!!! theres even arrows everywhere! I hate that poo poo
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# ? Apr 29, 2021 00:52 |
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Otacon posted:I've always loved CP_Steel, but unfortunately can't tolerate playing it because the noobs on my team insist on treating it as if it looked like there are people who will react to the map changing to steel as if they've just read a passage from the necronomicon and seen beyond the veil, their feeble mortal eyes unable to comprehend the alien geometries assaulting them because it has an earth-shattering two possible directions to go in
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# ? Apr 29, 2021 01:00 |
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ArfJason posted:thundermountain fuckin owns thundermountain owns because on offense on the last stage you can wrangler jump up to the sloped roof over the last checkpoint and rescue ranger your whole kit up there, and the average casual player can't do anything to stop you
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# ? Apr 29, 2021 01:20 |
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sean "HEYOOOOOOOO" cutino
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# ? Apr 29, 2021 01:24 |
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nucleus is the best "gently caress around and never cap" map and i will never cede that title to hightower
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# ? Apr 29, 2021 02:21 |
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ArfJason posted:thundermountain fuckin owns delete the 2nd stage also the first stage also all other payload maps
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# ? Apr 29, 2021 03:53 |
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the engineer is engihere
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# ? Apr 29, 2021 04:21 |
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Baron von Eevl posted:Badwater might be the best map in the game, but you gotta mix in some of the okay maps too. Upward, sure. Barnblitz is a nice change of pace. I like Brazil and Swiftwater enough too. Goldrush and Thunder Mountain take far too long but can be really fun. I think the final part of thunder mountain might be one of my favorite maps in anything ever. The rest is decent but the third part (fourth?) is a triumph of 3 dimensional map design
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# ? Apr 29, 2021 04:54 |
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Gwyneth Palpate posted:thundermountain owns because on offense on the last stage you can wrangler jump up to the sloped roof over the last checkpoint and rescue ranger your whole kit up there, and the average casual player can't do anything to stop you I feel like you’re making an awful lot of assumptions about my ability to wrangler jump, here
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# ? Apr 29, 2021 04:57 |
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I get what you're saying but badwater point 1 is like the textbook example of "perfectly incorporate vertical terrain to allow situational advantages for all of the classes."
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# ? Apr 29, 2021 04:57 |
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Gwyneth Palpate posted:the engineer
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# ? Apr 29, 2021 06:22 |
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Baron von Eevl posted:I get what you're saying but badwater point 1 is like the textbook example of "perfectly incorporate vertical terrain to allow situational advantages for all of the classes." The one major downside I feel that first point has is the sight lines are a tad too open both for Snipers and for Direct Hit* using Soldiers(and to a slightly lesser extent Soldiers using other rocket launchers or Demomen), though that's also a big problem with it's last point *I am still adamant that the Direct Hit needs to be changed so it's damage bonus only applies against players, it is way too good at breaking buildings(though personally I would also be in favor of buildings in general getting buffed anyways)
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# ? Apr 29, 2021 08:06 |
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Honestly level 3 sentries are already too hard to break for a pub team, they don't really need to be made more challenging. If you don't want them spammed down don't put them somewhere that can be spammed. Maybe you could make them natively a bit tougher if you deleted the wrangler.
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# ? Apr 29, 2021 08:10 |
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Jabor posted:Honestly level 3 sentries are already too hard to break for a pub team, they don't really need to be made more challenging. If you don't want them spammed down don't put them somewhere that can be spammed. The problem is that on most maps there isn't really anywhere to put a sentry(or sometimes any buildings at all) without them being dangerously exposed to the point that it honestly often feels pointless even trying as Engineer*, at least if you actually want to put them anywhere where they'd actually be useful rather than the stereotypical newbie engineer who only builds on Last or by the Briefcase *admittedly this is complicated by the fact that I will fully admit that I am all but incapable of using the Wrangler to any real degree of effectiveness, and there's something really hosed up with my TF2 client where I'm all but incapable of consistently doing any damage with shotguns(like I'll be point blank with their hitbox perfectly positioned and still somehow miss every pellet, and this problem only seems to exist with bullet and pellet based weapons, my accuracy with most other projectile weapons is more than acceptable)
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# ? Apr 29, 2021 08:26 |
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So when it comes to sentries you have two choices: 1. Hold the point and rely on the team to protect the sentry 2. Hold ground for your team to fight from For most maps, if you put your sentry in a (1) spot then it can be spammed out from somewhere - this is by design, your team should be killing anyone who gets into a position to spam it out. On Badwater, an example of this sort of position is on the clifftop above the tunnel exit. (2) spots generally leave your sentry less exposed and better able to protect itself, at the cost of relying on your team to cover the actual point. An example on Badwater would be setting up by either of the two big ammo boxes - they don't cover the point, but they're hard to break without a coordinated uber push, and they claim a lot of ground for your team to use to safely contest the cart themselves.
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# ? Apr 29, 2021 10:22 |
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Honestly if we're talking sentry placements it seems remiss to not link uncle dane https://www.youtube.com/watch?v=1eZGplTkAaI
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# ? Apr 29, 2021 10:59 |
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Paul MaudDib posted:I feel like you’re making an awful lot of assumptions about my ability to wrangler jump, here It's pretty easy, because sentry rockets do like 4x the normal amount of lift of a soldier's rocket. You can jump all the way from the BLU spawn facing the entrance to point B to the top of the roof with one rocket shot. I usually build the sentry, dispenser, and teleporter in the tiny little alcove just outside the spawn door so the defenders can't see it. Then you move the sentry and dispenser up into the area just before the B door and jump from there (so you can rescue ranger the dispenser and sentry.)
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# ? Apr 29, 2021 13:52 |
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Jabor posted:So when it comes to sentries you have two choices: you forgot 3: at last, no matter what point the rest of the team is on, which is the choice of about 60% of players who play engineer
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# ? Apr 29, 2021 13:54 |
Got in a game today to a bot that could not be kicked... This is bad.
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# ? May 1, 2021 02:00 |
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mfcrocker posted:Honestly if we're talking sentry placements it seems remiss to not link uncle dane (My favorite, and also very demanding, because you need to time your setup to the second and hope no one steals your ammo packs)
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# ? May 1, 2021 05:59 |
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Been noticing a lot more regular hackers recently and it’s way harder to convince the enemy team to do anything about it because ‘if not bot then what’s the problem?’
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# ? May 1, 2021 10:15 |
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Xander77 posted:No sentry on the cliff facing the red spawn, 0\10. On most maps you can get all level 3 buildings before setup ends by abusing weapon swaps between the Eureka Effect and Jag, zero ammo packs required. At start, put down dispenser and entrance and let them build themselves while running up to the front. Put down sentry and exit, teleport to spawn. Hit your Jag loadout bind, level up teleporter and dispenser. Switch to Eureka Effect, carry dispenser through teleporter. Dump metal into sentry, teleport to spawn, hit E.E. loadout bind to refill your metal in spawn, teleport to exit, dump metal, teleport spawn, loadout bind, teleport to exit.
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# ? May 1, 2021 13:03 |
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Honestly they should cut setup time significantly and do the MvM thing of just placing all buildings instantly at lvl3 during setup.
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# ? May 1, 2021 21:11 |
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Baron von Eevl posted:Honestly they should cut setup time significantly and do the MvM thing of just placing all buildings instantly at lvl3 during setup. But then when will I repeatedly charge against a wall over and over, using the change loadout bind to continually refresh my charge meter in spawn?
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# ? May 1, 2021 21:16 |
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I think the primary reason for the way engineer setup works now is there's actually some difference in the pushback between a level 2 and a level 3 sentry and some players prefer level 2's as a result.
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# ? May 1, 2021 21:19 |
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I prefer level 2 sentries for faster rebuild after movement, and because players (in casual at least) tend to notice them much slower without rocket trails.
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# ? May 2, 2021 02:15 |
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Alpenglow posted:I prefer level 2 sentries for faster rebuild after movement, and because players (in casual at least) tend to notice them much slower without rocket trails. Depends on if you're trying to be tricky or not. If you need to defend The Sentry Spot you might as well upgrade to L3 for the extra HP, but yeah ambush L2 sentries are great.
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# ? May 2, 2021 02:19 |
get it to 175 metal at lvl 2 and full ammo so you can plop it down and upgrade it instantly when its safe
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# ? May 2, 2021 02:52 |
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There are some great l2 sentry spots where the guns just barely peek over an obstacle and because there's no big missile box on top it's nearly impossible to hit from that angle.
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# ? May 2, 2021 02:56 |
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Kuros posted:Any of you try the FaceIT offerings for casual TF2? Only 9 maps right now but how's the play? It's pretty good.
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# ? May 5, 2021 21:37 |
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Seconded on positive FaceIt. I had an Upward match tonight that started with massive coordinated Mannrobics in warmup and ended with each offense making it to the final point within 5 seconds of each other. It can still have some rolls but is generally like the goon Lost Continents heyday IMO. I will forever miss 2fort2furious though. Gimmick maps and server Mastgrr music rocked.
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# ? May 6, 2021 02:21 |
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Your Faceit experience will vary, but for the most part I’ve had a lot of fun with it! Even when you get rolled, I find it a lot less frustrating than casual because I know it won’t be drawn out and I can get to my next game sooner. Plus, you know, the Demoman hiding around a corner and spamming a chokepoint doesn’t get rewarded with random crits like the last game of casual I played before I decided I was never touching casual again
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# ? May 7, 2021 09:43 |
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This latest wave of bots is probably more annoying than the last few just by virtue of sheer numbers and the fact they actually spoof player names. Generally just initiating the vote is enough to shoo them away but if there are too many on one team, that won't even work.
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# ? May 13, 2021 14:58 |
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Apparently someone asked Gabe Newell in an interview about TF2 updates and the bot crisis and he said that Valve has plans for updates for TF2 and that they are also "very aware" of the bot crisis and they "think they have good solutions for it." https://www.youtube.com/watch?v=Pl80LvMsnfo&t=772s
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# ? May 14, 2021 03:14 |
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# ? May 28, 2024 09:49 |
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I'll believe it when I see it
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# ? May 14, 2021 03:24 |