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Gwyneth Palpate
Jun 7, 2010

Do you want your breadcrumbs highlighted?

~SMcD

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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drrockso20
May 6, 2013

Has Not Actually Done Cocaine

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

Oxygenpoisoning
Feb 21, 2006
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.

Otacon
Aug 13, 2002


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

ArfJason
Sep 5, 2011
thundermountain fuckin owns

ArfJason
Sep 5, 2011

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

cock hero flux
Apr 17, 2011



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

Gwyneth Palpate
Jun 7, 2010

Do you want your breadcrumbs highlighted?

~SMcD

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

ArfJason
Sep 5, 2011
sean "HEYOOOOOOOO" cutino

Dieting Hippo
Jan 5, 2006

THIS IS NOT A PROPER DIET FOR A HIPPO
nucleus is the best "gently caress around and never cap" map and i will never cede that title to hightower :colbert:

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

ArfJason posted:

thundermountain fuckin owns

delete the 2nd stage

also the first stage

also all other payload maps

Gwyneth Palpate
Jun 7, 2010

Do you want your breadcrumbs highlighted?

~SMcD

the engineer

is engihere

Milo and POTUS
Sep 3, 2017

I will not shut up about the Mighty Morphin Power Rangers. I talk about them all the time and work them into every conversation I have. I built a shrine in my room for the yellow one who died because sadly no one noticed because she died around 9/11. Wanna see it?

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

Paul MaudDib
May 3, 2006

TEAM NVIDIA:
FORUM POLICE

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

Baron von Eevl
Jan 24, 2005

WHITE NOISE
GENERATOR

🔊😴
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."

ArfJason
Sep 5, 2011

Gwyneth Palpate posted:

the engineer

is engihere

drrockso20
May 6, 2013

Has Not Actually Done Cocaine

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)

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
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.

drrockso20
May 6, 2013

Has Not Actually Done Cocaine

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.

Maybe you could make them natively a bit tougher if you deleted the wrangler.

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)

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
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.

mfcrocker
Jan 31, 2004



Hot Rope Guy
Honestly if we're talking sentry placements it seems remiss to not link uncle dane

https://www.youtube.com/watch?v=1eZGplTkAaI

Gwyneth Palpate
Jun 7, 2010

Do you want your breadcrumbs highlighted?

~SMcD

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.)

Gwyneth Palpate
Jun 7, 2010

Do you want your breadcrumbs highlighted?

~SMcD

Jabor posted:

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

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

Hihohe
Oct 4, 2008

Fuck you and the sun you live under


Got in a game today to a bot that could not be kicked... This is bad.

Xander77
Apr 6, 2009

Fuck it then. For another pit sandwich and some 'tater salad, I'll post a few more.



mfcrocker posted:

Honestly if we're talking sentry placements it seems remiss to not link uncle dane

https://www.youtube.com/watch?v=1eZGplTkAaI
No sentry on the cliff facing the red spawn, 0\10.

(My favorite, and also very demanding, because you need to time your setup to the second and hope no one steals your ammo packs)

8 Ball
Nov 27, 2010

My hands are all messed up so you better post, brother.
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?’

Gwyneth Palpate
Jun 7, 2010

Do you want your breadcrumbs highlighted?

~SMcD

Xander77 posted:

No sentry on the cliff facing the red spawn, 0\10.

(My favorite, and also very demanding, because you need to time your setup to the second and hope no one steals your ammo packs)

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.

Baron von Eevl
Jan 24, 2005

WHITE NOISE
GENERATOR

🔊😴
Honestly they should cut setup time significantly and do the MvM thing of just placing all buildings instantly at lvl3 during setup.

Gwyneth Palpate
Jun 7, 2010

Do you want your breadcrumbs highlighted?

~SMcD

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?

reignofevil
Nov 7, 2008
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.

Alpenglow
Mar 12, 2007

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.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

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.

Hihohe
Oct 4, 2008

Fuck you and the sun you live under


get it to 175 metal at lvl 2 and full ammo so you can plop it down and upgrade it instantly when its safe

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
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.

Heran Bago
Aug 18, 2006



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.

Alpenglow
Mar 12, 2007

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.

Butt Detective
Mar 24, 2013

Only the dead can know peace from these hats.
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

leather fedora
Jun 27, 2004

The closest acceptable translation is
"die properly"
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.

Fojar38
Sep 2, 2011


Sorry I meant to say I hope that the police use maximum force and kill or maim a bunch of innocent people, thus paving a way for a proletarian uprising and socialist utopia


also here's a stupid take
---------------------------->
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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Dabir
Nov 10, 2012

I'll believe it when I see it

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