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Wait who thinks heavies are overpowered? Unless you happen to be defending a very good sentry spot explosives classes will dunk on you.
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# ¿ Oct 26, 2014 11:16 |
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# ¿ May 18, 2024 05:43 |
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Yeah if you can force a straight deathmatch you'll probably beat a soldier, but if there are any corners nearby they can just hide between rockets and win pretty easily.
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# ¿ Oct 26, 2014 12:05 |
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You can just completely ignore hats. There have been real updates (mainly new weapons and maps and stuff), the most notable one would probably be the addition of a co-op gamemode, Mann vs Machine.
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# ¿ Oct 26, 2014 15:40 |
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Yeah realistically you'll have access to all the unlockable weapons you want pretty quickly (most of them can be found on bot sites like scrap.tf, and if not then you can almost always find someone who will trade you the base weapon as long as you're prepared to give them two weapons for it).
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# ¿ Oct 26, 2014 16:48 |
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Collateral Damage posted:Wait, scratch that. Always taunt after you kill someone.
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# ¿ Oct 26, 2014 21:01 |
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If you factor in reloading the SMG and pistol are pretty much the same if all the bullets hit. So yeah the SMG is basically worse. It makes sense though, the sniper isn't meant to be good if he's isolated at close range. khwarezm posted:You know what? You're right, I need to complain about new exciting things, forget mini-sentries, heavies, huntsmen whatever I realized a while ago that what I really hate fighting against is the baby face's blaster, especially as demoman or another scout.
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# ¿ Oct 26, 2014 23:03 |
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I've tried forcing myself to play sniper to improve my aim, but I generally just get bored and start going for jarate/bushwacka kills (2fort is pretty good for this, nobody expects snipers to actually leave the battlements and chase them).
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# ¿ Oct 26, 2014 23:19 |
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khwarezm posted:Its not stickies, its grenades, try hitting a scout moving at a million miles an hour with it.
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# ¿ Oct 27, 2014 00:16 |
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Frankly posted:Also how do you guys deal with Short Circuit Engies nesting up? Apart from Sniper/Spy I'm out of ideas and both are situational really Really a heavy/medic can usually break the nest, and there's certainly nothing they can do once you put an uber on them. Although I did once defend a payload point for 10 minutes because the other team didn't work out you could uber classes other than demos.
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# ¿ Oct 27, 2014 00:20 |
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Make it also fling them when facestabbing, it's like a piss knife.
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# ¿ Oct 27, 2014 04:57 |
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It's kindof unbelievable that spells don't clear out stickies and disable sentries for a bit, that seems like such an obvious fix.
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# ¿ Nov 1, 2014 21:37 |
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Why not just make an MvM event?
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# ¿ Nov 4, 2014 00:34 |
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pisshead posted:Sniper is balanced by the skill of the players. Most people aren't good enough at it to really be a problem. I think if the top CS players decided to play TF2 they'd have to remove the class.
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# ¿ Nov 4, 2014 19:24 |
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Hihohe posted:Yeah every time I kill someone they have two bodies. One that goes ragdoll and one that keeps running. It messes me up. Anyone else getting this?
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# ¿ Nov 5, 2014 18:21 |
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What is the "hard counter" to demo
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# ¿ Nov 5, 2014 20:22 |
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If players on the losing team quit then that also forces people on the stacked team to autobalance, I don't see how it's any different. In any case I don't think anybody ever did the spectator exploit to help their team, they did it to stack onto the other side and make it more unbalanced. I think ideally the only way to change to the other team after a game has started would be autobalance, that way you prevent the stacking from occurring at all. Doesn't matter if you go to spectate or leave and come back, it wouldn't let you on the other team.
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# ¿ Nov 6, 2014 21:13 |
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Jippa posted:What ever balancing that the valve servers used for the last load of years was great, I have no complaints. This new system is terrible I cannot stress this enough. Completely one sided rolls.
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# ¿ Nov 6, 2014 22:16 |
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The medic is powerful but he a) requires some degree of teamwork and b) breaks stalemates, so I think he's fine.
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# ¿ Nov 7, 2014 00:42 |
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pisshead posted:Even three players is merely a quarter of the team. If that's a stack then the other team must suck donkey dicks. But instead of expecting the losing players to get their act together, Valve just pander to them.
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# ¿ Nov 7, 2014 23:10 |
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Oh no your team might have to have classes other than scouts to complete the push
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# ¿ Nov 8, 2014 00:58 |
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The confusion probably arises because as a good (or even moderately competent) player the responsibility of dealing with sentries often falls to you, so you are pretty much forced away from scout. If you have other decent team-mates then you can go scout to deal with the enemy dudes (or even to help with the sentry if you take Bonk!).
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# ¿ Nov 8, 2014 03:40 |
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cock hero flux posted:It's a fundamental flaw of Payload and A/D that maps must be turtley because turtling is how RED wins. They can't take any ground, the only way for them to win is to keep BLU from winning for a certain amount of time. If the map discourages turtling it is imbalanced against RED.
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# ¿ Nov 8, 2014 18:34 |
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Waldorf Sixpence posted:"Was the stylish bandit who robbed a country McDonalds in a navy suit and balaclava while wielding a knife dressed up as a [Team Fortress 2] character?"
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# ¿ Nov 12, 2014 17:46 |
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I've seen people request saps on sentries to help with pushes in slightly more co-ordinated servers. Doesn't help much in pubs though.
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# ¿ Nov 15, 2014 22:53 |
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I think Engineers are actually a good part of the game, having to defend a teleporter when on the attack/good sentry spots and dispensers when on defense is interesting.
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# ¿ Nov 16, 2014 01:23 |
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I can't see how any non-minigun Heavy primary would work, it would feel gimmicky because the Heavy is all about being able to project power on the spot for a sustained period of time. I guess something melee focused could be OK because that's just enhancing something fun you can do with the class anyway.
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# ¿ Nov 30, 2014 01:42 |
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I used to get autobalanced a lot but it's gotten better since the spectator exploit was fixed. e: If autoscramble triggers you aren't playing a contested game at all, I don't know how you could complain about it. Irony Be My Shield fucked around with this message at 20:30 on Nov 30, 2014 |
# ¿ Nov 30, 2014 20:02 |
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Looking forward to Quack and Dagger spies.
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# ¿ Dec 9, 2014 20:12 |
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Hihohe posted:Explain to me why the tide turner aint op!
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# ¿ Dec 14, 2014 05:53 |
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The problem I'd have with a sniper rifle that rewards headshots and punishes bodyshots is that there are already two of those (Bazaar Bargain, Hitman's Heatmaker) along with a third that situationally rewards headshots and removes no-scope bodyshots (Machina). As far as I'm concerned that design area has pretty much been explored.
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# ¿ Dec 14, 2014 16:47 |
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cock hero flux posted:Yes and it needs to be the best offensive weapon because the Demoman sucks without it. He's slow and has lovely HP, if he didn't make up for that with something there'd be no reason to play him instead of Soldier(the class that's good at everything).
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# ¿ Dec 19, 2014 07:57 |
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Which is why 6v6 teams are always just 6 soldiers? And I'd say area denial and being able to fire on people before you can see them are pretty useful attributes even at the highest level.
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# ¿ Dec 19, 2014 13:02 |
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The Short Circuit is pretty rough if the Engineer manages to set up near a large metal pack eg in the first house on Barn Blitz - that way it can be pretty tough for any individual to take him out. Heavy or pyro ubers are probably the best responses you can pull together on a pub server.
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# ¿ Dec 25, 2014 15:44 |
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Yeah when I posted it I was thinking about the pushes you can get on more organized servers that revolve around a well-timed sap. Maybe the other team instantly notices and kills the spy, but now their sentry is disabled and a whole bunch of guys are rushing at them.
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# ¿ Dec 26, 2014 20:17 |
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I don't find heavies that good on pub games just because so many people go sniper and even really bad snipers can slaughter heavies. Occasionally the stars align and you play against a team with no snipers and just steamroll them, but that's pretty rare. I find it's usually a matter of "turn a game that would be an easy win into a laughably trivial win" rather than a class that actually turns a balanced game into a won one.
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# ¿ Dec 26, 2014 22:50 |
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Heavies are both very easy to headshot and pitifully bad at long range though. I don't even know who could be a "less difficult player" for a sniper to go after.
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# ¿ Dec 27, 2014 08:40 |
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pisshead posted:Why does the attacking team have to use teamwork to destroy, but it shouldn't take teamwork to defend it? pisshead posted:The short circuit is a stupid crutch for engies who put their sentries in bad positions. Your fourth example would require three players to take out a single sentry. The medic with the ubercharge, a demo to deplete the SC, and another to actually destroy it.
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# ¿ Dec 27, 2014 08:53 |
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Secret advanced technique: switch to a non-explosives class
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# ¿ Dec 27, 2014 09:38 |
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pisshead posted:Yeah take that sentry down with a shotgun. Irony Be My Shield fucked around with this message at 10:40 on Dec 27, 2014 |
# ¿ Dec 27, 2014 10:38 |
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# ¿ May 18, 2024 05:43 |
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Assuming the engineer has found a perfect spot (otherwise they can be sniped or corner killed) and that they're perfect at shooting down explosives (otherwise they'll run out of ammo before a demoman) and that they're also perfect at repairing their sentry you need two people to bust an SC: a medic to press M2 and a pyro to press M1. That does not seem like an unreasonable amount of teamwork to me.
Irony Be My Shield fucked around with this message at 16:34 on Dec 27, 2014 |
# ¿ Dec 27, 2014 16:31 |