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Post by Deleted on Nov 21, 2014 23:55:33 GMT -5
I think we figured out why we have so many scouts and sollies.
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Post by Deleted on Nov 22, 2014 21:45:20 GMT -5
I find it slightly hilarious that our weapons of choice for designated marksmen include one with AoE, another a cone of fire, and somehow it works.
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Post by Deleted on Nov 25, 2014 21:54:29 GMT -5
Ho lawdy; ~73% of my playtime in TF2 is spent on Medic. It used to be a lot lower back in 2010 (though it doubled my second-place spot of soldier at ~50 hours). Just to be clear, the Degreaser is arguably the best flamethrower because you can airblast a target, quickly swap to almost any non-stock secondary, and get a guaranteed minicrit on any airborne target, right? I'm not going to lie; the flaregun and every related weapon aren't very obvious in terms of usage. For anyone who doesn't read the wiki as soon as you light a target with the flare gun it would be redundant to light him on fire again unless you want to deal another 30 damage and restoke the burn damage. Apparently that's not the case; because I just found out that it gives minicrits on burning targets. I don't even think any of the tips mention anything about minicrits on the flare gun; let alone minicrits on deflected projectiles. That's kind of useful to know.
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Post by Deleted on Nov 26, 2014 1:01:46 GMT -5
I WAS unaware of that; for the longest time I thought the Detonator directly outclasses the Flare Gun. I never really dwelt on it; all that flashed was the thought of what happens to underpowered cards in MTG if their mechanics were revisted in a future expansion. Keep in mind there are no cards that benefit creature with the subtype "Cat" God gosh darn golly gee whiz it. I played pyro for... 17 hours in 2010? I never figured this crap out.
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Post by Deleted on Nov 26, 2014 18:18:16 GMT -5
For the record I went kritzkrieg back there because the issue wasn't the single sentry but everyone else around it. I managed to help a sticky launcher demo clean the floor, and from there it was only the sentry left minus a few remote threats. The cart's position allowed me to sit behind it for a few seconds while it couldn't target me; the only downside being that I was completely exposed on the enemy's spawnside and pushed the cart several yards before getting spotted and fragged.
At some point in pub lobby TF2 it stops being an issue of 'Can you get an ubered target to destroy a sentry and push the enemy team back?' Rather 'will this soldier jump out of my beam range as soon as I uber him and die in front of the enemy spawn?'.
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Post by Deleted on Nov 26, 2014 18:48:11 GMT -5
That would explain the Payload Race lobby.
EDIT: I wasn't kidding about the rocketjumping soldier. On last the dude jumped out of my medigun range just as i ubered him and got fragged outside the enemy spawn. I was blown up by crits 3 times before and was near my wit's end knowing that I couldn't get to the front line without risking death. I just pulled out the kritzkrieg and healed the snipers because at that point I knew our team was ****ed.
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Post by Deleted on Nov 28, 2014 1:03:37 GMT -5
So... general rulings behind sentries...
-Never put it in the way of a long line of sight unless you have a wrangler at the ready. -The more frequently allies pass your sentry going into battle the average lifespan of your sentry goes up; placing a dispenser nearby helps incentivize that. -Figuring when to put a sentry in a high risk area and rack up a lot of kills in a short time versus a sentry supporting a team depends on the map. -It's viable to go non-GS engi on offense if the game halts to a stalemate. The last thing the combo needs is a backdraft. -It's often better to cover an entire flank with a sentry than kind of sort of be in the middle of it all. -Raised platforms/cliffsides are preferable for level 3 sentries since rolling pipes are less of an issue. It's not that big of an advantage because rockets and stickies can still wreck your day. -The jump from a level 2 sentry to level 3 isn't as significant as Lv 1 to 2, but the rockets help kind of. -There has never been a solly/demo that complained about the mini-sentry.
I think it goes something like that, at least
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Post by Deleted on Nov 28, 2014 15:31:28 GMT -5
Erm, hold on- the Wrangler effectively triples the health of your sentry? That's kind of a big deal; I knew the shield reduced projectile damage on the sentry when active but I never had a number on me. Okay, maybe cliffs are great, but overheads can turn a good sentry spot into a borderline broken one. I remember last night on Barnblitz an engi set up a sentry on last like this just outside of defender's last spawn: Demos were useless against it; especially from higher ground.
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Post by Deleted on Nov 28, 2014 16:52:46 GMT -5
But the low ceilings can still screw over a demoman's reach with or without the pressured stickies. Depending on the situation a height advantage isn't an advantage at all, and a soldier would probably be more suitable in that case.
EDIT: Oh god. I went 33-2 last session as a demo in a single round. This is the best and worst feeling in the world.
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Post by Deleted on Nov 30, 2014 23:48:25 GMT -5
You are too kind, RNGesus.
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Post by Deleted on Dec 3, 2014 12:33:10 GMT -5
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Post by Deleted on Dec 4, 2014 20:48:27 GMT -5
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Post by Deleted on Dec 8, 2014 22:09:49 GMT -5
Map wasnt shipped because valve said it was too confusing. So now theres an official update with some taunts, unusual effects, and a railroad sign. On a scale of tradeserver map to CP_Steel, how confusing?
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Post by Deleted on Dec 9, 2014 1:20:01 GMT -5
Supposedly it was in beta, and the commentary is at least bearable.
It's... okay. In hindsight maybe complicated isn't the right word, maybe excessive. The inclusion of the train makes this concept REALLY gimmicky; does this map scream Payload to you? This looks like an ideal Payload map more than anything. It looks like the concept was based around A/D with Thomas the Dank Engine thrown in to make it relevant to the 14-minute SFM movie.
No really, it looks like a playable payload map; why not just have that instead?
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Post by ChloeB42 (Alexcalibur42) on Dec 9, 2014 1:56:27 GMT -5
It does seem to be better for payload...which is kinda what the movie seemed like it was more about. It literally was trying to deliver a payload of explosives to the Red base but couldn't stop it. But looking at this gameplay it's not at all complicated. It's literally just A/D with the train as the new timer.
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Post by Deleted on Dec 9, 2014 11:49:12 GMT -5
At least I wouldn't want to play on his server with mics on. Morphing into the Headless Horseless Horseman was a dick move regardless of motivation. It's a flagrant abuse of admin power, and I would come up short if I had to defend that decision. The least he could have done was either swap to another session or simply not kill anyone as he showed off the map as the HHH. EDIT: Oh right, spectator mode. That's a thing.
I terms of things to tweak I think I know what you're getting at. Most payload maps have flank routes for the attackers to use and get an edge with so the game doesn't turn stalematey and choke-pointy. They also don't get liberal with their health packs and restrict them to places removed from contested zones- this is map design 101!
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Post by ChloeB42 (Alexcalibur42) on Dec 10, 2014 6:11:11 GMT -5
That was clutch as fuck.
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Post by Deleted on Dec 13, 2014 18:59:37 GMT -5
That was brutal. Let's do that again.
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Post by Deleted on Dec 13, 2014 21:23:51 GMT -5
I've noticed I consistently topped the leaderboard of the losing team a lot despite getting picked off more often than usual. It's likely a case of our team simply being disorganized and streamlining into the meat grinder; having mic comms open to everyone on the server makes it tougher to organize without the other team knowing. It was awkward to deal with, and in the end I figured I may as well say nothing.
Hail the Little Red book. Mao Ze Dong's infallible teachings are unquestionable. It's only illegal to be communist because the government doesn't want you to know about the perfect teachings of the great Dong.
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Post by Deleted on Dec 15, 2014 13:58:57 GMT -5
Maybe in the higher skill levels they gravitate towards MVP more often; anywhere else probably doesn't matter. Balancing synergy is tough as balls. Also, if I had an army of illusions I'd crush everyone... or at least every opponent would be strongly convinced that they were being crushed. Yeah, a 4/4 flier and a free spell. That's not scary at all.
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Post by Deleted on Dec 16, 2014 13:06:32 GMT -5
HL, 6s or 4s?
Edit: I might get into HL if someone needs a heavy/medic/engi or 6s if someone needs a medic.
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Post by ChloeB42 (Alexcalibur42) on Dec 16, 2014 14:42:03 GMT -5
Wow I just got why it's called Highlander. Funny.
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Post by ChloeB42 (Alexcalibur42) on Dec 16, 2014 23:55:47 GMT -5
Ghost Town was our bitch
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Post by Deleted on Dec 17, 2014 0:23:12 GMT -5
Apparently the end game of Nightmare Coal Town was... anti-climatic. The game threw hordes of smaller crit-fueled bots at us as if we didn't have crit resistance. I probably took more fall damage from being blasted in the air than from being crit hit. The joke's on them, really; soldiers thrive on any kind of elevation advantage.
Alex lead the leaderboard at 101k damage; I was a close second at 93k. Our composition was 3 solly, 1 scout, 1 engi, 1 pyro. I think the 3rd solly and engi doled out 80k damage apiece.
So what happened? Well... multiple soldiers chaining buff banners sync well. Soldiers specialize in AoE but Alex's Beggar's Bazzoka offered immense DPS against tanks and giants alike. By the end the engi held an aggressive position at the front lines by the chain fence. He used a rescue ranger and knew how to bait-and-switch sentry busters. The Scout wasn't necessary, but by the mid game I literally ran out of things to buy because he was efficient collecting money. Did it justify all the extra damage he could have thrown in? Eh... hard to say, but he did use a Soda Popper. Pyro? Well... he's just the pyro. He was smart enough to not die every 10 seconds and he dunked one or two bombs, so I'll give him that. We never really had a case where the bomb carrier snuck in behind us and force us to fall back. We managed to contain them in the valley of death throughout most of the match.
My loadout focused on having an African American Box for survivability, and focused on AoE impact to augment my survivability. I had the freedom to jump away, take several pot shots, and recoup any losses while jumping to ammo.
TL:DR friendship is magic, but synergy is win-ergy.
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Post by Deleted on Dec 17, 2014 13:01:57 GMT -5
I'll vouch for that. Medic is overrated for that purpose. When enemies are flinging pebbles at you from all your resistances; having double health doesn't do much. It's probably better to sub the medic out for a Concheror Solly. Engi is also great for single target DPS and the dispenser; he's great against tanks for that, and besides mass spies tanks are the biggest threat in Nightmare. The logs won't tell you that.
If we're going to play MvM in the future I'd recommend staying away from Advanced/Expert lobbies. If we could get our hands on a full team we'd be gold, but being given $34.50 and 3 randoms to fend off the entire Persian army isn't exactly fun. If anything it's an exercise in being a tightly wound team and blaming people. Nightmare mode Coal Town was fun because the game plops oodles of money in front of you and tells you to fend against the endless spawn of Phrexia. The only way to really lose is to have one or two players play with one hand. In the end our only significant threats were the tanks and the massive spy wave.
It's weird; it's like the game thinks sending more enemies in tighter clusters will make the game harder, but it doesn't. It's just there as a showpiece and it makes the AoE classes more viable. The solly's Rocket Specialist perk turns any launcher into a Fallout 3 Fat Man.
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Post by Deleted on Dec 19, 2014 13:53:15 GMT -5
In that Nightmare MvM lobby last night we were getting pulled. Alex, Mouse, and myself were all pulling our weight (~80k damage apiece), but Lord-what's-his-name was at ~138k damage by the end. He was using crit canteens in the beginning and middle, the Beggar's Bazooka, and I'm not sure what his secondary was. If he wasn't there the 6th deadweight on our team (not the scout) probably would have had us all lose.
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Post by n1gh7 on Dec 19, 2014 17:35:34 GMT -5
But really though who the fuc k puts reload on mouse wheel. Tru3 Bros.
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Post by ChloeB42 (Alexcalibur42) on Dec 19, 2014 18:41:13 GMT -5
yeah honestly i tend to get filler upgrades like health regen when i run out of stuff but i really should just be piling on crit canteens. My damage would've been way higher if i stuck with you guys. I wasnt getting minicrit boosts since i camped on top of the forward roof. Im gonna try and get myself a usb wifi dongle thingy so my connection doesnt have heart attacks in the middle of shit. But really though who the fuc k puts reload on mouse wheel. I think that heavy has the highest practical DPS, but he pretty much needs an engie (ammo) and soldier (minicrits have no falloff) to keep pace. I think Heavy, at least in Ghost Town, can do well without either (though who wouldn't have a Solly with Buff Banner in that?) Because he can afford to invest more in ammo capacity and use crit canteens, but overall yeah Heavy needs a lot of support in order to get that insane DPS. But seriously who puts reload on mouse wheel?
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Post by Deleted on Dec 19, 2014 18:43:24 GMT -5
I think that heavy has the highest practical DPS, but he pretty much needs an engie (ammo) and soldier (minicrits have no falloff) to keep pace. The highest single-target DPS at that, and needing an engi is a bit of a catch 22. The engi is already pretty good at single-target DPS, and is more than capable at range so long as nobody steals his metal. Anyways, here's a MvM guide I found on the Steam forums. I honestly disagree with a lot of crap this guy says, but there are a few decent loadouts in there.
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Post by ChloeB42 (Alexcalibur42) on Dec 19, 2014 19:54:29 GMT -5
That was a shit guide. His dismissal of Heavy was ridiculous and his primary choice was pretty shit too. Heavy with the projectile destruction put him toe to toe with Giant Solly and Giant Demo and he isn't affected by Reflector Heavy bots nearly as much. I mean his argument against heavy was "it's not complicated" "it's bad at tanks". But when it comes to not dying and doing massive damage heavy thrives. Look at that one match on Manhattan especially after they opened the first gate. With Beaver pocketing me and Mousey's dispenser I was practically untouchable and nonstop damaging bots. Also Demoknight? Who cares if it's good at killing individual bots when there's 20 more of them?
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