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Post by Deleted on Jan 28, 2015 16:13:23 GMT -5
Uh... I'm clearly missing something in the first paragraph. I think you're saying that it's a viable strategy to mark a target and hit them with a Sandman; I have no idea. Volvo plz.
I'm not sure if the Soda Popper's that good over the FaN save for several situations. Quint jumps can be very handy for crowd surfing in a chokepoint on Advanced+ in case money dropped, you want to reduce damage taken, and you don't want to sacrifice milk for Bonk. It's a niche, albeit small. Even on maxed damage the FaN retains some utility by stalling giants and pushing heavies/soldiers back a little.
Hm. Maybe I should be sticking to the stock on lower difficulties, because it can fill in for roles in a random team. In some cases a random team won't have pick classes or a buff-banner soldier; if a medic/heavy combo is thrown down the job ends up in your hands. If you can't one-shot a medic he'll uber, and at that point it's not so much DPS but one-shot potential that can help the scout partially fill that role. I don't have crowd control; but if the bomb carriers aren't giants I can at least target the bomb carrier constantly to slow their progress until help arrives.
Regarding STAR_'s server there was a noticable gap between the teams. I assume scrambling isn't commonplace; because a lot of matches seemed very one-sided. One match in particular had six players on one side out-scoring the mvp on the losing team. Knowing that your team is going to lose before the match evens starts tends to kill morale.
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Post by Deleted on Jan 28, 2015 17:12:44 GMT -5
But does being optimally efficient directly correlate with- oh fuck it, this isn't worth it.
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Post by Deleted on Jan 31, 2015 1:04:44 GMT -5
I tried playing several advanced/expert MvM lobbies in boot camp. You still come across a lot of players that are just bad when it comes to MvM. Why? Well, it's pretty straightforward.
Unlike other horde shooters such as L4D and Killing floor there really isn't much to tell a player that the difficulty they're playing is too high. In Left 4 Dead's campaign mode hopelessly awful players often end up incapped or dead, and as a result you'll almost never find newcomers on the hardest difficulties. In Killing Floor the worst players barely get any XP from the hardest difficulties. In fact the leaders of the pack want to play with an awful team because they can hog XP if the rest of the team gets wiped. In MvM all screwups reflect on the team as a whole, if any individual screws up it's not apparent whether or not it was the straw that broke the camel's back. All they see is them doing their best as the rest do their duty and pick up after them. If they lose they might perceive their team being at fault for not supporting them.
All-in-all that might just be the issue with PvP TF2 as well. "I'm a medic, and I can't do jack-all against that sentry ahead" "I'm a demo now, if only someone could pocket me so that I can take out that sentry".
I can see myself getting burned out of TF2 sometime in the future. I'll probably slap down my two ToD tickets and start changing up classes some more.
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Post by Deleted on Feb 3, 2015 20:16:24 GMT -5
Lol no I'm not switching up anything. Play any class for 4 minutes before thinking "gosh darn golly gee whiz; that dude over there could use some healing". And "Oh crap that's a huge push; those guys need their overheals." Also MvM with 8-10 players is surprisingly relaxing. But with ponies like this, erm...
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Post by Deleted on Feb 5, 2015 2:10:52 GMT -5
I fu cking hate the loch and load. Iron Bomber's my baby now.
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Post by Deleted on Feb 5, 2015 23:40:37 GMT -5
Heh heh, 8 eyes; he's spiderman.
It's where Peter Parker stops using the super silly string as his spider web. Instead he steals a sticky jumper from Oscorp and gets around New York that way. Uncle Ben dies because he accidentally charged at him with his sword pulled out, and now it's a great thing to brood over.
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Post by Deleted on Feb 6, 2015 0:50:38 GMT -5
Oh! I know something like that! One time we found one of these guys wandering into a compound we were about to assault. The guards at the gate looked at it, heard it shout all sorts of nonsense, and sort of just backed away slowly before booking it. The party decided to just follow the darned thing. It was spewing stuff like racist remarks, something about catapults being unable to melt steel beams, and rapidly citing colours like a guitar hero song. Eventually the guy we were hired to capture and interrogate was incidentally eaten by the abberation. It was a weird evening; as most encounters with aberrations tend to end.
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Post by Deleted on Feb 9, 2015 14:41:32 GMT -5
(End at 1:23)
Huh. TF2 underwent several builds before evolving into its most current aesthetic.
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Post by Deleted on Feb 11, 2015 0:10:58 GMT -5
I don't know what Hydro is, and at this point I'm too afraid to ask.
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Post by Deleted on Feb 13, 2015 20:14:11 GMT -5
Wait, is the two-way teleporter upgrade worth that much in certain situations? It seems like the Naturalize of the engineer loadout; either useful from time to time or a complete waste. It might see use on Caliginous Caper, Bigrock, and any wave involving multiple super scouts. Beyond that it's a novelty upgrade.
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Post by ChloeB42 (Alexcalibur42) on Feb 13, 2015 20:47:03 GMT -5
It's pretty much useless, I stopped getting that a long time ago. Like how often are you going to need to upgrade in the middle of a round? It might be useful for super scouts, but only if your team sucks.
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Post by Deleted on Feb 15, 2015 2:33:49 GMT -5
So I figured. I got into an argument with someone over this; it didn't go very far after being dismissed with "well that's your opinion and this is mine".
On the topic of engi I find the disposable sentry about as useful as a crit canteen. No, really, the wiki says your sentry gun will double its fire rate if you somehow conceive of trying it. Still not worth swapping out a building upgrade for, but interesting none-the-less. Anyways, 500 credits for a sentry that requires the engi to move away from his wrangled sentry to slap down 130 metal for a baby sentry is a asking a bit much. I'd say metal cap and dispenser range are all you need until you can afford wrench speed, building health, and fire rate incrementally. For primary weapon I use nothing but the Rescue Ranger because it's helpful against sentry busters and other fallback strats. In theory the Widowmaker and high metal cap go well together, and the Frontier Justice will capitalize off of higher kill counts, but your sentry's going to do most of the killing. The ResRang is painfully weak against spies, but it's not like you're completely defenseless against them to begin with.
I used the Phlog in Caliginous Caper. This item is easily the best healing item for pyro. About to die and your MMPH meter is full? Taunt wherever you please, and watch as everything gets frustrated at you not dying. If this items ever gets nerfed it'll probably have the full-heal part removed.
Heavies are ridiculously good on eco. Bandolier, health on kill, and resistances are perfect even with a team that doesn't understand how scary your DPS can get. I once stood alone in the forwardmost part of Bigrock against swarms of heavies and giant soldiers because I just wouldn't die with the rest of my team. Everyone else was trying to set up at mid, but I kept slapping down swathes of heavies while only damaging the giant soldiers before falling back. It was epic, but otherwise a very counter-productive idea since you can drop lots of money nobody can pick up. Lol, maybe a shotgun would have been useful there.
Medic is the kind of class that diminishes in necessity as the game goes on. After 2 points in healing mastery and overheal you just won't need the healing as much anymore. Projectile shield, some resistances, and uber-related upgrades are all you really need beyond that.
Sniper's usefulness is really bent on that explosive headshot. A fully charged shot to a giant's face is an easy way to kill off his medics. Jarate is helpful, but being scoped in a lot can diminish its value. Also, the Machina doesn't get multihits on tanks as I've seen in the videos. That, or I'm doing it wrong.
Grenade Knight is a setup I want to try out, but I already know there's better strats out there. Extra resistances, damage, reload speed, reduced fall-off, mobility are all bells and whistles under what the ScoRes or Buff Banner soldiers can offer. And yes, I know mathematically the fall off is minimal because the odds of hitting the target is reduced at an arced trajectory. Still; it seems fun because making such an unreliable weapon sing feels very rewarding.
I've noticed a lot of Soldiers on Advanced/Expert use the stock launcher. I guess the black box doesn't offer too many benefits with survivability when upgrades can already do that.
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Post by Deleted on Feb 16, 2015 3:11:57 GMT -5
One time on advanced Decoy (the red map) we had robot engis set up four sentries outside our spawn beyond the bridges. Our soldier was the only class in the mix that could take down sentries.
He had a cow mangler.
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Post by Deleted on Feb 16, 2015 15:50:22 GMT -5
thats more of a group problem. cow mangler is nice because it has infinite ammo But with the inability to be crit-boosted it has no synergy with the Buff Banner; and that item is a must-have on Advanced/Expert. Not to mention the soldier's supposed to be the designated marksman against sentries of all things; robot engis tend to place those on long lines of sight where players can snipe it.
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Post by Deleted on Feb 19, 2015 3:29:14 GMT -5
Someone's spectator interface glitched out while casting a highlander match, then this happened.
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Post by Deleted on Feb 21, 2015 0:49:25 GMT -5
Custom MvM maps in a nutshell. There was another custom map in some snowy locale. The first wave offers $500 and sends out 60 SplenScr demoknights with 700 HP effective. A lot of maps are brutal at the start and never really change the difficulty. I played a custom map where there were 2 sentry spots over the bot spawn, the heavy's minigun dealt 1 damage mininum, and the scout's scattergun ramp-up went up to something like 1000%. It was retarded. The best one I had was this one custom map on Decoy where the game starts off at $7500. The game starts off slowly conch soldiers and loads of giants. Eventually the game gets frustrated at you and fires 50 boss barrage bots to stampede everything and everyone. On Decoy getting pushed to the back is a death warrant; with only one metal pack by the spawn you'll most likely lose from having no ammo.
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Post by Deleted on Feb 22, 2015 1:29:02 GMT -5
Heh, now here's a map with an unusual theme; to think Mann Co would set up a failed mining camp here of all places. Top image is the opening area from the front corner of the map. There's 6 spawn positions where enemies can file in, and it's tough to hold this spot as the AI moves diagonally across. I played as engi on this map when I should've played heavy; it's REALLY clausterphobic. Snipers came in on the upper platforms and forced my attention their way instead of the giants I had to fend off. I was then forced to move into a room that divided the main area from the final stand area (second photo, from the back); it was messy. There were several platforms that looked like they were supposed to be designed for a sentry gun, but they were way too small to be of use. Tanks just barreled through the centre like it was nobody's business.
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Post by Deleted on Feb 24, 2015 21:37:56 GMT -5
FOR THE ADMINISTRATOR. EDIT: I finally beat a Boot Camp Expert matchup. However, there were 8 of us in the party.
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Post by Deleted on Feb 28, 2015 4:23:58 GMT -5
-In a random TF2 Payload Lobby -3 heavies on the team, I'm the only medic with a quickfix -Sarcastly mention something about needing more heavies -There is now 8 heavies on my team, and I'm still the only medic -Sandviches and bullets being thrown everywhere -Slowly trample the opposition 3 rounds later before people start swapping back to normal classes -One heavy goes down another takes his place -HEIL HEAVY MRW when I had a symphony of "medic" being thrown at me. Also I've noticed that characters' expressions change once they hit the red. Do comp players discern their opponent's facial expression to discern which players are weak, or do they all have a plugin that lets them see enemy health bars? If no to the latter question, is that technically cheating in any form of PvP TF2?
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Post by Deleted on Mar 6, 2015 0:25:30 GMT -5
Whenever you're the medic of the team getting steamrolled. Lol.
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Post by Deleted on Mar 9, 2015 0:34:14 GMT -5
When you retreat from a pyro, turning your back only to figure out the hard way that he's using a Backburner.
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Post by Deleted on Mar 30, 2015 15:52:57 GMT -5
An UNUPGRADED Scottish Resistance has 123.6 sustainable DPS after accounting for reloads. I literally just did the math right now. The crits; WE FORGOT THE KRITZ!
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Post by Deleted on Mar 30, 2015 23:20:27 GMT -5
Shawtay was cash.
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Post by Deleted on Apr 4, 2015 0:09:27 GMT -5
Before you ask- yes, that was a ragequit.
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Post by Deleted on Apr 4, 2015 1:31:14 GMT -5
Not lag this time. My first mistake was not making more efforts to stack the other team when you, Doc, and Cap were clearly on the other team and not going on TS. I thought if the server had crits disabled it didn't matter who was on which team; pretty much everyone was more experienced if they were seeking out a no-crit server. Not the case; not even close. I had an entire team of roamers that somehow wanted a medic to heal them but not undergo the burden of covering their own medic while expecting them to heal them as they embark alone against a group of enemies. Lots of retreating and lop-sided matches later I ended up fighting you with nobody on my team around to help. At which point I figured I'm not doing my best and just put the game down.
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Post by Deleted on Apr 29, 2015 11:24:43 GMT -5
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Usagi
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Post by Usagi on Apr 29, 2015 22:04:50 GMT -5
Matchmaking in TF2? That's really weird.
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Post by Deleted on Apr 30, 2015 22:28:32 GMT -5
Wait, did he say they're meshing 6v6 and 9v9 into the same playlist? The lack of any sort of class limit might make multi-engi/multi-medic/multi-demo setups really tough to beat. It's going to happen, but first I want to see how Valve answers this.
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Post by Deleted on May 1, 2015 13:57:41 GMT -5
If we cannot anticipate the mistakes of the future we're doomed to make them for the first time.
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Post by Deleted on May 7, 2015 14:16:14 GMT -5
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