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CoolCab
Apr 17, 2005

glem

Saoshyant posted:

Every recent Halloween update has had a comic to go along with it, but this time they started a "monthly" comic and haven't followed through with that. Either they end up being the one and the same and we will see tomorrow, or there's no Halloween comic.

Bi-monthly, as we have now ascertained, once every two months. So we're expecting a new comic in the coming weeks, although there's no reason to think it will be a Halloween comic (no reason to think otherwise, but that's Valve Time for you).

To any new players that might be reading this as it's early in the thread: if you want to win, play Medic (you want to win). If there's a Medic, play Demoman. If you're struggling with Demoman, use the stickylauncher exclusively since you can land ridiculous kills with it without needing much twitch skills (it gets better the worse the players you're facing are, exploit this), and as you do so, practice landing grenades, it's not as hard as it seems.

Then, and only then, can you evolve into other classes. Trust me on this.

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CoolCab
Apr 17, 2005

glem

Jimbone Tallshanks posted:


To echo this, playing Medic in a normal pub game can easily turn the tide of battle, not just because you provide healing but because you can indirectly control the team. It might take them a few deaths, but eventually people will start hanging around you and sticking close so you get to choose the attack routes.

Playing Engie can have the same effect, teleporters will directly put people where you want and they'll run back to your sentry-protected dispenser safe haven, especially on A/D maps.




Medic will teach you the two most important skills that you'll ever need to be a good TF2 player: remain alive, and you win if your team defends the medic (or you can defend yourself, by keeping yourself alive, see point one). That's it. Point your medigun at people with little crosses over their heads and follow these two simple rules (or, in the case of the second, realize how loving massive of a difference it makes when morons ignore these simple rules) and you'll very quickly learn the fundamental game constant: games are won and lost on uber pushes, and learning how to keep the uber builder alive and get him to a position where he can exploit ubers effectively and you will win literally every game. This is true from the lowliest Valve server to the finals of UGC Highlander or i49 or whatever. It's what the game is quite literally built around.

Demoman will teach you the third most important skill in the game: namely, the best tool you will ever have is predicting where an enemy will be, and making sure lots of damage is applied there. The Stickylauncher is this lesson personified; if you can predict where someone is chasing you, which you'll learn quite quickly by dying a bunch: mine that spot you'll suddenly find yourself shooting up the scoreboard. It will also teach you a bunch of other minor but utterly critical lessons; landing pipes will teach you to land anything else in the game, positioning, baiting, retreating, knocking out the Medic, explosive jumping and airstrafing. You'll also learn a million little things that will make you a better player quite quickly but aren't quite as easy to put into words, where healthpacks are, where players are likely to be, the shortest path to the nearest healthpack (and the quickest way to make that path lethal), how quick other classes move, how other classes approach and how to exploit the weaknesses of each class.

Engineer can teach you to put up teleporters (your primary role! Just do it!), dispensers for players running back from the front and sentries to protect your teleporters and to a lesser extent your dispenser, but a lot of players tend to see the sentry as your primary role. It's not. It's far from terrible, but if you want to area deny, play Demo. If you want to get that Demo to the front to area deny, then support him from flanking and bombing classes, as well as protecting your nest, play Engineer. But frankly I would learn, like, five classes first.

CoolCab
Apr 17, 2005

glem

Holy gently caress would I wear the poo poo out of a Shakespearean neck ruff thing. Even if it's only for halloween.

CoolCab
Apr 17, 2005

glem

Heran Bago posted:

Ever since I named my strange quick fix "Medi Jumper" (I'm sure someone else has done this before) soldiers and demos just immediately understand what's happening and start jumping. I healed a gibbus wearing demo and the very first time he threw down two stickies we jump-ducked over them and across the map together.

If your loadout is good enough to post about then it's good enough to make a replay specifically for where you find the perfect shot while running maxquality settings.

I always wanted to name my medigun ''WHEN I START SCREAMING ''MEDIC'' WITH 100% I'M ABOUT TO UBER YOU, MORON'' but playing medic in pubs is painful enough.

CoolCab
Apr 17, 2005

glem

xzzy posted:

Fair enough, other than the fact that I find demo horribly boring to play.

I don't know why, demo is a great class. Just doesn't suit my temperament or something.

I know a number of people who are the same, but particularly with the Sticky Launcher. And I think there's a reason for it.

It's a simple reality that the SL is one of if not the best weapon in the game (if we're not counting the Medigun) against competent players: it's incredibly powerful on defense, the strongest tool there is for denying essential flank routes or trapping a choke to ensure a lost point doesn't become two (controlling tempo in other words) and being an absolute beast on offense as well (put a Kritzkrig behind him and even in the highest levels of play, if the other team has the misfortune of being in the same zipcode as them, they're going to die.). Competent players know that to clear this defense, they need to flank around the trapped route and get in the Demo's grill, or wait for an uber, or deal with the stickies before pushing on. All of this means that the SL has a nice, high skill ceiling: it's challenging to put yourself in the mind of a good player to best lay traps, it means learning to use the GL as effectively (or in some cases, better) to cover your weak points, and knowing when it's safe to reload and where on each map, and knowing each map's sweet spots (and health packs, since rolling out and jumping with it completely rely on them). It's a good, well balanced weapon.

Against competent players.

In a pub, there might be, at best, half competent players on the other team, and then half pubby pubbies. All of the above remains true, but the thing that pushes it into ''objectively the most ridiculously too good weapon to use on a pub'' (yes, even Heavies, who become pubstars not just on the strength of their skillhose but on their HP pool, sandvich and having a medic magnet in their pocket) is that bad players don't respect the stickies. They'll tunnel vision and run right on the sticky you've put square on the floor in front of them, as a non-Phlog pyro. Scouts will barrell straight into clearly mined routes, Medics will stand there healing as you lob enough stickies over their pocket to effortlessly kill them, Engineers will sit there wrenching their level 3 as you stack 3 or 4 stickies onto their nest. If you're being pursued, lay a sticky at your feet, keep moving, and they will run onto it ever loving time. This actually has a quite low skill ceiling, and honestly, I can see why people get turned off by it. It's just not that satisfying to get a kill where the victim contributed more then you did.

Me, I just take the freebies, and watch out for good players. If there's at least one player on the other team who's as good or better then I am (not hard I'm terrible), then I'm being challenged, and having fun. I think of the the easy kills as teachable moments: eventually, if you let them touch the stove enough, they learn.

CoolCab
Apr 17, 2005

glem

Jose Mengelez posted:

It's almost as if stat tracking weapons are basically worthless.

Couldn't disagree more. Strange weapons are amazing at reenforcing behaviors that lead to your personal TF2 ''goals'', allowing you to customize what's tracked to allow you to see real concrete improvement towards landing Market Gardeners or beating a difficult class matchup (heavies killed on my scattergun is currently at 80, has so many fond memories), and also sometimes discover interesting trends and flaws about your play-style that you'd never have noticed without this additional data. It's what the now vestigial (but brilliantly designed) personal bests system shoud have evolved into, a mechanism that gives you usable data about how your play is improving.

The problems with strange weapons is they cost for a functionality that should have been implemented for free (binding them to the godawful hat baron economy, meaning some really commonly used weapons are ridiculously prohibitively expensive: a Strange Kritzkrig costs, once you convert out of keys, 64 loving dollars), and that they show the other player, the player you killed, these numbers for no reason other then to reduce the positives into pointless, ridiculously easy to falsify dick waving contests.

CoolCab
Apr 17, 2005

glem

Jose Mengelez posted:

If you can connect your pipes just stick with them at mid range maybe airburst a couple of stickies as the coup de grace.

Stickies also have damage falloff (that turns off after 5 seconds) so you might be landing shots just fine, you're just not used to having to deal with falloff.

CoolCab
Apr 17, 2005

glem

Mercury Crusader posted:

Every time I want to play a class that isn't Soldier or Demoman, it just feels weird to me. I love making things explode and flying in the air thanks to explosions. Thanks, explosions.

Thexplosions.

I know what you mean. Am I the only one who sometimes gets sort of...class performance anxiety? When you're join a team with a really obvious gap, like no engineers, or who are struggling against a specific tactic a particular class is best at countering, like a counter sniper to at least distract and engage someone running wild, or a pyro if you're having spy problems, that sort of thing.

Problem is, if you sit me down and have me play a match as each class, I'm going to do really well three times, do okay twice, then four times (sniper engineer spy and unfortunately soldier, since I still can't rocket jump :( I can sticky jump pretty consistently but put a rocket under me and I'll make it to a head high ledge one time in three) I'd be contributing more by running over to engineers and /exploding for the metal.

Sorry for being the second demoman, team. Even without teleporters, trust me, you're better off :smith:

CoolCab
Apr 17, 2005

glem

death .cab for qt posted:

Play scout. You will appreciate the mobility, and get to learn a new style of play that compliments pyro and spy pretty well. A heavy focus on getting in close to your enemies while learning the flank routes and making picks, which you can enter transfer into a pyro for team support or a spy for behind-enemy-lines picks and sentry busting.

Scout is a fantastic stepping stone to other classes, I used to be All Soldier All The Time and then played scout for the better part of a summer. After that I played pyro near constantly because it let me be a slow scout with a flamethrower and still practice projectile aiming with a flaregun

In this vein of Scout being incredibly educational in other classes: I'm trying to pick up Pyro, and the eerie thing about Degreaser/Flaregun/Powerjack (highly reccomended) is that you play it like a Scout. I still can't reflect to save my life, but I still managed some topscoring; it's just the Scout! Treat ''Degreaser into flare (into Powerjack if the heavy is turned around, or back to flames otherwise), and you can get some pretty impressive work against Heavies. It's still the Heavy's fight to lose, but you can pretty easily put the first 120+burn on them from range, use the mobility to close the distance with a flank, repeat, and if they're still up, powerjack them. Even if you're in the worst case scenario where the heavy is spinning up and on you you can still sometimes disorient them by circling them and with airblasts to keep their aim off. Which is almost exactly like how you engage them as Scout. Several other classes are the same; you engage Scouts by getting one good hit in on them up close, then pursue (with a flare). You deal with Demomen by forcing yourself into their face and leaving them unable to risk using a projectile. You deal with Sentries by not dealing with sentries very well at all. And although I can't reflect, the airblast functions exactly like some wonderful combination of FoN pushback and the Mad Milk's fire negation (with the Powerjack covering the self healing), all rolled into one package.

It's kind of like a greatest hits package for Scout in exchange for being pretty close to useless against other Pyros, and ironically not that great against good Scouts which can dodge flares.

The biggest difference is that instead of projecting your rather squishy body to pursue, you project flares, which are much safer. This means you can do silly things like pick the Heavy's pocket any time he's on fire, as long as there's any line of sight, and twoshot 125-175 classes from across the map (granted, in many cases that relies on after-burn, which is far from reliable). I only started playing it this week, and I'm already one behind my all time Scout best in both points and kills.

CoolCab fucked around with this message at 21:46 on Oct 25, 2013

CoolCab
Apr 17, 2005

glem

death .cab for qt posted:

I actually really enjoy playing chubscout by just using the power jack and stock shotgun with the degreaser, too. It lets you pop reflects and swap weapons quickly while using your shotgun. Nothing feels better than shotgun dueling a cocky scout and then tagging him with afterburn right after a 90 damage meatshot :getin:

But then you miss magic moments of pure joy the flaregun can give you. We were being harassed by a trolldier on Upward, who'd been managing to jump in, do some shotgun damage (and I think once Market Gardened someone) and jump out three times with impunity, annoying the poo poo out of us. On the fourth go, I somehow landed my (first ever!) flare airshot on a target a full point away retreating at max speed, gave him a high five for the killcam, and he either rage quit or rage switched classes :allears:

Little things like that are why I still play.

CoolCab fucked around with this message at 04:00 on Oct 26, 2013

CoolCab
Apr 17, 2005

glem

Spacedad posted:

That was me - If you notice I have a 'tradition' of for the past few weeks ending the evening's event by putting up a sentry for a little bit to troll before leaving.



I dunno what the voice chat stuff was on about though.

The shotgun heavies and rake pyros turned out to be super fun, and we'll definitely see a redux of the revolver spies.


NEXT WEEK'S EVENT: Nightmare before Smissmass - Smissmass holiday themed weapons + wear your coolest halloween miscs (and xmass miscs) that you like. So holiday punch, candy cane, wrapping paper, and any festive melee items you have.

I personally just reacted to people cheating by cheating myself, but only on that person. It tended to...actually be really really easy to remove them from play (here's a tip to the market jumper who was hi-lariously preventing hightower from possibly ending: : some of the pyro weapons? Get better the more pyros there are!) I had a really fun time for my first ''real'' go at it. I'm explosion wizard then LORD TERRIFYING after I saw what my Pyro loadout had wrought.

A suggestion: when there's asymmetrical gimmicks, like the Engineer/Spy thing, they should trade gimmicks in the second game. Also, towards the goal of games ending, it might be an idea to always let the teams have 1 outside of gimmick player (medic, probably, or engineer for teles) just as a quality of life thing.

The only thing I didn't like was that last map, it was incredibly confusing and parts of the roof didn't have geometry. The gimmick was ''melee only, but you can uses nonlethal items'', but when I tried to use the sticky jumper it bounced me into the skybox, then under the level, somehow. We were fortunate someone didn't sentry jump up down there and leave the map unplayable.

CoolCab
Apr 17, 2005

glem
Can you share replays? I didn't get one, but would love to use it to show off my pyro loadout.

CoolCab
Apr 17, 2005

glem

A Steel public service announcement: I know it's tempting to jump around E when I'm quick fix ubering you, but there are some problems with this plan :(

CoolCab fucked around with this message at 00:27 on Oct 27, 2013

CoolCab
Apr 17, 2005

glem


It needs to be seen in motion to be truly appreciated, and it's not halloween restricted at all. I call it ''never for a moment stop screaming''.

CoolCab
Apr 17, 2005

glem

Mercury Crusader posted:

Who is the person on the Spellbook Magazine backpack icon? It is weirding me out for no reason whatsoever that there is a character that seems completely foreign to the TF2 universe on a random Halloween item!

The description makes it clear it's a porno magazine, thus the scantily clad witch on the cover.

CoolCab
Apr 17, 2005

glem

FirstPersonShitter posted:

I would pay cash money for that pyro sitting taunt. It's so cute.

It's based on how he sits in the smissmas comic, I think? Amazing callback. It also fulfills the actual objective of taunts perfectly: it would be humiliating to see in the killcam.

CoolCab
Apr 17, 2005

glem

Tollymain posted:

TF2 is trying to update and apparently has broken for me :(

Deleting and redownloading didn't change anything.

Delete clientregistry.blob? I don't know why, but that always seems to unbreak the steam client for me.

CoolCab
Apr 17, 2005

glem
They should make the Quick Fix overheal back to normal rate, and in exchange for it give it a slight weapon switch bonus. One, so it does absolutely everything (and every possible interpretation of ''quick'' :getin:), and two, so you can poo poo Crusader's Crossbows like the Pyro shits flares: in brief interruptions of your unending primary M1. Then maybe battle medics will start putting it on and possibly figure out that the Quick Fix is already the battle medic's best friend, and the rest of the team gets a battle medic who's obliged to use their loving medigun sometimes.

CoolCab
Apr 17, 2005

glem

LogisticEarth posted:

I don't think there are many servers that force stock weapons. I feel where you're coming from, I remember uninstalling in frustration when they started time-based item drops and the whole fancy hat thing. It seemed stupid and gimmicky.

But then I picked it up again a couple years later and gave it a second shot. Yeah, playing FPS dress up is still gimmicky (yet oddly addicting), but most of the new weapons are great and add to the gameplay. The visuals might distract you but TF2 still has some great asymmetric gameplay, and the classes are still generally the same. The big exception to that is probably the demoknight loadouts. I'd give it some time and relearn the game.

It's also helpful that a huge chunk of the unlocks you see are pretty far from optimal. Stock is still still generally the best slot for each class, I think you need to know, what, somewhere between zero and two exceptions per class (ubersaw, kritzkreig, axetinguisher, sandvich, gunslinger, maybe the kritzkreig, boston basher, atomizer, nothing for Demoman off the top of my head) that gives a player a more or equally valuable tool. Honestly part of the fun of TF2 is reading the very situational weapon that killed you in the killscreen, and then working out how gimmicky and counterable the strategy is.

Trust me, the scout is giving up a lot for that milk, or ball, or whatever. Most of the unlocks are buying a situational advantage at the cost of general utility, which is easily exploited. Once you work out a good strategy to foil it (like ranging them out with the mad milk, for instance) you'll always have an advantage against that player.

CoolCab
Apr 17, 2005

glem

Sanctum posted:

I play stock pyro and do pretty loving amazing. What a cruel irony that playing a particular class with their stock loadout is now a gimmick, and how the fire axe is roughly the equivalent of wrench kills in TFC.

Personally I find pleasure in playing pure stock on occasion; I think of it like a statement that the game is about the player and not their choice of weapons or hats. At the very least it might give someone pause when they start thinking about what loadout they need to get revenge on that... stock class. Maybe even cause someone to start thinking more about how they play and less about what loadouts people have or which loadout they should choose.

Stock Demoman is my loadout of choice (and I'm pretty sure other then the Pain Train and only on A/D maps, stock Demo is optimal), and I still play stock Scout, because hit myself with the stupid Boston Basher all the time :saddowns:. The real hat advantage, namely being that a good hat is like a remotely competent medic magnet, means I do put cosmetics on. It's like mating plumage.

I kind of really lucked out putting ghost green on my strange degreaser after booting it for an hour on the 10th. When can you get spells?

CoolCab
Apr 17, 2005

glem

Dr. Fetus posted:

Also didn't notice this, but apparently the first set of chemistry sets stopped dropping after September. Just 2 weeks after they were first introduced, so you might want to use these new ones up now if you're planning on using them.
Well that explains why my strange summer shades have been steadily increasing in value. Why would they do this? I mean it's nice for me, but what's the point of introducing artificial scarcity at this late stage of the game?

CoolCab
Apr 17, 2005

glem
I go attack if I can help it; I hate the 20 second respawn time you get on some defense maps/stages. But I mostly play KOTH or CP anyway.

CoolCab
Apr 17, 2005

glem
What would be the cheapest/fastest way of finding 5 unique Holy Mackerels? Scrap.tf seems to be out of them, and all the dispenser.tf guys want a scrap for each.

CoolCab
Apr 17, 2005

glem

Abyssal Squid posted:

Minisentrychat: what if they reduced its ammo by 2/3, down to 50. That way it would still be just as useful when it's just built, but you can't plop one down and expect it to keep an area locked down. It still provides a strong distraction, you can still use it to control low-traffic areas, and you can still use it as an early-warning alarm for the rest of your nest. What you can't do is lock down high-traffic areas indefinitely without devoting a lot of attention to your sentries, either reloading them or just replacing them. I guess this might be a bit of a nerf to the Frontier Justice because it'd be hard to rack up lots of kills on a single sentry, but that's the price you pay for a minisentry nerfs.

If you don't want to look, minis do 8 damage per shot, so this takes their damage potential from 1200 down to 400, plenty to be a huge nuisance but low enough that a Bonk Scout or a food Heavy can tank it out relatively easily, and any power class with a pocket Medic would be inconvenienced but not stopped outright.

Thinking about messing with buildings' ammo gave me a sapper idea too, the Support Sapper:
+ +300% sapper health (8 wrench hits or 4 homewrecker hits)
+ deals 5 damage to attacker
- 90% reduction in damage dealt to buildings
! unique sounds, including shock sound when attacked

You pretty much won't be taking out buildings unassisted with this sapper, but if you get all the buildings they're not getting released until the Engineer chooses to take a total of 120 damage. It also means you're an infinitely higher-priority target than your sappers are, so watch out!!

I would just reduce it's turning speed. That way direction and positioning are super important and a well placed ambush gun can provide amazing area denial, but plopping it down anywhere in the open (the actual problem with minis) means it can get flanked, bombed over and taken out, or just ran around by Scouts.

CoolCab
Apr 17, 2005

glem

dhamster posted:

Anyway, the sapper is already pretty good for assisting in base destruction as is, if the team is well coordinated. Or if you are able to yell "SAP IT" at a friendly spy when nearing a sentry nest around the corner. An Ubercharge is better and more reliable at this, but that's the way it should be.

In pubs, the only reason Ubercharges are better/more reliable then spies at base destruction is because the enemy team runs from ubered players, and there's a medic setting tempo behind the push. Any spy who uses teamspeak to say ''I'm going to sap the lot in 5 seconds'' or who waits until he sees a few players coming is actually much better at nest destruction; by getting as many sappers out as quickly as possible he screams for the attention of both the engineer and any enemies nearby leaving them to turn their backs on the front and play ''hunt the spy'' for more then enough time for your teammates to flank them to death.

This game winning strategy nets a colossal 0 points, while ''being utterly useless but getting free, meaningless backstabs on clueless, not contributing newbies'' gives you 2 per gibbus slain and lets you topscore every time.

CoolCab
Apr 17, 2005

glem

ninjewtsu posted:

I don't really get the minisentry hate. They die really easily, any class can kill one assuming starting at full health. And they don't do very much damage either. I've been running around as scout and gunslinger engie and really the only time minisentries ever pose any threat to me is if I just flat out don't notice them, or if I'm already low on health and some rear end in a top hat with a shotgun would have killed me anyways. Minisentries provide a small amount of constant, consistent damage (since they have perfect accuracy and a high rate of fire) which really only makes them dangerous to people not paying attention or who are low on health. A full health pyro can straight up w+m1 kill a minisentry unless he starts running from like, the exact edge of a minisentry's range (as opposed to, say, turning a corner into a minisentry) and a scout can absolutely kill a minisentry as long as he doesn't mind losing some health getting right up close for a couple of point blank shots. Yeah an engie can poo poo out minisentries at an absurd rate but that doesn't mean much if one soldier thinks to launch a rocket at it while it's still constructing. Personally i think with the removal of the healthregen while building minisentries are in a really nice place right now, where they let an engineer play aggressively but, to me at least, don't really feel overpowered at all.

The problem with minisentries is that they're way too good on certain maps (anything with big open spaces with great coverage, like the first several stages of Upward, Hightower, Doomsday, and pretty much any KOTH map) because a minisentry up for even 2 seconds is going to find a target for those two seconds, will have an engineer with a shotgun and +25 health at max two seconds away, and will always cover at least one (probably several) retreat paths to healthpacks, and if it's destroyed (a tiny target shooting you to screw up your aim and probably quite far away) the Engineer can just throw down another one almost instantly.

This shuts down a bunch of class critical movement abilities, severely penalizes the faster and short range classes, occupies Snipers and Spies (who are forced to break their cover) endlessly, leading them to be countersniped or otherwise ambushed. Since all of these things are utterly critical for the balance of these maps (particularly on KOTH) and for a number of loadouts and attack strategies a single competent Gunslinger engineer forces the other team to play either good-at-Gunslinger killing classes and loadouts (which are often really loving boring) or suffer a significant handicap, and probably lose.

CoolCab
Apr 17, 2005

glem

miscellaneous14 posted:

Stock Demo and Soldier aren't boring, though.

I'm going to state a controversial opinion here: people don't like the minisentry because it prevents them from going onto a KOTH pub and being a one-man-army superstar. Any amount of team coordination will shut a Gunslinger Engineer down and make the minisentry not much more than a small distraction while a sub par combat class tries to plink at you with a sidearm shotgun.

This isn't even a case like the Heavy where teamwork doesn't always overcome them; when it comes to a minisentry, all it takes is a single Soldier or Demo to shoot vaguely in the direction of the thing in order to deal with it and render that Engineer defenseless. As much as I love dominating on KOTH maps, it's important to realize that the minisentry is designed primarily as a distraction and secondarily as a way of punishing soloing players.

I play stock demo quite heavily, actually. Having heavily restricted movement abilities (sticky jump, lose half my health from the jump, minisentry does nearly enough midair to cause me to crater, and if I land a midair pipe on the smallest target in the game I wind up dealing with ''a sub par combat class'' who mysteriously can manage to handle the 30-50 hp I have left) is really boring. And time spent dealing with a literally unending stream of minis is time not spent contributing to objectives.

And if the second thing you said was true, well, why wouldn't we all go gunslinger engineer if we wanted to ''one man army superstar''? Which on KOTH pubs win games more reliably then medics, probably topscoring and topfragging in the process? I mean, sure, they've only got a ''sidearm shotgun'' that functions exactly the same as a scatter from medium range giving them a fifth more health then a Scout.

CoolCab
Apr 17, 2005

glem

Reiley posted:

You shouldn't be stickyjumping into areas that have sentries in them, first and foremost.

It's almost as if they were in some significant way making it more difficult to utilize my ability to get from one place to another, how would I phrase that...


Reiley posted:

You also don't need to hit it with a pipe, you drop one sticky on it and poof, it's gone. And if you're on top of your objectives the Engineers can't build there, they can really only use sentries to hold down areas their team already has.


What, 80 damage from the sticky jump, 30 from the crater (I'm just ballparking here), most of a second to arm the sticky at 48 DPS means that if I use my stickylauncher (on a jump, which is what I was talking about) leaves me with >30 health, if I fire the sticky at the exact moment I start getting hit (and I nail it). And what on earth are you talking about.

CoolCab
Apr 17, 2005

glem

SkySteak posted:

I think the second worse thing, as a Scout in KOTH maps is people who build Level 3 sentries at spawn. It's one of those situations where they're completely useless except when you dare get to close to spawn.

Well the idea is to build it to 3, have a vanguard protecting you to somewhere where it can be really helpful. A engie buddy (or you, can hide an exit somewhere and not have it found) with a teleporter somewhere not far away from the front, build it up and a nest, wait until you have excellent control of the point and then get a level 3 all the way to somewhere it can surprise the pushing team with shitloads of damage and force them to waste lots of precious time dealing with it before they can push the point.

There are KOTH maps this can work, and some it's incredibly difficult if not impossible (nucleus) but it's the very definition of high risk/high reward.

CoolCab
Apr 17, 2005

glem

Jimbone Tallshanks posted:

Toy Fortress 2

And yeah, that's a great short.

My god would I play Toy Fortress 2. You could put a 10x scale 2fort, litter the ground with giant skeletonized corpses waiting out the 900 minute clock (three dead snipers on each side of the battlements, two engineers in each intelligence, a demoman spawn camping, a medic standing idle in spawn) for cover, add some mouse hole flank routes and lots of healthpacks, and I might actually enjoy a game of 2fort.

CoolCab
Apr 17, 2005

glem
Is there still no fix to the ''put money into upgrades, then come back and they are undone?'' That poo poo is infuriating.

CoolCab
Apr 17, 2005

glem

FirstPersonShitter posted:

Well, I think my killstreak weapon has made me a slightly better tf2 player. I no longer ridiculously overextend and die constantly. Now I am the most craven motherfucker ever and I run away to heal every time I lose 2hp.

My friend who hasn't played the game in awhile got back into it because of watching Star_ videos, and he made an observation that I thought was a protip: Star_ is always running for a healthpack, mindful of where the healthpack is and basing his movement and extension from a source of a healthpack (unless he has a med, where he does the same but around the Medic's health). If I'm at 124 as a Scout or whatever, I'm thinking at all times ''I can deny someone else this healthpack, I can fall back here, I can safely assume enemies will tunnel vision this healthpack''. Playing around healthsources is another one of those nontwitch skills that separates new and old players.

CoolCab
Apr 17, 2005

glem

A shrubbery! posted:


I'm surprised "keep your scope on that exposed healthkit" isn't a core Sniper tactic, or if it is I haven't heard/seen it much. It doesn't even matter if they pick the kit up, if you've got a charged shot waiting at head height right above it.

Well you've gotta be looking for movement, and because the healthkits either tend to be very enclosed (think Harvest or Hightower, where nearly every medium healthkit has at least three walls and a ceiling around it) where it's not easy to find a good perch, or very open (Harvest again with the small healthkits) where there are lots of other chokes you must be looking at if you want decent picks and/or avoid getting countersniped. To contrast, ''sticky up a healthkit'' remains a very strong strategy, one you see all the time.

Tollymain posted:

This explains why I'm so much better on Harvest than other servers! I play on Harvest too much and I can never remember where the health kits are on other maps :saddowns:

Strangely enough I used to be very similar until I personally started watching Star_'s longer live commentaries. If there's a healthpack on a map and he's playing on it he'll find it, and if it's not to commonly used he'll call out that fact.

CoolCab
Apr 17, 2005

glem

Tollymain posted:

I got a gunslinger killstreakifier :haw:

Now I just need to decide if I'm going to save up for a strange gunslinger or not.

You'll get what, £4.40 on the community market for it right now. I'd dump it before russian nine year olds inevitably flood the market.

CoolCab
Apr 17, 2005

glem

TheRamblingSoul posted:

I call shenanigans.

The frying pan is always an upgrade over the stock bottle and I refuse to hear otherwise. :colbert:

It's the difference between paying something like fifty bucks for a strange pan instead instead of a scrap for a strange bottle, and the bottle has its own custom animation. For six years my secret pro strategy is to make sure I break my bottle waiting for setup, for the extra damage :pseudo:

CoolCab
Apr 17, 2005

glem

Fojar38 posted:

BLU Heavy is also a psychopath though. Everyone is a psychopath. They all enjoy causing pain, killing, and creating general havoc and mayhem.

The only one who seems even remotely stable is Engineer but even he still shows the same callous disregard for human life as the rest.

The demo drinks away the pain of all his violent murders, he's the "sanest" by virtue of expressing a sane reaction to an insane world. The Engineer cackles manically as his guns punch holes in human beings: the Demo is drunk, what's your excuse?

CoolCab
Apr 17, 2005

glem

Mercury Crusader posted:

Huh, I didn't know they were paintable. Regardless, that's way too much for a Halloween/Full Moon-restricted item. Hell, the Idiot Box, previous King of Halloween Items, is only 1.5 keys.

Someone posted about it in the thread, they were for whatever reason (bugs?) 30x more uncommon then all other drops. It's nothing to do with the item and everything to do with scarcity.

CoolCab
Apr 17, 2005

glem
Man, why does the Dakov's loving Bar get a reskin? Like, my options for the stickylauncher are ''sticky launcher, sticky launcher with dumb poo poo glued to it'' but oh poo poo, can't leave the Dakov's Bar fans wanting.

CoolCab
Apr 17, 2005

glem

Zero! posted:

Scouts should really be one of your priorities as medic, especially if they're half way decent at the class. They'll often only be in your healing range for a couple of seconds but a quick flash of your medi gun is all that's needed to buff the scout up to 185. That quick heal makes them a much bigger threat to the enemy team so try to top up your team's scouts before you glue yourself to your pocket!

Heal priority is most injured >someone who can jump >scouts >snipers (overheal lets them win sniper duels by default, and the sniper is your natural enemy, it is a Good Idea to be nice to snipers! Keep getting shot in the head? Your sniper is losing. Give him every advantage you can!)>classes passing by > heavies. You know the heavy is going to hang around, and you can outrun him anyway. Always juggle healing based on movement, always always always.

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CoolCab
Apr 17, 2005

glem

AllTerrineVehicle posted:

I tend to play Quickfix a lot in pubs, and scouts are my favourite to heal because I use them to quickly slingshot from cover to cover.

The scouts who run back to get healing and then loving zigzag in and around the cloud of team members while spamming "MEDIC" can gently caress right off though. It's like three steps to a safe spot where I can actually target you and where you won't die to a stray hitscan bullet :argh:

Quickfix is the One True Medigun for pub play. Kind of playing in a Medivac role; flying from spawn to the action, finding cover and just making your team nearly impossible to kill, while pick and mixing your pocket to fit your transportation needs. It's really powerful and also has a pretty decently high skill ceiling which it's a fantastic learning tool for a bunch of all class higher end skills, like air control and surfing.

You can do so much goddamn work juggling that uber between players; you can get an entire badly damaged team to overheal in one second. I should rename my Quickfix CUREAGA.
e:

Ditocoaf posted:

Yes! Healing injured teammates instead of glomming onto a pocket! Coolcrab's priority list seems reasonable, though I'm not sure if I'd give scouts and snipers special treatment -- just overheal them when you have the time, like everyone else.

Scouts should (and want to be) back in the action ASAP and staying back where you are and at your speed seriously crimps their offensive capacity; an injured Scout will probably not be able to defend you. He wants to be topped up and go. I give priority to a Sniper for two reasons: one, they'll probably stop or divert from you the earliest; other classes want to stay with you, and you want to stay away from sniper lanes. And two, a good opposing sniper will prioritize the other sniper over you (or he's probably not that good) and protecting him from a snap headshot/fully charged bodyshot means that even if your sniper is terrible, you've probably bought yourself two shots before he's back to putting holes in you.

CoolCab fucked around with this message at 18:53 on Dec 2, 2013

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