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Update 7/10/13
301
#301
-7 Frags +
KanecoWe need to address some of these issues with valve.

The escape plan nerf is horrible, it changes everything, overpowers scouts even more. Badlands mid is fucked with the window and the stickies inside spawn bug is really not a good thing, rollouts are incredible unreliable now

I also don't like how they removed basically every hiding spot on badlands and other maps, hiding spots are one of those things that really add flair to a map, and removing most of them from such a big map in the scene like badlands its a pretty bad mistake

I agree the nerf is ridiculous. They nerfed the Equalizer into a BALANCED weapon (holy shit right), but no, balance is not a TF2 thing.

[quote=Kaneco]We need to address some of these issues with valve.

The escape plan nerf is horrible, it changes everything, overpowers scouts even more. Badlands mid is fucked with the window and the stickies inside spawn bug is really not a good thing, rollouts are incredible unreliable now

I also don't like how they removed basically every hiding spot on badlands and other maps, hiding spots are one of those things that really add flair to a map, and removing most of them from such a big map in the scene like badlands its a pretty bad mistake[/quote]

I agree the nerf is ridiculous. They nerfed the Equalizer into a BALANCED weapon (holy shit right), but no, balance is not a TF2 thing.
302
#302
0 Frags +
PermzillaMy sens feels fucked up too, but I don't have my sens in my autoexec so I have no idea what the correct value I need is...Is there any way to restore it or something?

type sensitivity in console, hit tab, enter

[quote=Permzilla]My sens feels fucked up too, but I don't have my sens in my autoexec so I have no idea what the correct value I need is...Is there any way to restore it or something?[/quote]

type sensitivity in console, hit tab, enter
303
#303
1 Frags +
Zambleranyone know the command for disabling critical hits appearing with crits and damage numbers?
My config doesn't save when I change it.
TommiHow do I get rid of the dumb "Critical hit!!!" text? This is incredibly annoying.Hngi have been waiting for this

http://cloud-2.steampowered.com/ugc/597008945796405462/658251626ED55AFF09D388D5B742A8FE1792A866/
[quote=Zambler]anyone know the command for disabling critical hits appearing with crits and damage numbers?
My config doesn't save when I change it.[/quote]
[quote=Tommi]How do I get rid of the dumb "Critical hit!!!" text? This is incredibly annoying.[/quote]
[quote=Hng]i have been waiting for this

http://cloud-2.steampowered.com/ugc/597008945796405462/658251626ED55AFF09D388D5B742A8FE1792A866/[/quote]
304
#304
0 Frags +

They nerf everyting and what about the f'cking pomson? >.>

They nerf everyting and what about the f'cking pomson? >.>
305
#305
0 Frags +
dobhttp://i.imagebanana.com/img/sd6t4owl/20130711_00002.jpg
so good.

Pretty late response, but what is that hud? Or can I at least get the name of the font?

[quote=dob][img]http://i.imagebanana.com/img/sd6t4owl/20130711_00002.jpg[/img]
so good.[/quote]

Pretty late response, but what is that hud? Or can I at least get the name of the font?
306
#306
4 Frags +
Zambleranyone know the command for disabling critical hits appearing with crits and damage numbers?
My config doesn't save when I change it.

Someone posted the in-game way, but the command is "hud_combattext_doesnt_block_overhead_text 0".

[quote=Zambler]anyone know the command for disabling critical hits appearing with crits and damage numbers?
My config doesn't save when I change it.[/quote]
Someone posted the in-game way, but the command is "hud_combattext_doesnt_block_overhead_text 0".
307
#307
-1 Frags +
obe_dobhttp://i.imagebanana.com/img/sd6t4owl/20130711_00002.jpg
so good.

Pretty late response, but what is that hud? Or can I at least get the name of the font?

its not omphud hud (yes that's the real name)

[quote=obe_][quote=dob][img]http://i.imagebanana.com/img/sd6t4owl/20130711_00002.jpg[/img]
so good.[/quote]

Pretty late response, but what is that hud? Or can I at least get the name of the font?[/quote]
its not omphud hud (yes that's the real name)
308
#308
0 Frags +

you get as medic 180 24/7 when you have the quikfix

you get as medic 180 24/7 when you have the quikfix
309
#309
2 Frags +
kirbyKanecoWe need to address some of these issues with valve.

The escape plan nerf is horrible, it changes everything, overpowers scouts even more. Badlands mid is fucked with the window and the stickies inside spawn bug is really not a good thing, rollouts are incredible unreliable now

I also don't like how they removed basically every hiding spot on badlands and other maps, hiding spots are one of those things that really add flair to a map, and removing most of them from such a big map in the scene like badlands its a pretty bad mistake

I agree the nerf is ridiculous. They nerfed the Equalizer into a BALANCED weapon (holy shit right), but no, balance is not a TF2 thing.

Balancing the equalizer would be cut its damage by half, instead of the normal 66 melee damage it would only do 33, not directly countering its positives with a negative in the same weapon.

If they thought the equalizer would need more balancing (which I think it was good as it was) then they should have done that, not go for the mini crits on an already defenseless and low health target. If you're running around with the stick you already have a huge "kill me" sign, now this is just asking to get fucked... Next thing you know the game will become this

[quote=kirby][quote=Kaneco]We need to address some of these issues with valve.

The escape plan nerf is horrible, it changes everything, overpowers scouts even more. Badlands mid is fucked with the window and the stickies inside spawn bug is really not a good thing, rollouts are incredible unreliable now

I also don't like how they removed basically every hiding spot on badlands and other maps, hiding spots are one of those things that really add flair to a map, and removing most of them from such a big map in the scene like badlands its a pretty bad mistake[/quote]

I agree the nerf is ridiculous. They nerfed the Equalizer into a BALANCED weapon (holy shit right), but no, balance is not a TF2 thing.[/quote]

Balancing the equalizer would be cut its damage by half, instead of the normal 66 melee damage it would only do 33, not directly countering its positives with a negative in the same weapon.

If they thought the equalizer would need more balancing (which I think it was good as it was) then they should have done that, not go for the mini crits on an already defenseless and low health target. If you're running around with the stick you already have a huge "kill me" sign, now this is just asking to get fucked... Next thing you know the game will become [url=http://i.imgur.com/lsUfx2B.png]this
[/url]
310
#310
9 Frags +

I wrote an e-mail to valve and sent to the tf2 team detailing some of what I think are the main issues with this update. Feel free to reuse it and send it through here or post it on SPUF, the more people do it the more it gets noticed.

Hello there,

As a regular pub and competitive player I think some of the weapon balances that came out last update are not the best choices. Ex: The escape plan is an essential weapon in the competitive metagame for soldier, if a soldier gets the escape plan out it's because he is already low and defenseless, so why worse the situation for him even more by making him take mini crits? I believe the correct weapon balance here should be the melee damage, remove the marked for death effect and make the escape plan do reduced damage unlike the shovel (ex: 30-40 dmg). This way the weapon would have a fair downgrade in trade for a survivability chance. Right now this change empowers scouts too much, and scout is already a very powerful class.

Also, regarding badlands and other maps bugfixes. I understand your objective with stickies not exploding in spawn to prevent spawnkill, but that change just severely hindered the entire competitive community. Damage in spawn is essential for rollouts (getting fast to mid point) particularly for demo and soldier classes. And getting penalized in such a way for something that doesn't even affect the game too much (only on pubs and even so, only on specific maps) is really a mistake here. The flow of maps that allow spawnkilling should be fixed in order to stop it, not change an essential thing to the tf2 metagame. I also have to say that some badlands supposed "fixes" are really not popular amongst the entire tf2 community (competitive and pub). The window on middle point was essential in competitive play, making it impossible to run through or spam from properly severely hinders this map popularity and viability in competitive play particularly. Also the cracks on middle point that allowed for some sticky traps gave flair and excitement to the map. I think one should be very cautious when removing/fixing essential sticky trap and hiding spots in such important maps like badlands, because those same spots give all the flair to the maps we know and love, and make for very interesting and exciting plays. And after all that's what valve wanted with this fixes, make the game more interesting and exciting, but it really backfired on some points.

I would also like to recommend the pomsom and phlogistinator attributes should be revised and balanced, these weapons have been the most broken in the entire game for months, mainly the pomsom which completely breaks uber dynamics in the game and the projectile in itself is really buggy.

Best Regards,
I wrote an e-mail to valve and sent to the tf2 team detailing some of what I think are the main issues with this update. Feel free to reuse it and send it through [url=http://www.valvesoftware.com/email.php?recipient=TF+Team]here[/url] or post it on SPUF, the more people do it the more it gets noticed.

[quote]Hello there,

As a regular pub and competitive player I think some of the weapon balances that came out last update are not the best choices. Ex: The escape plan is an essential weapon in the competitive metagame for soldier, if a soldier gets the escape plan out it's because he is already low and defenseless, so why worse the situation for him even more by making him take mini crits? I believe the correct weapon balance here should be the melee damage, remove the marked for death effect and make the escape plan do reduced damage unlike the shovel (ex: 30-40 dmg). This way the weapon would have a fair downgrade in trade for a survivability chance. Right now this change empowers scouts too much, and scout is already a very powerful class.

Also, regarding badlands and other maps bugfixes. I understand your objective with stickies not exploding in spawn to prevent spawnkill, but that change just severely hindered the entire competitive community. Damage in spawn is essential for rollouts (getting fast to mid point) particularly for demo and soldier classes. And getting penalized in such a way for something that doesn't even affect the game too much (only on pubs and even so, only on specific maps) is really a mistake here. The flow of maps that allow spawnkilling should be fixed in order to stop it, not change an essential thing to the tf2 metagame. I also have to say that some badlands supposed "fixes" are really not popular amongst the entire tf2 community (competitive and pub). The window on middle point was essential in competitive play, making it impossible to run through or spam from properly severely hinders this map popularity and viability in competitive play particularly. Also the cracks on middle point that allowed for some sticky traps gave flair and excitement to the map. I think one should be very cautious when removing/fixing essential sticky trap and hiding spots in such important maps like badlands, because those same spots give all the flair to the maps we know and love, and make for very interesting and exciting plays. And after all that's what valve wanted with this fixes, make the game more interesting and exciting, but it really backfired on some points.

I would also like to recommend the pomsom and phlogistinator attributes should be revised and balanced, these weapons have been the most broken in the entire game for months, mainly the pomsom which completely breaks uber dynamics in the game and the projectile in itself is really buggy.

Best Regards,[/quote]
311
#311
0 Frags +
oktober_you get as medic 180 24/7 when you have the quikfix

seems like you get the 24/7 heals as other classes too. for example i switched off medic and went demo. got overheal to 219 all the time and heals in general without a medic

[quote=oktober_]you get as medic 180 24/7 when you have the quikfix[/quote]


seems like you get the 24/7 heals as other classes too. for example i switched off medic and went demo. got overheal to 219 all the time and heals in general without a medic
312
#312
0 Frags +

That is the case oktober it remains with you until you leave the server no matter what class you play.

That is the case oktober it remains with you until you leave the server no matter what class you play.
313
#313
-7 Frags +
KanecoI wrote an e-mail to valve and sent to the tf2 team detailing some of what I think are the main issues with this update. Feel free to reuse it and send it through here or post it on SPUF, the more people do it the more it gets noticed.

Haven't we already established that any damage nerfs on the escape plan are useless?

Try a different melee item once in a while...

[quote=Kaneco]I wrote an e-mail to valve and sent to the tf2 team detailing some of what I think are the main issues with this update. Feel free to reuse it and send it through [url=http://www.valvesoftware.com/email.php?recipient=TF+Team]here[/url] or post it on SPUF, the more people do it the more it gets noticed.[/quote]

Haven't we already established that any damage nerfs on the escape plan are useless?

Try a different melee item once in a while...
314
#314
0 Frags +
dobobe_dobhttp://i.imagebanana.com/img/sd6t4owl/20130711_00002.jpg
so good.

Pretty late response, but what is that hud? Or can I at least get the name of the font?
its not omphud hud (yes that's the real name)

haha, A+. Thanks man.

[quote=dob][quote=obe_][quote=dob][img]http://i.imagebanana.com/img/sd6t4owl/20130711_00002.jpg[/img]
so good.[/quote]

Pretty late response, but what is that hud? Or can I at least get the name of the font?[/quote]
its not omphud hud (yes that's the real name)[/quote]

haha, A+. Thanks man.
315
#315
0 Frags +
KanecoBalancing the equalizer would be cut its damage by half, instead of the normal 66 melee damage it would only do 33, not directly countering its positives with a negative in the same weapon.
...
The window on middle point was essential in competitive play, making it impossible to run through or spam from properly severely hinders this map popularity and viability in competitive play particularly.

I agree with these 2 statements. All other changes so far seem to be good, or in the very least very manageable.

[quote=Kaneco]
Balancing the equalizer would be cut its damage by half, instead of the normal 66 melee damage it would only do 33, not directly countering its positives with a negative in the same weapon.
...
The window on middle point was essential in competitive play, making it impossible to run through or spam from properly severely hinders this map popularity and viability in competitive play particularly.
[/quote]

I agree with these 2 statements. All other changes so far seem to be good, or in the very least very manageable.
316
#316
3 Frags +

Everybody agrees that the escape plan nerf makes soldier weaker. From valve's perspective, I don't think they care about that. What they care about (apparently) is promoting variety in weapon choices. I'm pretty sure that we would all still want to use the equalizer if it did 33 dmg. At the very least, more would continue use it with dmg nerf than mark for death. So to me, I think even that nerf wouldn't accomplish what valve wants. Another possibility would be to give soldiers other weapons that compete with the equalizer (like the vita saw, hippocratic oath, amputator, and uber saw do for the med [with various restrictions]). But that would doubtless lead to much bitching and moaning.

Everybody agrees that the escape plan nerf makes soldier weaker. From valve's perspective, I don't think they care about that. What they care about (apparently) is promoting variety in weapon choices. I'm pretty sure that we would all still want to use the equalizer if it did 33 dmg. At the very least, more would continue use it with dmg nerf than mark for death. So to me, I think even that nerf wouldn't accomplish what valve wants. Another possibility would be to give soldiers other weapons that compete with the equalizer (like the vita saw, hippocratic oath, amputator, and uber saw do for the med [with various restrictions]). But that would doubtless lead to much bitching and moaning.
317
#317
3 Frags +

Perhaps this will encourage more roamers to use the pain train.

Perhaps this will encourage more roamers to use the pain train.
318
#318
4 Frags +
ProwerKanecoI wrote an e-mail to valve and sent to the tf2 team detailing some of what I think are the main issues with this update. Feel free to reuse it and send it through here or post it on SPUF, the more people do it the more it gets noticed.
Haven't we already established that any damage nerfs on the escape plan are useless?

Try a different melee item once in a while...

They based most of their weapons balance around weapon usage stats.

Ex: 85% of the owners of X weapon use it, while only 15% of the owners of Y weapon use it. So let's nerf weapon X and perhaps buff weapon Y.

But they did it wrong. Pubbers take a lot of notice around damage stats, they usually stay off negative damage stats weapons and stick with damage bonus weapons. (ex: enforcer, brass beast, machina, etc...) While it's not the only thing they look at, a damage stat matters a lot to pub players, I am convinced that if a 50% damage penalty was introduced instead of the marked for death effect, the almost 50% of users would drop by a significant margin, while still keeping the weapon main purpose, which is to be a viable escape plan, not a moving target saying kill me please.

[quote=Prower][quote=Kaneco]I wrote an e-mail to valve and sent to the tf2 team detailing some of what I think are the main issues with this update. Feel free to reuse it and send it through [url=http://www.valvesoftware.com/email.php?recipient=TF+Team]here[/url] or post it on SPUF, the more people do it the more it gets noticed.[/quote]

Haven't we already established that any damage nerfs on the escape plan are useless?

Try a different melee item once in a while...[/quote]
They based most of their weapons balance around weapon usage stats.

Ex: 85% of the owners of X weapon use it, while only 15% of the owners of Y weapon use it. So let's nerf weapon X and perhaps buff weapon Y.

But they did it wrong. Pubbers take a lot of notice around damage stats, they usually stay off negative damage stats weapons and stick with damage bonus weapons. (ex: enforcer, brass beast, machina, etc...) While it's not the only thing they look at, a damage stat matters a lot to pub players, I am convinced that if a 50% damage penalty was introduced instead of the marked for death effect, [url=http://tf2stats.net/item/Escape-Plan/775/]the almost 50% of users [/url] would drop by a significant margin, while still keeping the weapon main purpose, which is to be a viable [b]escape plan[/b], not a moving target saying kill me please.
319
#319
-5 Frags +
KanecoThey based most of their weapons balance around weapon usage stats.

Ex: 85% of the owners of X weapon use it, while only 15% of the owners of Y weapon use it. So let's nerf weapon X and perhaps buff weapon Y.

But they did it wrong. Pubbers take a lot of notice around damage stats, they usually stay off negative damage stats weapons and stick with damage bonus weapons. (ex: enforcer, brass beast, machina, etc...) While it's the only thing they look at, a damage stat matters a lot to pub players, I am convinced that if a 50% damage penalty was introduced instead of the marked for death effect, the almost 50% of users would drop by a significant margin, while still keeping the weapon main purpose, which is to be a viable escape plan, not a moving target saying kill me please.

How many pockets do you think are actually going to switch off the Escape Plan after this nerf? It is still insanely effective at rollout, which is most of what makes the Escape Plan such a staple in competitive play.

If you want to talk about properly balancing a weapon, then damage nerfing the Escape Plan is just silly.

[quote=Kaneco]
They based most of their weapons balance around weapon usage stats.

Ex: 85% of the owners of X weapon use it, while only 15% of the owners of Y weapon use it. So let's nerf weapon X and perhaps buff weapon Y.

But they did it wrong. Pubbers take a lot of notice around damage stats, they usually stay off negative damage stats weapons and stick with damage bonus weapons. (ex: enforcer, brass beast, machina, etc...) While it's the only thing they look at, a damage stat matters a lot to pub players, I am convinced that if a 50% damage penalty was introduced instead of the marked for death effect, [url=http://tf2stats.net/item/Escape-Plan/775/]the almost 50% of users [/url] would drop by a significant margin, while still keeping the weapon main purpose, which is to be a viable [b]escape plan[/b], not a moving target saying kill me please.[/quote]

How many pockets do you think are actually going to switch off the Escape Plan after this nerf? It is still insanely effective at rollout, which is most of what makes the Escape Plan such a staple in competitive play.

If you want to talk about properly balancing a weapon, then damage nerfing the Escape Plan is just silly.
320
#320
1 Frags +
ProwerKanecoThey based most of their weapons balance around weapon usage stats.

Ex: 85% of the owners of X weapon use it, while only 15% of the owners of Y weapon use it. So let's nerf weapon X and perhaps buff weapon Y.

But they did it wrong. Pubbers take a lot of notice around damage stats, they usually stay off negative damage stats weapons and stick with damage bonus weapons. (ex: enforcer, brass beast, machina, etc...) While it's the only thing they look at, a damage stat matters a lot to pub players, I am convinced that if a 50% damage penalty was introduced instead of the marked for death effect, the almost 50% of users would drop by a significant margin, while still keeping the weapon main purpose, which is to be a viable escape plan, not a moving target saying kill me please.

How many pockets do you think are actually going to switch off the Escape Plan after this nerf? It is still insanely effective at rollout, which is most of what makes the Escape Plan such a staple in competitive play.

If you want to talk about properly balancing a weapon, then damage nerfing the Escape Plan is just silly.

Euros did rollouts without the escape plan for years and always managed to get both sollies to 300 to mid. It just allows the medic to be under less pressure while allowing some more creative rollouts for the roamer.

Not that much impact on rollouts as it is in normal play (ex: full team fights), which is where this item is more influential and allows for some clutch escapes. If you have marked for death effect on a low health, retrating soldier, might as well bind the escape plan to kill on console, the case here is, this penalty completly goes against the purpose of the weapon, which is to help you escape, not make you die faster

[quote=Prower][quote=Kaneco]
They based most of their weapons balance around weapon usage stats.

Ex: 85% of the owners of X weapon use it, while only 15% of the owners of Y weapon use it. So let's nerf weapon X and perhaps buff weapon Y.

But they did it wrong. Pubbers take a lot of notice around damage stats, they usually stay off negative damage stats weapons and stick with damage bonus weapons. (ex: enforcer, brass beast, machina, etc...) While it's the only thing they look at, a damage stat matters a lot to pub players, I am convinced that if a 50% damage penalty was introduced instead of the marked for death effect, [url=http://tf2stats.net/item/Escape-Plan/775/]the almost 50% of users [/url] would drop by a significant margin, while still keeping the weapon main purpose, which is to be a viable [b]escape plan[/b], not a moving target saying kill me please.[/quote]

How many pockets do you think are actually going to switch off the Escape Plan after this nerf? It is still insanely effective at rollout, which is most of what makes the Escape Plan such a staple in competitive play.

If you want to talk about properly balancing a weapon, then damage nerfing the Escape Plan is just silly.[/quote]
Euros did rollouts without the escape plan for years and always managed to get both sollies to 300 to mid. It just allows the medic to be under less pressure while allowing some more creative rollouts for the roamer.

Not that much impact on rollouts as it is in normal play (ex: full team fights), which is where this item is more influential and allows for some clutch escapes. If you have marked for death effect on a low health, retrating soldier, might as well bind the escape plan to kill on console, the case here is, this penalty completly goes against the purpose of the weapon, which is to help you escape, not make you die faster
321
#321
1 Frags +

Do you want a balanced weapon or for the escape plan to stay a staple for every soldier ever? You can't say you want to balance it and then want to make it better than any other melee by changing a pointless damage stat. Pick one. If you do want it to remain a staple, then everything you say makes sense, but you keep talking as if you are properly balancing it by nerfing the damage.

Do you want a balanced weapon or for the escape plan to stay a staple for every soldier ever? You can't say you want to balance it and then want to make it better than any other melee by changing a pointless damage stat. Pick one. If you do want it to remain a staple, then everything you say makes sense, but you keep talking as if you are properly balancing it by nerfing the damage.
322
#322
0 Frags +

Why doesn't anyone use the whip on rollouts? What if the pocket whips the med the whole time and everyone gets there earlier.

Why doesn't anyone use the whip on rollouts? What if the pocket whips the med the whole time and everyone gets there earlier.
323
#323
5 Frags +
cage-Why doesn't anyone use the whip on rollouts? What if the pocket whips the med the whole time and everyone gets there earlier.

http://puu.sh/3Aq4I.png

That's probably why.

[quote=cage-]Why doesn't anyone use the whip on rollouts? What if the pocket whips the med the whole time and everyone gets there earlier.[/quote]
[img]http://puu.sh/3Aq4I.png[/img]
That's probably why.
324
#324
0 Frags +
KanecokirbyKanecoWe need to address some of these issues with valve.

The escape plan nerf is horrible, it changes everything, overpowers scouts even more. Badlands mid is fucked with the window and the stickies inside spawn bug is really not a good thing, rollouts are incredible unreliable now

I also don't like how they removed basically every hiding spot on badlands and other maps, hiding spots are one of those things that really add flair to a map, and removing most of them from such a big map in the scene like badlands its a pretty bad mistake

I agree the nerf is ridiculous. They nerfed the Equalizer into a BALANCED weapon (holy shit right), but no, balance is not a TF2 thing.

Balancing the equalizer would be cut its damage by half, instead of the normal 66 melee damage it would only do 33, not directly countering its positives with a negative in the same weapon.

If they thought the equalizer would need more balancing (which I think it was good as it was) then they should have done that, not go for the mini crits on an already defenseless and low health target. If you're running around with the stick you already have a huge "kill me" sign, now this is just asking to get fucked... Next thing you know the game will become this

I worded what I meant wrong. I meant they nerfed the Equalizer into a good melee, then they further nerfed it into the threshold of "useful" and "useless".

[quote=Kaneco][quote=kirby][quote=Kaneco]We need to address some of these issues with valve.

The escape plan nerf is horrible, it changes everything, overpowers scouts even more. Badlands mid is fucked with the window and the stickies inside spawn bug is really not a good thing, rollouts are incredible unreliable now

I also don't like how they removed basically every hiding spot on badlands and other maps, hiding spots are one of those things that really add flair to a map, and removing most of them from such a big map in the scene like badlands its a pretty bad mistake[/quote]

I agree the nerf is ridiculous. They nerfed the Equalizer into a BALANCED weapon (holy shit right), but no, balance is not a TF2 thing.[/quote]

Balancing the equalizer would be cut its damage by half, instead of the normal 66 melee damage it would only do 33, not directly countering its positives with a negative in the same weapon.

If they thought the equalizer would need more balancing (which I think it was good as it was) then they should have done that, not go for the mini crits on an already defenseless and low health target. If you're running around with the stick you already have a huge "kill me" sign, now this is just asking to get fucked... Next thing you know the game will become [url=http://i.imgur.com/lsUfx2B.png]this
[/url][/quote]

I worded what I meant wrong. I meant they nerfed the Equalizer into a good melee, then they further nerfed it into the threshold of "useful" and "useless".
325
#325
cp_process, cp_metalworks
0 Frags +
cage-Why doesn't anyone use the whip on rollouts? What if the pocket whips the med the whole time and everyone gets there earlier.

Its used in highlander pretty much exclusively, unless your playing like attack/defend or something without exhaustive rollouts. Even then, most soldiers would probably default to it.

[quote=cage-]Why doesn't anyone use the whip on rollouts? What if the pocket whips the med the whole time and everyone gets there earlier.[/quote]

Its used in highlander pretty much exclusively, unless your playing like attack/defend or something without exhaustive rollouts. Even then, most soldiers would probably default to it.
326
#326
1 Frags +

Are the new Sourcemod and Metamod:Source snapshots up on NFO yet, or do I have to manually install them?

Are the new Sourcemod and Metamod:Source snapshots up on NFO yet, or do I have to manually install them?
327
#327
-5 Frags +

6s banned pretty much most of the unlocks so I don't think Valve give a shit about 6s and its metagame (Wasn't it on EThug stream that someone said the community stab itself on the foot because they whine and banned the DH when they were the one who wanted valve to release a weapon that reward body rocket?)

6s banned pretty much most of the unlocks so I don't think Valve give a shit about 6s and its metagame (Wasn't it on EThug stream that someone said the community stab itself on the foot because they whine and banned the DH when they were the one who wanted valve to release a weapon that reward body rocket?)
328
#328
2 Frags +

We should really just have a match with unbanned weapons and see how it pans out, especially with the new patch and weapon fixes. It would really be interesting and fun to watch cow mangler airshots and liberty launcher triples, and quick-fix strategies and such. Which I'm pretty sure is what valve wants from us.

Normally, on a pub, you see a soldier with a liberty launcher, you may think he's either inexperienced or just using a crutch. But say we see IM or invite players use weapons like the scottish resistance or the shortstop, it can lead to entertaining and and very amazing matches to watch, and also unpredictable ones on top of that.
That's generally the vibe valve wants us to have, and less rules and regulations can create new dimensions in playing, and more spectacles for a bigger community to enjoy.

We should really just have a match with unbanned weapons and see how it pans out, especially with the new patch and weapon fixes. It would really be interesting and fun to watch cow mangler airshots and liberty launcher triples, and quick-fix strategies and such. Which I'm pretty sure is what valve wants from us.

Normally, on a pub, you see a soldier with a liberty launcher, you may think he's either inexperienced or just using a crutch. But say we see IM or invite players use weapons like the scottish resistance or the shortstop, it can lead to entertaining and and very amazing matches to watch, and also unpredictable ones on top of that.
That's generally the vibe valve wants us to have, and less rules and regulations can create new dimensions in playing, and more spectacles for a bigger community to enjoy.
329
#329
0 Frags +
kirbyI worded what I meant wrong. I meant they nerfed the Equalizer into a good melee, then they further nerfed it into the threshold of "useful" and "useless".

That's a little melodramatic. Even with the nerf, the Escape Plan is far and away still the most useful soldier melee. These same gripes were raised when the GRU got nerfed and some people switched to the Fists of Steel. The thing is, speed with a chance of death trumps slowness every time.

If anything, we ought to complain that Valve hasn't changed other soldier melees enough (Zatoichi anyone?) to actually warrant their use over the Escape Plan. As it stands, it's still an upgrade from the stock shovel.

[quote=kirby]
I worded what I meant wrong. I meant they nerfed the Equalizer into a good melee, then they further nerfed it into the threshold of "useful" and "useless".[/quote]

That's a little melodramatic. Even with the nerf, the Escape Plan is far and away still the most useful soldier melee. These same gripes were raised when the GRU got nerfed and some people switched to the Fists of Steel. The thing is, speed with a chance of death trumps slowness every time.

If anything, we ought to complain that Valve hasn't changed other soldier melees enough (Zatoichi anyone?) to actually warrant their use over the Escape Plan. As it stands, it's still an upgrade from the stock shovel.
330
#330
2 Frags +

http://www.youtube.com/watch?v=DnntfjR_-oE

rip my favourite tf2 video

[youtube]http://www.youtube.com/watch?v=DnntfjR_-oE[/youtube]

rip my favourite tf2 video
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