Author Topic: Team Fortress 32  (Read 182767 times)

Re: Team Fortress 32
« Reply #120 on: August 22, 2011, 09:31:22 PM »
So is the Widowmaker as boss as it looks?

Only if you can do more than 60 damage per hit, and only hit one enemy (due to a bug).  If you can't at the very least break even every shot, you're wasting metal.

Esifex

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Re: Team Fortress 32
« Reply #121 on: August 22, 2011, 10:17:08 PM »
So is the Widowmaker as boss as it looks?

Though I've heard someone cackling maniacally about being able to wreck Heavies with it without even breaking a sweat, so I suppose so.

InfernalExuro

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Re: Team Fortress 32
« Reply #122 on: August 22, 2011, 10:45:36 PM »
So is the Widowmaker as boss as it looks?
I'm honestly not too big of a fan. I usually play Gunslinger Engie, so I can't camp a Dispenser to replace the metal that I inevitably chew through. As it's been said, you have to have incredible aim in being able to break even.
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Esifex

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Re: Team Fortress 32
« Reply #123 on: August 23, 2011, 05:29:38 AM »
You know what's less rage inducing than a Gunslinger Engy?

Any other kind of Engy. I'd much personally rather have one - and yes, even play one - that tends to their teleporters and dispensers, helping to keep the front-lines where WE want them.

I have almost never seen a Gunslinger Engy with anything but his mini sentries out.



Oh yeah, in other news... my friend traded me an Ellis' Cap and a Winger for a Splendid Screen and Ali Baba's Wee Booties. Dunno if I wanna hold on to the Ellis' Cap or not, or if I should trade it out for either the Delivery Boy or the Bonk Boy and get a Scout set going, or just swap it out for another universal hat of some sort.
« Last Edit: August 23, 2011, 05:31:18 AM by Esifex »

Iryan

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Re: Team Fortress 32
« Reply #124 on: August 23, 2011, 07:34:33 AM »
I have almost never seen a Gunslinger Engy with anything but his mini sentries out.
:(
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Esifex

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Re: Team Fortress 32
« Reply #125 on: August 23, 2011, 10:20:26 AM »
Almost, Iryan. Though to be blunt, no, you didn't have anything else that one time we were playing on Coldfront. It was just you and your mini sentries.

DX7.EP

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Re: Team Fortress 32
« Reply #126 on: August 23, 2011, 10:38:15 AM »
I have almost never seen a Gunslinger Engy with anything but his mini sentries out.
Gunslinger Engie here, and this annoys me a bit as well. It is very odd that others do this since dispensers and teles remain a core part of Engie gameplay regardless of loadout...I haven't seen many Gunslinger Engies recently, however, but that may be to my playing VSH most of the time.
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Bad command or file name

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Iryan

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Re: Team Fortress 32
« Reply #127 on: August 23, 2011, 11:23:21 AM »
Almost, Iryan. Though to be blunt, no, you didn't have anything else that one time we were playing on Coldfront. It was just you and your mini sentries.
If I drop the tele in front of our spawn and then immediately win the combat for the middle point so that our team doesn't spawn at the same spawn anymore then I fail to see the need for dropping a teleporter, especially when, as was the case with that map, just you and me combined where a greater force than the rest of our team combined so the time spent dropping teles would be better spent mowing down the enemy.

I generally place teles on payload and attack/defend maps, but when playing symmetrical cp and the tempo is high, I don't see the point.  :derp:

Also, dispensers.

Then again, playing Gunslinger Engy on payload or A/D defense gets me flamed anyways, no matter if I have the top score of the team.  :derp:
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Re: Team Fortress 32
« Reply #128 on: August 23, 2011, 11:29:23 AM »
If I drop the tele in front of our spawn and then immediately win the combat for the middle point so that our team doesn't spawn at the same spawn anymore then I fail to see the need for dropping a teleporter, especially when, as was the case with that map, just you and me combined where a greater force than the rest of our team combined so the time spent dropping teles would be better spent mowing down the enemy.

I generally place teles on payload and attack/defend maps, but when playing symmetrical cp and the tempo is high, I don't see the point.  :derp:

Also, dispensers.

Then again, playing Gunslinger Engy on payload or A/D defense gets me flamed anyways, no matter if I have the top score of the team.  :derp:

Don't mind them, they're just jealous of your skills.

N-Forza

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Re: Team Fortress 32
« Reply #129 on: August 23, 2011, 11:48:10 AM »
Teles and Dispensers are needed when you're trying to hold a point. When the point keeps moving back-and-forth, they aren't all that useful.

Esifex

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Re: Team Fortress 32
« Reply #130 on: August 23, 2011, 12:39:42 PM »
Don't mind them, they're just jealous of your skills.

skills
laiurhgieughaleiuhg;erh;aeiuha;ihagldkfhgkayrhlvrhlaeiuhg
 >:(

NO

MINI SENTRY IS A LITTLE BITCH
IT HIDES AND THEN STEALS KILLS WHILE EVERYONE IS DISTRACTED
girhiehgalrghaelrigur;auihgl

Yes, I've been fucked over far too often by mini-sentries that the rest of my team just straight up ignores for me to tolerate anyone even using the damn things on my own team

Fetch()tirade

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Re: Team Fortress 32
« Reply #131 on: August 23, 2011, 11:52:35 PM »
I have almost never seen a Gunslinger Engy with anything but his mini sentries out.

:(


N-Forza speaks the truth.

Using teleporters on CP maps is hard because spawn points are dictated by which points are held. On a standard map like Granary (A, B, C, D, E - points A and E are red/blue home spawns), a set of teleporters A -> B would become useless after C is captured because then the team would start spawning at B. A good theoretical teleporter strategy would involve 2 engis building teleporters A -> B and B -> C (the rapid capture rate of E would not warrant a teleporter imo), but alas that would never happen. Thus, in general CP maps see compositions of relatively mobile units, which is basically anything but heavies, non-Hunstman snipers, and non-Gunslinger engis.


Like Iryan, in payload and attack/defend, I usually care more about getting forward teleporters and dispensers to keep reinforcements fresh and fueled but use mini-sentries to provide minor defense and if necessary, store up emergency mini-crits.


And a little incident that happened yesterday but am still slightly miffed over:
(playing medic)
UBER IS READY
LET'S GO FUCK SOME SHIT, SOLDIER
(blowing stuff up)
OH YEAH
GET THAT SENTRY
(ubercharge disabled)
WAIT WHY DID YOU EQUIP THE EQUALIZER
(ubercharge finishes)
NOOOO
(sentry kills us both)
WHYYYYYYYYYY

Gpop

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Re: Team Fortress 32
« Reply #132 on: August 24, 2011, 12:22:41 AM »
Nah you know what I hate the most when playing Medic?

*Heals Heavy and others around him*
Me: I AM CHARGED
Heavy: Let's go!
*uses Uber*
*Heavy doesn't notice I used it until it's almost over*
*tries to go in with remaining, get killed quickly due to short uber remaining*

Seriously, I hate it when they plan on attacking with UBER, but then don't attack because they didn't notice =/.

Esifex

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Re: Team Fortress 32
« Reply #133 on: August 24, 2011, 01:12:02 AM »
I personally think the Quick Fix needs a more pronounced on-screen indicator of being Uber'd for the target - since the Medic only gets the 300% self-heal speed if he's actually healing someone, the Soldier switching to Equalizer gets both of you killed very quickly.
It doesn't help too that everyone seems to think reduced bullet shove and speed-healing is apparently useless. What I've discovered? If you can afford it, having a regular Medi-gun and a Quick Fix on the same Heavy when pushing forward. The Quick Fix keeps him more topped off and the Medi-gun will give little bits and pieces of overheal once the QF gets him topped - though the benefit here is less the overhealing and more the Quick Fix being able to rapidly heal while under fire.
This only really is worth using if the rest of your team has no clue how to defend their Medics, though. Or if the three of you are friends and don't mind ticking off the rest of your team while making nigh-unstoppable pushes without an Uber.

inb4 'sniper headshots and spy stabs nurhur' I SAID 'NIGH' UNSTOPPABLE

N-Forza

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Re: Team Fortress 32
« Reply #134 on: August 24, 2011, 01:20:39 AM »
Quick Fix actually gives you more survivability than the Kritz because of the increased self-heal. If you use it right, you can even out-heal the damage caused by a regular Uber. It's like Rock, Paper, Scissors. Uber beats Kritz beats Quick beats Uber.

Esifex

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Re: Team Fortress 32
« Reply #135 on: August 24, 2011, 05:34:21 AM »
And if you have two medics who don't have an Uber ready yet, a Quick and a Medi-gun on a single target is like a mini-Uber, like i said. I suppose the Medi-gun could be swapped for a Kritzkrieg for the same effect, only, plus crits upon Ubering.

Hmm. This calls for experimentation.

InfernalExuro

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Re: Team Fortress 32
« Reply #136 on: August 24, 2011, 06:37:53 AM »
I find your concept of 2medics1heavy interesting.

...wait  :colonveeplusalpha:

No but really, I'd volunteer to help test this theory out if you feel like getting people together for it at some point. I've got the Quick-Fix and Kritz for any of the roles.
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Esifex

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Re: Team Fortress 32
« Reply #137 on: August 24, 2011, 08:24:38 AM »
As do I.

And I tested it already, though my friend was on a Soldier and the other Medic was using Kritzkrieg. We managed to shove through the tunnel that the payload has to go through on Upward and cleared out an Engy nest and two Heavies without even having to pop the Quick Fix's uber.

Entropy

Re: Team Fortress 32
« Reply #138 on: August 24, 2011, 06:20:41 PM »
Speaking about idiots with equalizers...

I was playing heavy the other day on nucleus. I ran into a soldier/medic pair, had minigun revved up jumping around a corner. The medic decided to deploy is uber from his standard medigun. Remembering my shiny new Fists of Steel had a ranged damage resist or something, I pulled them out, hoping for a safer getaway. The now uber'd soldier, being as pro as he was, must've identified my 100% weakness  to melee and opted to exploit it, pulling out his pickaxe, compelling his now down-a-charge and pissed-off medic to pull out what, if I remember correctly, was an ubersaw, perhaps in hope of making up his losses.

"POW!"

Critical on the medic. 

(   :D )

I felt sorry for that guy.

Come to think of it, a heavy with the FoS generally really isn't all that worse off in melee than his an opponent. 300 health puts him on just about even terms with everyone else, with the double damage taken into account. They do move and attack a little less quickly, but they hit pretty hard. I don't know if it really could be called equal, but before this I always felt that they were dead in the water if forced into in a melee fight with them on...

huh...

Esifex

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Re: Team Fortress 32
« Reply #139 on: August 24, 2011, 06:30:51 PM »
Speaking of Medics and Quick-Fixes, I really wish Scouts would catch on that Medics can't double jump, so if they want the Medic to hang out with them at a control point or something, they shouldn't be leaping over walls the Medic can't. Otherwise yeah a Medic healing a Scout with a Quick Fix... sure, it doesn't overheal, so the Scout is still as fragile against explosives as normal, but against anyone else, he's now twice as lethal.

Wisp

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Re: Team Fortress 32
« Reply #140 on: August 24, 2011, 09:32:32 PM »
Off topic: http://bit.ly/o9YtsY
On topic: Been playing as engie today. Lots of fun, but too many people (sucky F2Ps too) play as him. I use gunslinger and mini-sentry, any tips?
« Last Edit: August 25, 2011, 12:14:36 AM by Wisp »
They think I'll think that they'll do (A) so they'll do (B) because I wouldn't think they'd think of that but then because they might think I know what they're thinking they'll do (A) after all because I wouldn't think they'd think that way.

Re: Team Fortress 32
« Reply #141 on: August 24, 2011, 11:53:18 PM »
Speaking of Medics and Quick-Fixes, I really wish Scouts would catch on that Medics can't double jump, so if they want the Medic to hang out with them at a control point or something, they shouldn't be leaping over walls the Medic can't. Otherwise yeah a Medic healing a Scout with a Quick Fix... sure, it doesn't overheal, so the Scout is still as fragile against explosives as normal, but against anyone else, he's now twice as lethal.

Generally when I play scout, I only expect a medic to stay to top me off. A scout does a poor job protecting a medic because their mobility is their main defense. I think if the only thing at the front is a scout, the medic should probably fall back and wait for meatier classes to respawn as to not take a chance at losing ubercharge.
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Re: Team Fortress 32
« Reply #142 on: August 25, 2011, 12:04:26 AM »
Yeah when I play scout I honestly expect medics to ignore me, it's for their benefit. It's like, "why are you following me, I can't defend you". I'll run away and find a health kit if I need healing.

Do you guys have a server you normally play on together?
« Last Edit: August 25, 2011, 12:06:08 AM by Stuffman »

Gpop

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Re: Team Fortress 32
« Reply #143 on: August 25, 2011, 12:55:33 AM »
Yeah when I play scout I honestly expect medics to ignore me, it's for their benefit. It's like, "why are you following me, I can't defend you". I'll run away and find a health kit if I need healing.

Do you guys have a server you normally play on together?

Nah, I usually join whatever server they might be on from my friends list. But we should do another TF2 meet-up, this saturday maybe once again? :3

Esifex

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Re: Team Fortress 32
« Reply #144 on: August 25, 2011, 01:11:32 AM »
Well, in regards to healing a Scout, I mean like... in control point games, right at the beginning, when that first point is latchkey to success. Having a highly mobile Medic around to stay pinned to the Scout can help all the more during the first few seconds while the rest of the classes are catching up - don't forget, while healing someone faster with the Quick Fix, the Medic moves at their speed, too - now the Medic has the Scout's mobility for their own defense. Moreso if they're using the Overdose, because then they have the additional 40% movespeed even when not pinned to the Scout.

However, all it'd take is one or two seconds of exposure to a good enemy Scout and the Medic is done for, but still. The sheer sight of a Medic at the control point so early can make someone pause for a second - and a moment's hesitation is really all you need, isn't it?

yuyukos

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Re: Team Fortress 32
« Reply #145 on: August 27, 2011, 06:52:05 PM »
I guess I updated TF2 and started playing again.
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If you want anything, let me know.
« Last Edit: August 27, 2011, 07:04:01 PM by yuyukos »
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Fetch()tirade

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Re: Team Fortress 32
« Reply #146 on: August 28, 2011, 12:06:46 AM »
FUCK CRAFTING WITH TOKENS

Every time I've tried crafting for rocket launchers, I've gotten nothing but useless-ass rocket jumpers. THREE FUCKING TIMES IN A ROW. :colonveeplusalpha:

I'm never doing it again.


9 crates ('cause who doesn't love crates? ), a Dead Ringer, a Powerjack, an Overdose, this fucking Rocket Jumper (if you're looking to complete a collection or some shit, really who wants one), and a Dueling Game (unused, so actually 5) is all I have left to trade. I am looking for any other rocket launcher (a Liberty Launcher would be fantastic, but a Black Box or Direct Hit would also be pretty cool beans) or scrap metal. If you just want the crates, I'll give them out for free.

N-Forza

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Re: Team Fortress 32
« Reply #147 on: August 28, 2011, 12:18:07 AM »
Quite a few people want Rocket Jumpers. In fact, I'll take it off your hands, along with the Dueling Game.

http://steamcommunity.com/id/PenguinMan26/

Esifex

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Re: Team Fortress 32
« Reply #148 on: August 28, 2011, 12:26:16 AM »
Probably only for crafting. The damage vulnerabilities it causes tends to counteract the use of Goomba stomping with Mantreads. If they weren't so severe - as in, don't bother using it in an actual game for added mobility, but instead for practicing your rocket jumps in an empty server - then maybe it'd be worthwhile in combination with the Market Gardener and Mantreads.

It's a nice troll weapon, though, if you like griefing your teammates.

E-Nazrin

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Re: Team Fortress 32
« Reply #149 on: August 28, 2011, 02:51:42 AM »
I would like to have one for completion's sake, but I won't really push for it. Especially for free. :V
There was something here once. Wonder what...