Author Topic: Team Fortress 64  (Read 208809 times)

Gpop

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Re: Team Fortress 64
« Reply #210 on: January 30, 2012, 01:33:51 PM »
Frey, once I get a Strange Enforcer I'll lend you my Strange Amby

Barrakketh

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Re: Team Fortress 64
« Reply #211 on: January 30, 2012, 09:19:59 PM »
Frey, once I get a Strange Enforcer I'll lend you my Strange Amby
You might want to wait until you see how the Enforcer is getting nerfed before you decide to get a Strange one (once they're available) :D

At least it has a downside for the Dead Ringer now (it takes longer to uncloak), and I want them to change the "can't see enemy health" thing to always be in effect, not just when you're undisguised.
Cheating? I cannot even wrap my head around the point of it. Wouldn't you know you had cheated? How on Earth could you maintain crisp certainty of your superiority to all others? And if you're unable to do that, what's the point of anything?

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Re: Team Fortress 64
« Reply #212 on: January 30, 2012, 10:39:04 PM »
Hm, saw the Beta changes, and yep, not surprised the Enforcer is getting a nerf. Was doing a bit too well with that gun anyway with it, DR, and YER. :V

But the Sandvich change...agh, that sucks. Hopefully it isn't put into the official releases.
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Barrakketh

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Re: Team Fortress 64
« Reply #213 on: January 30, 2012, 11:17:57 PM »
But the Sandvich change...agh, that sucks. Hopefully it isn't put into the official releases.
I hope it is.  And maybe revert the heavy's spin-up buff while they're at it.
Cheating? I cannot even wrap my head around the point of it. Wouldn't you know you had cheated? How on Earth could you maintain crisp certainty of your superiority to all others? And if you're unable to do that, what's the point of anything?

Gpop

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Re: Team Fortress 64
« Reply #214 on: January 30, 2012, 11:57:11 PM »
If that happens might as well go back to Revolver :V

Health is really important to me. So I can tell if I can finish them off with the gun or rather leave them rather fight them and risk too much :V

Re: Team Fortress 64
« Reply #215 on: January 31, 2012, 01:01:52 AM »
Some servers I play on hide enemy health anyway, so this doesn't matter too much to me. As long as I can still see the damage dealt, I'm fine. I can think of worse things they could have done to the Enforcer. I use the other guns more anyway. :V

Now, they just need to get around to nerfing the Phlog. I like that weapon, but.. MAN is it overpowered.

Freyband

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Re: Team Fortress 64
« Reply #216 on: January 31, 2012, 01:09:04 AM »
Remove the healing while taunting. It's just entirely stupid how damage entirely stops while they taunt. Need to make it less of an "I pop this and say 'fuck you world!'" weapon. I don't know how it generates it's charge, but with how long it seems to take, it needs nerfed badly. (then again quite a few weapons probably do, such as Exuro would say about the FaN!) :V

Edit: Don't worry about me and the Amba, I just traded Shady for a strange one (first strange! Yay!). Still have one rec, and a crappy hat to toss off! (plus some crates, a 50% off valve, and any spare weapons)
« Last Edit: January 31, 2012, 01:58:48 AM by Zeroxes »
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Re: Team Fortress 64
« Reply #217 on: January 31, 2012, 01:25:07 AM »
Phlog: DEFINITELY needs nerfing at the current rate - slower charge rate + shorter effect duration, at the very least. The very basis of the weapon, to W+M1 all day, is bad enough....
FaN: Major complaints I have with this weapon are VSH-pertaining, so not much comment. But it is annoying even in vanilla play.
Other weapons: Mostly fine as is, since the problems they have usually tie more with the players using them
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Barrakketh

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Re: Team Fortress 64
« Reply #219 on: January 31, 2012, 02:05:50 AM »
The Phlogistinator is fine (well, aside from the lack of airblast).  It shines in three situations:

1) When ambusing people.  Pyros are "supposed" to be awesome in close quarters, and quite frankly the flamethrower is a shitty weapon for that.  It wouldn't really matter if the flamethrower did no damage except for afterburn, because the Axtinguisher (and sometimes your secondary) are what's used for killing people and afterburn is unlikely to get you any kills (assuming it isn't immediately extinguished).  Burst damage is king in TF2, and the flamethrower doesn't deliver.

The Phlogistinator's crits lets it do what the Backburner was meant to do, but better (kill people you get the jump on) since the Backburner has terrible range for when it is actually hitting the enemy's back.  Deal with it, the pyro is now situationally an actual threat.

2) When playing against the mentally deficient.  If you weren't ambushed, you can see/hear the Pyro use the taunt.  Depending on what class you are, you have a few options - heavies can gun him down when the taunt is over, demos can place stickies at his feet and detonate them when the taunt is over, soldiers can juggle him, pyros can airblast him away.

Snipers, engineers, medics, and spies shouldn't be in range of him, and they all move faster than the pyro so they can run away.  Snipers could shoot him in the head after he is done taunting (or if your teammates have done any damage to the pyro, a bodyshot will work just fine) and spies could backstab him while the pyro is taunting.  Medics and engineers, keep your distance.

3) When being pocketed.  Harder to kill, and and the critboost works great when combined with an uber.  Counter it the same way you would any other uber - airblast the bastard away from your team.

The very basis of the weapon, to W+M1 all day, is bad enough....
Let's go ahead and nerf heavies first.  They don't even really have to press W if they don't want to, and they do several times the damage that a pyro does while also having significantly more health.  Oh, and soldiers only have to press M1, demos alternate between M1 and M2.

Actually, even if pyros did nothing but W+M1 against competent opponents I'd say that requires more skill than any of the other combat classes except the scout, because the pyro has to practically get into melee range without the scout's speed and double jumps (mobility) or the spy's disguises and watches (stealth).  The same challenge (getting in your opponents' collective faces) without the tools the other ambush classes (scout, spy) have.
Cheating? I cannot even wrap my head around the point of it. Wouldn't you know you had cheated? How on Earth could you maintain crisp certainty of your superiority to all others? And if you're unable to do that, what's the point of anything?

Re: Team Fortress 64
« Reply #220 on: January 31, 2012, 03:29:40 AM »
FaN: Major complaints I have with this weapon are VSH-pertaining, so not much comment. But it is annoying even in vanilla play.

FaN is a downgrade from the stock scattergun.  You're basically trading your ability to kill in 2 hits for more constant reloads, reduced air control and knock back that more often than not just screws you over. All Scout unlocks are pretty bad, but FaN is a total joke.

Barrakketh

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Re: Team Fortress 64
« Reply #221 on: January 31, 2012, 05:10:22 AM »
FaN is a downgrade from the stock scattergun.  You're basically trading your ability to kill in 2 hits for more constant reloads, reduced air control and knock back that more often than not just screws you over. All Scout unlocks are pretty bad, but FaN is a total joke.
FaN is fun for silly jumps when running the flag.  Like this.
Cheating? I cannot even wrap my head around the point of it. Wouldn't you know you had cheated? How on Earth could you maintain crisp certainty of your superiority to all others? And if you're unable to do that, what's the point of anything?

theshirn

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Re: Team Fortress 64
« Reply #222 on: January 31, 2012, 05:45:54 AM »
I wish I was even a tenth as good as Stabby.  Ye gods.

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Freyband

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Re: Team Fortress 64
« Reply #223 on: January 31, 2012, 06:16:04 AM »
In response to heavies gunning down a phlog pyro when taunt: If he has a medic healing him after the taunt, then the heavy will do essentially do nothing to him. A balance would be adding the equalizer penalty during the taunt (so medics cant heal or uber you until your rampage ends). You've essentially used an uber on yourself anyways, so I dont think a second one is really necessary (*couch*balanced*cough*) ... As for the FaN, Ive just given into peer pressure and taken up the Scatter (which Ive seen as extremely useful once you become good at dodging). As for other guns: goes by opinion >.>
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Re: Team Fortress 64
« Reply #224 on: January 31, 2012, 08:25:43 AM »
The phlog isn't really that big of a deal for me. Maybe increase the time to charge the Mmph, but I think that's it.

It's annoying to cornerstab these people though, especially when critting.


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Barrakketh

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Re: Team Fortress 64
« Reply #225 on: January 31, 2012, 10:38:11 AM »
In response to heavies gunning down a phlog pyro when taunt: If he has a medic healing him after the taunt, then the heavy will do essentially do nothing to him.
Unless you meant "a medic healing a pyro while he is taunting means the heavy will do essentially nothing to him", then no.   At close range the minigun does more damage than a crit flamethrower (all the time - minigun doesn't need crits to out-damage a crit flamethrower).  Unless the heavy was dumb enough to stand right in front of the pyro waiting for the taunt to end, a heavy that can actually aim (which isn't hard) will absolutely destroy a pyro.

If you're a class that has to reload your weapon, shooting at the pyro while he is taunting is dumb unless you're a demo placing stickies at his feet.  They die the same way as any other pyro, and they can't burninate you unless you let them get close.
Cheating? I cannot even wrap my head around the point of it. Wouldn't you know you had cheated? How on Earth could you maintain crisp certainty of your superiority to all others? And if you're unable to do that, what's the point of anything?

Gpop

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Re: Team Fortress 64
« Reply #226 on: January 31, 2012, 02:34:26 PM »
I wish I was even a tenth as good as Stabby.  Ye gods.
I got a stair stab once.

Felt good.

Freyband

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Re: Team Fortress 64
« Reply #227 on: February 02, 2012, 03:07:16 AM »
What precisely is a stair stab? Wondering whether or not I've done one or not. (jump, turn, and stab an enemy running up the stairs to your side?)
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theshirn

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Re: Team Fortress 64
« Reply #228 on: February 02, 2012, 03:58:02 AM »
Jump over an enemy coming up stairs and get him from behind.

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Gpop

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Re: Team Fortress 64
« Reply #229 on: February 02, 2012, 04:42:02 AM »
What precisely is a stair stab? Wondering whether or not I've done one or not. (jump, turn, and stab an enemy running up the stairs to your side?)
See stabby on Youtube for stairstabs

theshirn

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Re: Team Fortress 64
« Reply #230 on: February 02, 2012, 05:09:32 AM »
See stabby on Youtube for godliness
fix'd

[09:46] <theshim|work> there is nothing like working for a real estate company to make one contemplate arson

InfernalExuro

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Re: Team Fortress 64
« Reply #231 on: February 02, 2012, 06:20:02 AM »
As a Pyro, the thought of ever running into a player like stabby is absolute fucking nightmare fuel. Now you know why I'm so paranoid when it comes time to SPY CHECK ALL THE THINGS.

Oh, and updated my tradelist on the last page. Someone loaded me up with stuff for a Backburner to be used in Phlog crafting, which crossed the Conscientious Objector and Sticky Jumper off my list. Added a couple to the stock of tradables too. Planning on getting the Manmelter, Sharp Dresser, and Bootlegger from trades mentioned here as well, once I get the time.
« Last Edit: February 02, 2012, 06:30:00 AM by InfernalExuro »
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Barrakketh

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Re: Team Fortress 64
« Reply #232 on: February 02, 2012, 06:24:32 AM »
Now you know why I'm so paranoid when it comes time to SPY CHECK ALL THE THINGS.
Every player should be like that all the time.
Cheating? I cannot even wrap my head around the point of it. Wouldn't you know you had cheated? How on Earth could you maintain crisp certainty of your superiority to all others? And if you're unable to do that, what's the point of anything?

Re: Team Fortress 64
« Reply #233 on: February 02, 2012, 11:55:11 AM »
As a Pyro, the thought of ever running into a player like stabby is absolute fucking nightmare fuel. Now you know why I'm so paranoid when it comes time to SPY CHECK ALL THE THINGS.

Every pyro should do that IMO.

Also, what would you like for that sandman? Backpack's here.


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Fetch()tirade

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Re: Team Fortress 64
« Reply #234 on: February 02, 2012, 01:42:51 PM »
Every player should be like that all the time.

that feel when you're a soldier and you're the only one trying to spycheck

Gpop

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Re: Team Fortress 64
« Reply #235 on: February 02, 2012, 02:34:28 PM »
that feel when you're a spy and you're the only one trying to spycheck
This happens more than it should...

theshirn

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Re: Team Fortress 64
« Reply #236 on: February 02, 2012, 02:55:27 PM »
This happens more than it should...
It really does.

I played a couple rounds of KotH as Spy last night.  The top of the scoreboard is a very comfortable place. :V  For some reason I don't do that well as Spy on Sawmill (though I still managed to take first place the first couple rounds before switching maps), but I absolutely tear through people on Viaduct or Harvest.

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Re: Team Fortress 64
« Reply #237 on: February 02, 2012, 03:10:05 PM »
This happens more than it should...
Agreed there. But on the flip side, should the enemy team do this that typically means that the Spies are busy trying to sap-and-stab, meaning it's much easier to get the job done. If my team gets affected by this, a decent Spy-check could mean a free Spy disguise with a YER. :3
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theshirn

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Re: Team Fortress 64
« Reply #238 on: February 02, 2012, 03:24:15 PM »
I never got the hang of the YER.  The DR makes me nigh-unkillable if I'm playing well (my K:D ratio last night was something like 5 or 6 to 1, and that included a couple very stupid deaths on my part), but I a) value being able to disguise to get to people in the first place a lot, and b) like being able to pick my disguise.  I'll usually disguise as Pyro or Demo for the movement speed, but I do switch around to Engie or Medic or Sniper as the situation calls for, and I don't want to get stuck as, say, a Heavy for a while.

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Re: Team Fortress 64
« Reply #239 on: February 02, 2012, 11:23:23 PM »
Looks like we have an update. Crate series 38 has arrived, which has Dead Ringer, Submachine Gun, Quick-Fix, and Killing Gloves of Boxing. (or rare item) A strange Dead Ringer would be :3.

They also smoothed and took out bugs in the Foundry map.
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