Dolphin, the GameCube and Wii emulator - Forums

Full Version: Team Fortress 2
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
(02-12-2015, 11:46 AM)ExtremeDude2 Wrote: [ -> ]"Fixed the Diamondback accumulating crits for backstabbing invlun players"

Bout time

I thought that by now it was already a gameplay mechanic.
^ Nah just the TF2 team being extremely slow as usual. Tongue

Anyone else with this issue or knows what is going on?

Quote:What is going on, experiencing some issue now with quick switching weapons between slots. Suddenly after returning I'm no longer able to quick switch between revolver and knife as spy or shotgun and wrench as Engie. Attempting to quickswitch switches to sapper or pda by default rather than the desired weapons I want to quickswitch to. No issue prior to my hiatus around four or so months ago. :/

Btw some weapons now are either broken or OP/UP. Valve needs to get it together with proper balancing and no just appeasing the bad players and whiners.
I went ahead and purchased No Heroes vip just because I was tired of constantly being kicked without warning and also to support the community. Anything is better than Valve servers (except Saigns and Nighteam) so it's worth it. Thanks to Valve's genius changes to quickplay community servers need all the donations they can get. I may donate to Skial and other community servers as well when I have enough money.

Yesterday I was lagging like an sob. I was experience stutter, rubber banding (snapping back) and hitreg was crappy. Several point blank scatter shots in a row failed to register.


Tongue
Xtreme2damax Wrote:Anyone else with this issue or knows what is going on?

No idea.  I can't reproduce it.  I suspect this is why valve hasn't fixed it yet, they can't reproduce it either.

Xtreme2damax Wrote:I went ahead and purchased No Heroes vip just because I was tired of constantly being kicked without warning and also to support the community. Anything is better than Valve servers (except Saigns and Nighteam) so it's worth it. Thanks to Valve's genius changes to quickplay community servers need all the donations they can get. I may donate to Skial and other community servers as well when I have enough money.

I didn't think you liked No Heroes that much.  To be frank I still think their other servers (dustbowl 24/7, goldrush 24/7, etc.) are crap.  I just like the payload extreme server because of the player made payload maps and good community.

Xtreme2damax Wrote:Yesterday I was lagging like an sob. I was experience stutter, rubber banding (snapping back) and hitreg was crappy. Several point blank scatter shots in a row failed to register.

Again can't reproduce.  In 5 years of playing tf2 I've only had issues with lag a couple of times.  And usually it was my fault.

Xtreme2damax Wrote:Btw some weapons now are either broken or OP/UP. Valve needs to get it together with proper balancing and no just appeasing the bad players and whiners.

Partially finished very long discussion on weapon balance that I got a bit carried away with: (Show Spoiler)
^ It's fairly decent for a community server and beats the unbalanced mess that Valve servers are. The UT/Quake sounds are only a minor wnnoyance that can be disabled. Community servers are in need of support and since you hang out primarily on that server I figured I might as well donate rather than deal with constantly being kicked without warning.

As for the lag it could be my internet, the rates of the server don't work well with my connection or the server doesn't like my clientside rates.
(02-15-2015, 01:21 AM)NaturalViolence Wrote: [ -> ]
Xtreme2damax Wrote:Btw some weapons now are either broken or OP/UP. Valve needs to get it together with proper balancing and no just appeasing the bad players and whiners.

Partially finished very long discussion on weapon balance that I got a bit carried away with: (Show Spoiler)

My opinion which may end up being pretty long, too: (Show Spoiler)
[Image: That_was_so_terrible_I_think_you_gave_me_cancer.png]

*Cracks fingers*

Alright, let's do this.

teh_speleegn_polease Wrote:- Scout is a very good class if used with skill.

Every class is a good class with skill.  That doesn't make them balanced.  I have a friend that I used to play paintball with that can go 1 v 5 with a pump action pistol against full auto rifles and still win.  Does that mean that those two weapons are balanced?  Of course not.  He's just really fucking good.  It's tricky for me to find a good way to balance scout since they're not technically designed to be a direct combat class.  As evidenced by their double cap speed.  But it is painfully clear that they are so greatly inferior to the main combat classes on the field that they should be buffed.

teh_speleegn_polease Wrote:Every class has its counters and counters others; Scouts can effectively deal with Soldiers, Demomen, Snipers, and Spies, and depending on the situation also Pyros (in open areas) and engies (w/o sentry or gunslinger). (Not including Medic because he wasn't made for 1v1 combat.)

I play demo/soldier a lot against VERY good scout players and that's just not true.  Sniper/spy sure.  Although it's pretty rare to catch a spy as scout since they tend to be cloaked when they're not near the front.  As a demo/soldier I laugh at scouts.  One well placed rocket/sticky is usually all it takes.  If they're within 50 ft. they're dead within the blink of an eye.  That's why the good scouts don't get near demo/soldier unless they're low on health or not looking.  Speed doesn't save you when your opponent has really good aim.  This is one of the fundamental problems with tf2s class balancing.  We have all these weapons that are balanced under the pretense of "very powerful but hard to hit enemies with".  But once players practice enough they can hit anybody 90%+ of the time with any weapon no matter how "difficult" it's supposed to be.  Once that happens it becomes a numbers game where only dps, range, and reloading matters.  And since some weapons clearly outshine others several fold in these areas they become the obvious choice for just about everyone.

Engies are cannon fodder against everything if they're completely disarmed so that example is worthless.  Pyros and heavies are insanely good against scouts.  Maybe if scout had some explosive resistance he would be a bit more balanced since that would reduce the number of classes that can effortlessly dominate him down to 2.

teh_speleegn_polease Wrote:- Heavies are like mobiles sentries, but easier to kill and dealing less damage (and no knockback); they hard counter several classes, check (and can reliably kill 1v1 when at full health) others, but are hard countered by Snipers and Spies. Also, if a heavy is not at full health (which is most of the time, since they're a very easy target), a soldier or demoman can outdamage and kill it; not to mention that loch-n-load demomen, as well as any scout that manages to flank and get behind the heavy at close range, also hard counter them.

Unless the heavy is borderline dead it is very hard to bring him down with a scout.  It takes several meat shots to take him down and even if you sneak up on him he will usually flip around and instakill you as soon as you put 1-2 meatshots in him.  Soldiers and demoman also have a very hard time killing him unless he's injured.  It takes several rockets/stickies/pipes to bring him down and as soon as you expose yourself to shoot his minigun will kill you in under a second at most ranges.  His extreme health and DPS makes him insanely powerful as an assault class.  The reduced movement speed and spinup time are not enough to counterbalance this.  Heavies are almost guaranteed to get several kills on the frontlines before dying even in the hands of newbies.  Pros can easily achieve K/D >10 without trying.  Unless someone else already hurt him it's unlikely you'll win in 1 v 1 unless you have a particularly good spot.  Which means multiple people have to throw themselves at him in sacrifice before he'll go down.  Heavy was originally intended to be a defensive class.  A "mobile sentry" like you say.  But now you always see him on the frontlines mowing down packs of enemies with ease.  Valve tried to remedy this via patches but people complained.  A higher spinup time for one would help tremendously in forcing him back into a defensive role.

When paired with a medic in particular it is insane how powerful this class can be even in the hands of a newbie.  If you have multiple heavy/medic pairs that are somewhat decent your team is basically invincible no matter what the enemy team does.  It's hard getting this organized in a pub since no one is willing to switch classes.  But if you're playing with friends, well let's just say I've done this a couple of times and could not stop laughing until the round was done.  He's so hard to kill with a pocket medic and deals out damage so quickly that for every one you kill they will mow down at least 10 of yours.  Equip the heavy with the huo long and GRU and have a couple sit on the cart (which will keep his ammo at full).  Spies won't be able to get near him.  He's highly mobile thanks to the GRU.  He will never run low on health or ammo thanks to the cart and medic.  And anything that comes within 200 ft. of the cart will die pretty much instantly from a wall of bullets.  The only way to kill them at this point is with a fully charged headshot from a sniper.  And that's hard to pull off when they're shooting at you.  You won't be able to drop them fast enough to make a dent even if you find a far away safe spot to use.  We've done this several times against good clans and usually we can pull it off without losing a single heavy the entire round.  That's how hilariously OP he is in this scenario.  No class should be allowed to be this powerful under any situation.  Especially such a common situation.  That's just common sense.  You can't do this with any other class.  Try it with soldier or demoman (the classes that he's supposed to be balanced against) and it won't work anywhere nearly as effectively.  Soldier and demoman can easily kill heavies if they have good cover to spam from behind but this is too rare in the stock maps to consider them balanced.

teh_speleegn_polease Wrote:- Demomen may or may not deserve a nerf. They do have a very high skill cap, making demo mains deadly (probably the most dangerous class in the game), while mid-skill ones are very situational.

Demoman is another class that was intended to be defensive (sticky traps) but people got good enough with his aim to use him offensively and then complained when valve tried to nerf him.  Similar situation to heavy. Right now the demoman is much better than the solider at everything except close range combat (due to the sticky arm time).  The massive clip capacity and insane radius/damage of his sticky launcher combined with having two different powerful explosive weapons that he can rotate between (GL/SL) make him much stronger than the soldier in most engagements.

teh_speleegn_polease Wrote:Regarding weapons:
- Beggar's Bazooka is very situational.

No it's not.  Any halfwit can mop the floor with half the enemy team by himself using this weapon in any situation.  This is the weapon I pull out when I'm doing badly and I want to take revenge on the enemy team by making them ragequit.  I can instakill any building, person, or group of people anytime from anywhere with no ability to counter.  I should not be able to do that. It should be common sense that a weapon that allows you to fire 3 rockets at the same time is going to be OP unless you nerf the damage or the accuracy so much that it has to be done at nearly point blank range to instakill. In the hands of a good player this weapon turns you into a god raining walls of rockets down in front of you killing everything in your path instantly.

teh_speleegn_polease Wrote:One could argue that the Rocket Jumper is OP, as it lets Soldiers get anywhere really easily and then flank the enemy from behind with the shotgun (or just use the market gardener).

No one could not argue that because those weapons do shit damage in most scenarios.  TTK (time to kill) is the single biggest factor in determining balance for these weapons unfortunately.

teh_speleegn_polease Wrote:- Frontier Justice: it can be OP, but remember that when using the Gunslinger, you'll be in the heat of the battle very often. The 3-shot clip makes direct encounters with enemies very deadly to the engineer. Interestingly enough, the FJ can actually be used effectively with a normal wrench, to revenge-kill whoever destroyed the sentry and often eliminate the (already weakened from the sentry) enemies. Except during a uber push.

Ahahahaha.  Have you ever gone up against a FJ engi main?  It's ridiculous.  Again this is the build I use as engi when I want to piss people off.  It is very hard to balance instakill weapons (as evidenced by sniper/spy).  You have to make it really really hard to land a shot on an enemy since the enemy has no opportunity to counter or run if they get hit.  But with this weapon the shots are easy to land.  I can rack up 8+ revenge crits in 20 seconds with a mini easily then just run around on the front lines mowing down the enemy team 3 at a time with my shotgun that fucking one shot kills anyone from 40 ft. away.  It's like having a 150mm railgun strapped to your chest. Please explain to me how the extra clip capacity is so critical to your survival that it can counter balance THAT.  This weapon effectively grants you god mode in exchange for waiting a few seconds for your sentry to get some kill assists.  They could balance this by changing it to mini crit or by making only kills and not kill assists count.

teh_speleegn_polease Wrote:However, you have to take into account opportunity cost - FJ may be good for revenge killing, but it prevents the engineer from engaging in any sort of combat,

No it doesn't.  I use it all the time easily even without the crits.

teh_speleegn_polease Wrote:and forces spychecking to reply on the pistol (or wrench).

No it doesn't.  I have no problem spy checking with this.

teh_speleegn_polease Wrote:- Wrangler: it also makes it easier for people to flank and surprise the engineer.

This never happens to me.  I just sit there with my back to a wall and let the sentry mow down anyone that gets near me.  If they push uber I just rapidly switch between the wrangler and the ranger to heal it while keeping the shields up.  If I didn't have the wrangler in that situation I would be dead regardless of any flanking.  That's the beautiful thing about the wrangler, you can use it (or not) whenever you want.  If you were forced to manual aim your sentry all the time if you had it equipped then I might be inclined to agree with you.

teh_speleegn_polease Wrote:Also, opportunity cost: the Short Circuit is severely underrated, but occupies the same slot as the wrangler.
Also, both of these weapons replace the Pistol -

Both are OP.  In the sense that nobody uses the pistol because it's worthless to these two by comparison.  Either these two need to be nerfed, the pistol needs to be buffed, or the whole class needs to be restructured.  The first option would be the easiest.

teh_speleegn_polease Wrote:so while a minisentry with a wrangler and the FJ may sound OP, it leaves the engi very vulnerable to flanks and surprise attacks.

I'm beginning to wonder if you've actually used this combo for a bit.  That simply doesn't happen.  All that happens is that you turn into a god with either your mini or your godmode shotgun killing anyone within a 5 mile radius while you laugh your way to victory as the enemy team ragequits one by one. It happens every time.

teh_speleegn_polease Wrote:- Direct Hit, Loch-n-Load: I don't see what's dumb about them. They're situational, and are built for playstyles which focus on killing players rather than area denial/spamming (as you remarked yourself). It introduces variety into the game.

More godmode weapons.  They give you the ability to instakill too easily.  They don't have any downsides that are severe enough to counter balance that.  I used to consider the loch'n'load fairly balanced with its small clip capacity until they decided to buff it again for some reason.  At least make them less effective against buildings for the love of god!

teh_speleegn_polease Wrote:- Huo-long: Not so much makes the heavy immune to spies, as reveals (and dooms to swift demise) any spy which does backstab the heavy. Except for Spycicle spies, to which Huo heavies are indeed completely immune.

If the spy is lucky they will get a kill.  Either way they die if they get anywhere near you.  Since spy is one of the two major ways to counter the heavy that's a big problem.  The other problem I have with this weapon is that its con is faster ammo consumption.  The idea of a making a weapon that is stronger in exchange for using ammo faster is fundamentally dumb.

teh_speleegn_polease Wrote:- Backburner: situational, as for example it makes airblasting deplete your ammo in the blink of an eye. Come face to face with a soldier and you're doomed.

I didn't say it was OP.  I said it was "balanced in a dumb way".  Instakills if you hit them from behind (or sides due to shitty hitreg), really?  This is a situational godmode weapon.

teh_speleegn_polease Wrote:- Ambassador: I'd say "it encourages skill", but the reality is that players with crap aim (like me) will find this gun useless, while good players will deal 102 damage per shot the majority of the time. So yeah, I agree with you there.

I have crap aim and I still find it useful.  It allows me to 2 shot snipers that are wearing the razorback.  Giving a pistol crits under any scenario is a dumb way to balance something which is why both the diamondback and ambassador are on that list.

As an example one of the few "situational crit" weapons that I actually consider balanced is the market gardener since it's very situational and hard to hit enemies with. Unlike the weapons on this list.

teh_speleegn_polease Wrote:- Pistol: it's among the best secondaries for Scout. No Scattergun can deal any non-negligible damage at medium to long range, and the Pistol rectifies that, making the Scout much more versatile, and even enabling him to destroy or harass sentries (from a corner). Of course it depends on your play style; some people may prefer using one of the liquids (milk/bonk/cola), others may like the mobility options opened up by the Winger. I like the Pistol.

The scattergun and pistol both have shit damage at medium range.  It's just that the scattergun is even shittier at that range.  But unless the enemy is almost dead already the pistol takes too long to kill people to be worth it in most scenarios.

teh_speleegn_polease Wrote:- Shotgun: it's situationally good (like finishing off a low-health enemy as Soldier when your RL's clip is empty), but it could definitely use a buff, I agree.

It's semi-useful but nobody uses it because there are always much options available in every weapon slot where it is used.  I will make an exception for the pyro since he needs it to counter other pyros but that's it.


teh_speleegn_polease Wrote:-Charging Targe: The resistances make it actually very useful, although again it depends on your playstyle. For demoknighting of course Tide Turner is always far better.

The tide turner made demoknight a viable option.  The chargin targe and splendid screen are still too difficult to land a hit with to be worth it.  Giving him afterburn immunity is also extremely stupid.  The stickybomb launcher is one of the best weapons in the entire game.  If you want people to give that up the alternative needs to be extremely good.


teh_speleegn_polease Wrote:- Quickiebomb Launcher: What about sticky spamming (M1+M2 demos)?

I wanted so badly to like this weapon.  I love airshotting and close range spamming with the sticky launcher so I was overjoyed at hearing about a weapon designed around this playstyle.  But the quickiebomb launcher is not that weapon.  It drops the priming time from 0.7.....to 0.5 seconds.  Barely a drop at all.  It feels exactly the same as using the stock sticky launcher since the drop in arm time is so small.  I still can't use this weapon at close range or airshot with it in any of the situations where I couldn't do it with the stock launcher.  And in exchange for this practically nonexistent benefit you get a 25% reduction in clip capacity and a 15% reduction in damage.  Both of which make a huge negative difference.  They should start to rebalance this by dropping the arm time down to something like 0.1-0.3 seconds.

teh_speleegn_polease Wrote:- Syringe guns: that's because the medic is not designed to be used for direct combat. That said, if you aim correctly with the guns, you can do quite a bit of damage.

The problem here is that the syringe guns are all greatly inferior to the crusaders crossbow.  Whether the syringe guns should be buffed or the crossbow nerfed is another story.  But nobody uses the syringe guns because the crossbow allows you to heal anyone from anywhere, heals much faster than the medigun, and does tremendous damage to enemies at any range.  It's just so god damn useful that you basically have to be an idiot to use anything else.

teh_speleegn_polease Wrote:- YER: This completely changes the Spy's playstyle. Like the Dead Ringer, it removes one of the Spy's basic abilities (cloaking at will for DR, disguising at will for YER), and substitutes a unique gimmick that is situationally useful. If used correctly (i.e. for chainstabs), YER can be very effective.

I have yet to see a good spy use this weapon effectively in a competitive manner (pubs don't count, those people are easy to kill with any weapon).  It is a much harder weapon to get kills with since the disguise kit is one of the spies most useful assets.  It is the weapon that spies use when they want a challenge.  You cannot chain stab effectively with it when your team communicates or occasionally turns around.  Like any weapon in this game you can do well with it if you're good.  But not AS WELL as you could be doing with other weapons because it's weaker.
Spam is the biggest issue imho. Well on certain maps, several official maps are very chokey. The problem as well is being able to fire of shots before fully reloading a clip, from what I've seen you can fire off shots when a clip is partially reloaded since when you cancel the reload it acts as if the clip was fully loaded. These confined maps present even more of an issue with new weapons and increased spam, stuff like the new LnL and Tide Turner that being around a corner or rounding a corner can often times result in instant death. Either the classes or their associated stock weapons need to be buffed or the maps redesigned in some manner to cope with the additional spam, wider paths and more flanking routes.

Stuff like the current Short Circuit, LnL etc.. should not be ingame in their current form. Short circuit was good enough before the buffs just it required some level of skill. LnL didn't need anything other than removing the ability to one shot light classes. DR should be reworked and Spycicle is annoying with DR which is already annoying on it's own merit. Revolver or Amby is not to be underestimated even if the spy is briefly knifeless after Spycicle melts. BFB basically has no downside, soda pooper flutterscoot is annoying and hard to hit. Market Gardner should not crit with base jumper.

I could go on but it's too much. Valve makes no sense and it's like they say, "Oh you don't like this, let's see how annoying we can make the buff/nerf or unlock and you'll beg for a revert/rework or buff/nerf." After attempting to fix the turn exploit on other shields they go and add the Tide Turner to the game which was superior to the other shields in every way and probably still is.

A lot of it is likely due to the unbalanced mess pubs are and team stacking encouraging these poor balance choices. There is just no way to win against a team of mostly good or even average coordinated players working together. Even with some good players on the team they can still plow through and roll the team. I don't care how many whine they can't play with friends i.e. pubstomp Valve really needs to figure out a sufficient algorithm to determine skill level and implement ranked matchmaking. At least offer ranked matchmaking as an alternative option. This game just needs so much redone nothing will happen unless there's ever a TF3. If we are lucky we may get that port to Source2 with improved performance, less bugs and improved netcode.
Oh and as spy invisiwatch is my pet peeve. Cloak runs out way too fast and flicker which is not good on tight maps with a lot of spam. They need to buff the cloak duration or remove flicker, other option is to rework flicker so no flicker when bumping other players and/or cloak only flickers near end of cloak duration or after taking so much damage. It's no fun being exposed either due to cloak running out trying to dodge players or mindless spam especially a stray god**** bullet and ded. :/
@NV (no I'm not going to quote all that):

 - Scout: let me rephrase that. What I meant is that the Scout is a good class if used correctly.

It wasn't made to charge into battle and take on the enemy team from the front. It was made to flank, cap objectives (I mean like backcap on CP or capture on CTF, not like camp on the cart on Payload under heavy fire - no pun intended), and evade attacks. If they were buffed to the point where a scout could take on most classes 1v1 from the front - with no element of surprise - then it would basically become an ultra-fast soldier with a hitscan weapon. How painfully OP would that be?

And regarding Demos/Soldiers, you are partially right. However, Scouts will flank more often than not, and will usually get a couple close-range shots from behind - enough to two-shot everything w/ the Scattergun except Soldiers on full health (and heavy ofc). And they have a good chance of escaping away from a chasing high-damage class without dieing if they do become a target, allowing them to go grab a healthpack and continue harassing the enemy.

The Pistol actually plays into this role very well - with decent aim, a single clip at mid-range can deal a good 40-50 dmg. Not something to be used as a reliably source of damage, but it should be used while running far from the battle - w/o the Pistol you'd just ignore the fight, with it you can deal some chip damage. That chip damage could be all that's needed to bring an enemy scout into one-shot range of a rocket/sticky/grenade, or a soldier/demo into two-shot range of said weapons.

Pyros ambushing a scout hail instant death for the latter, but I did specifically mention open areas. Staying just out of range of the flames while still being close enough to deal significant damage with your scattergun is relatively easy. Fuck heavies though.


Speaking of heavies, I may not have thought my argument through, and I now agree with you (especially regarding pocket medics). However, I have a feeling your "pros" that achieve a ktd > 10 would be playing on pubs against noobs. Against other good players heavies aren't that bad, though definitely still OP.


Regarding FJ engies: I don't play engi a lot, so maybe I should try that more, but the amount of times I've died due to an empty clip on my FJ is quite impressive. Maybe I just suck.


Huo-long: The Spy usually still gets the kill. Also, I'd argue it's less "make the weapon more powerful at the cost of extra ammo consumption" and more "give a weapon a gimmick that's only useful to prevent a Spy backstabbing you from surviving and continuing to backstab people at the cost of making your ammo deplete ridiculously fast at all times, even when simply spun-up". Seriously, this weapon makes camping with a spun-up minigun unviable.

Ambassador: eh, the Enforcer can also two-short razorback snipers. We both agree the weapon isn't very balanced however, so there's that.

Shotgun: Don't tell me you've never died to an enemy who's at 15 HP just because you had an empty RL clip and didn't have a shotgun to finish them off. Or don't tell me that this happens seldom enough not to make the Shotgun a viable choice. On Pyros, the Shotgun is actually outclassed by the Reserve Shooter IMO - the minicrits are more than worth the reduced clip size, and as a pyro you should be at close range anyway most of the time (thus allowing you to airblast people - and opposing pyros - into the air easily).

Charging Targe: and 40% explosive resistance (essentially giving you an effective 245 health against opposing demos and soldiers), combined with pyro invincibilty (50%(!) fire resistance and complete afterburn immunity) is not good enough? I guess it depends on your weapon of choice; I use the grenade launcher/loch more often than not, but if you rely on the sticky launcher normally then of course the Targe is not for you.

Syringe guns: true that.

YER: AFAIK Spy is never good competitively, except in some very rare situations - where you would be trying to pick off a target (e.g. a medic) and would not have the time or opportunity to set up a YER disguise. Well except in Highlander where there's always a Spy (Highlander is the 9v9 one, right? XP), where your point probably stands. But put good players into a pub - i.e. a non-competitive, but not incompetent, setting - and you might be able to have some fun with the YER.
My point is that it is something of a gimmick weapon - not unviable and fun to use, but not suited to serious play. I wouldn't exactly call it severely underpowered though.