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[Team Fortress 2]: Towering pillar of bad opinions about hats

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Posts

  • undeinPiratundeinPirat Registered User
    edited July 2010
    i don't have the halo

    therefore, i am a rebel

    rebels are badass

    therefore, i am a badass

    a two gibus badass

    undeinPirat on
    [SIGPIC][/SIGPIC] steam: undeinpirat
  • xzzyxzzy Registered User regular
    edited July 2010
    I have two gibus and a halo.

    xzzy on
  • undeinPiratundeinPirat Registered User
    edited July 2010
    i like how the guy who has the third place hat doesn't even have it equipped

    undeinPirat on
    [SIGPIC][/SIGPIC] steam: undeinpirat
  • AdusAdus Registered User regular
    edited July 2010
    "I got third place? And they gave me a hat to represent that? This is not a hat of triumph. It is a hat of shame. It shall never be worn."

    May or may not be an exact quote.

    Adus on
  • The_ScarabThe_Scarab Registered User regular
    edited July 2010
    Its not the entire playerbase:
    Data sampled from 78112 unsuspecting players on Jul 17, 2010. Totals listed are representative of this sample, and not the entire player base. However, the percentages should be more or less accurate given the size of the sample. Numerical data is provided simply to give context to the data sample.

    Its really surprising to me that 50% of spies use the C&D.

    And 80% of medics use the Medigun.

    What are people smoking

    When you compare item usage with map time played it makes complete sense.

    Everyone plays dustbowl, goldrush and 2fort. C+D is very effective on such campy maps.

    So too is the medigun, for breaking down effective engineer nests and chokepoints.

    The_Scarab on
  • KupiKupi Registered User regular
    edited July 2010
    The standard Ubercharge is more useful in more situations than the Kritzkrieg, especially since, deployed simultaneously, the Ubercharge will flat-out negate the Kritz. You can't use the Kritzkrieg to crack an Engineer encampment, especially on linear push maps like those that get played on a lot of the pubs. Furthermore, Heavies, Demomen, and (this'll raise some eyebrows, I'm sure) Backburner Pyros do enough damage on their own that you can get very similar effects to the Kritzkrieg simply by ensuring that they don't die for eight seconds. Like a lot of the unlocks, the Kritzkrieg is very useful under the right conditions, but the Ubercharge has more overall utility.

    Kupi on
    My favorite musical instrument is the air-raid siren.
  • The_ScarabThe_Scarab Registered User regular
    edited July 2010
    Exactly. Kritzkreig is a surprise weapon and makes total sense that it is used by fewer medics. If someone is rocking a kritz for like three rounds in a row it is easy to entirely negate even without an uber. The only real way to reliably bring the hammer down with one is with a heavy, demo or soldier - the latter two of which have very telegraphed attacks and unless you're in a corridor can be avoided.

    The_Scarab on
  • KupiKupi Registered User regular
    edited July 2010
    Guys, the Wrangler might be overpowered.
    wrangleroverpowered.jpg

    Kupi on
    My favorite musical instrument is the air-raid siren.
  • xzzyxzzy Registered User regular
    edited July 2010
    And considering that the vast majority of medic playing is done on a pub server.. the uber is the best choice, every time.

    Most people who get kritz on a pub are dumbfounded about what they should be doing.

    xzzy on
  • xzzyxzzy Registered User regular
    edited July 2010
    Kupi wrote: »
    Guys, the Wrangler might be overpowered.
    wrangleroverpowered.jpg

    It really surprised me last night how fucking tough that shield makes the sentry.

    On two occasions I was playing pyro, killed the engineer and moved on to the sentry.. and when the 3 second downtime was over, the sentry was STILL not dead. It took a solid 5 seconds of flamethrower action to bring the sentry down.

    First time the sentry killed me because I was unprepared for it to need that much damage, so I tried to swap to the homewrecker and screwed up.

    Second time I just did M1 nonstop and was able to kill it.


    I'm not going to say it's overpowered, but I bet money that Valve is going to tone the shield down before too long. There's no way for average players to compete against that.

    xzzy on
  • DogEightDogEight Registered User regular
    edited July 2010
    I've yet to go at a wrangled sentry solely with the homewrecker. Can anyone tell me if it can do the job well/in time?

    DogEight on
  • EndaroEndaro Registered User regular
    edited July 2010
    Skexis wrote: »
    nealcm wrote: »
    i do love the rocket launcher despite some people thinking it looks plain

    but i gotta admit i am not impressed with the hat

    I need that launcher and the hat so I can start yelling BELLOQ over alltalk and then threatening to blow up peoples' caravans.

    But seriously what kind of monster do you have to be not to like the softcap

    You should get an award for such a good idea.

    Endaro on
  • KupiKupi Registered User regular
    edited July 2010
    Crap, that reminds me.

    Dispatch from the Department of Bad Ideas:

    Bleed Differentiation

    Right now, "Bleed" is just another name for "Fire". The only real difference is that Bleed won't activate the Axtinguisher's conditional crits and Bleed can't be canceled my med-packs. (There's also the damage rate, but mechanically they're identical.) So, how could they be better differentiated?

    How about this: Bleed deals a tiny amount of damage per tick. Let's say no more than 2 HP per tick, but probably better off going as low as 1. However, unlike fire (where it's difficult to be various degrees of "on fire"; either you are or you aren't), you can bleed from multiple wounds. Therefore, Bleed effects are allowed to stack. The more you strike an enemy with a bleed-causing weapon, the more damage he takes over time until the bleed effects wear off. Hitting an enemy with more flame simply extends the flame.

    Kupi on
    My favorite musical instrument is the air-raid siren.
  • BlindPsychicBlindPsychic Registered User regular
    edited July 2010
    Bleed is canceled by medpacks

    BlindPsychic on
  • AegisAegis Not Quite TorontoRegistered User regular
    edited July 2010
    http://tf2stats.net/items/

    This chart is cool

    This chart is interesting!

    * Gunboats used more often than Buff Banner, bwu?!
    * Looks like Soldier Shovel and Pyro Regular Axe have fallen off the map once the replacement items came, though that's not surprising.
    * Don't think we can draw much from the Engineer stats, given how recent the update was.

    Aegis on
    We'll see how long this blog lasts
    Currently DMing: None :(
    Characters
    [5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
  • BlindPsychicBlindPsychic Registered User regular
    edited July 2010
    People really underestimate the Pain Killer. Its awesome if you're on a 5cp map. The downside is pretty negligible

    BlindPsychic on
  • undeinPiratundeinPirat Registered User
    edited July 2010
    gunboats are freaking awesome, that's why

    you ain't runnin if you ain't runnin with nikes

    undeinPirat on
    [SIGPIC][/SIGPIC] steam: undeinpirat
  • nealcmnealcm Alvarian AlvarianRegistered User regular
    edited July 2010
    L|ama wrote: »
    nealcm wrote: »
    Huntera wrote: »
    I am amazing.

    I taunt killed an Engineer and his dispenser at once.

    While he was at his sentry nest.

    i did this earlier today on thunder mountain

    i was unstoppable that life

    i think i had like 9 kills

    3 punched, 1 taunt, couple revenge and a couple sentry

    pfft

    33 kills as backburner pyro last night 8-)

    bow to me, toons

    except

    how many of those 33 kills

    were taunts?

    none, sir

    nealcm on
    19ZUtIw.png
  • HenryVapeHenryVape Registered User regular
    edited July 2010
    I like to use the kritz and medigun both when medic, krits when i want to get a few more assist, and medigun when i want to be pushed around for a little bit by a pyro, its very relaxing.

    HenryVape on
    tf2_sig.png
    Ceterum autem censeo, Carthaginem esse delendam
  • AegisAegis Not Quite TorontoRegistered User regular
    edited July 2010
    I switched to medigun recently to see if the health recharge rate difference is noticeable at all post-nerf.

    Aegis on
    We'll see how long this blog lasts
    Currently DMing: None :(
    Characters
    [5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
  • undeinPiratundeinPirat Registered User
    edited July 2010
    what

    are you talking about the needlegun

    otherwise that sentence makes zero sense

    undeinPirat on
    [SIGPIC][/SIGPIC] steam: undeinpirat
  • nealcmnealcm Alvarian AlvarianRegistered User regular
    edited July 2010
    i kind of want to get an ubercharge and attempt to get 5 kills now

    i think i have equipped the blutsauger ONCE, but maybe for this venture it requires a second equip

    nealcm on
    19ZUtIw.png
  • BlindPsychicBlindPsychic Registered User regular
    edited July 2010
    All those ubercharge achievements work with kritz too

    BlindPsychic on
  • The_ScarabThe_Scarab Registered User regular
    edited July 2010
    Aegis wrote: »
    http://tf2stats.net/items/

    This chart is cool

    This chart is interesting!

    * Gunboats used more often than Buff Banner, bwu?!
    * Looks like Soldier Shovel and Pyro Regular Axe have fallen off the map once the replacement items came, though that's not surprising.
    * Don't think we can draw much from the Engineer stats, given how recent the update was.

    As long as you aren't a complete retard and expect to be healed while holding it, the Equalizer is a complete and direct upgrade from the shovel. Though, of course, real men don't use it because running is for girls and the screaming shovel taunt is much better than suicide - which can be done totally by accident if you forget.

    With the inclusion of the air-burst the most viable Pyro melee tactic is a blast of fire, a puff of air upwards to float them, and an axestinguisher crit when they hit the ground.

    Exhibit A:

    http://www.youtube.com/watch?v=6q6FzyQylbE&feature=related

    As for Gunboats. Pre-nerf they were incredibly useful on the larger maps. A soldier with them was arguably the most mobile class, above scout and demo. They don't suppress as much damage anymore though. It depends on taste. I personally get around with rocket jumping without them, and the shotgun is indispensable against half the classes especially on CP maps using it as a last resort.

    The_Scarab on
  • undeinPiratundeinPirat Registered User
    edited July 2010
    i'm finding that the gunboats nerf is pretty inconsequential

    one rj gets me to about 183

    avoiding fall damage ain't that hard, so i think it's still pretty good

    undeinPirat on
    [SIGPIC][/SIGPIC] steam: undeinpirat
  • nealcmnealcm Alvarian AlvarianRegistered User regular
    edited July 2010
  • The_ScarabThe_Scarab Registered User regular
    edited July 2010
    i'm finding that the gunboats nerf is pretty inconsequential

    one rj gets me to about 183

    avoiding fall damage ain't that hard, so i think it's still pretty good

    Depends on how far you want to jump. On some maps you can get halfway across on one consecutive jump sequence. Yukon is a good example. You can bounce off like two walls to the tunnel at point two.

    The_Scarab on
  • undeinPiratundeinPirat Registered User
    edited July 2010
    well i also have a boner for jumping in, getting a kill and jumping out

    gunboats are phenomenal for fun swoosh adventures like that

    undeinPirat on
    [SIGPIC][/SIGPIC] steam: undeinpirat
  • The_ScarabThe_Scarab Registered User regular
    edited July 2010
    I always wanted the gunboats to have some AoE when you landed with them from a great height. Either a stun or a little bit of damage. It would make them a much more definitive item rather than a sort of middle-ground crutch. Would focus the soldier on getting up close very quickly with extremely aggressive play. Which counters the shotgun it replaces which is used very much to trap shoot/pick off already wounded enemies as you stay on the periphery.

    The_Scarab on
  • BahamutZEROBahamutZERO Registered User regular
    edited July 2010
  • AegisAegis Not Quite TorontoRegistered User regular
    edited July 2010
    what

    are you talking about the needlegun

    otherwise that sentence makes zero sense

    I am terrible with names :( I meant the needlegun.

    Aegis on
    We'll see how long this blog lasts
    Currently DMing: None :(
    Characters
    [5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
  • BahamutZEROBahamutZERO Registered User regular
    edited July 2010
    When I'm playing good medic I use the needlgun because I want to be healing fools 90% of the time, not shooting mans, thus the passive regen is better then.

    BahamutZERO on
    BahamutZERO.gif
  • nealcmnealcm Alvarian AlvarianRegistered User regular
    edited July 2010
    When I'm playing good medic I use the needlgun because I want to be healing fools 90% of the time, not shooting mans, thus the passive regen is better then.

    def son def

    nealcm on
    19ZUtIw.png
  • AegisAegis Not Quite TorontoRegistered User regular
    edited July 2010
    Need more mans in servers!

    Aegis on
    We'll see how long this blog lasts
    Currently DMing: None :(
    Characters
    [5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
  • BlindPsychicBlindPsychic Registered User regular
    edited July 2010
    Because I can't get ding-a-lings to work, the hit indicator with the blut still gives it a big advantage

    BlindPsychic on
  • BahamutZEROBahamutZERO Registered User regular
    edited July 2010
    Because I can't get ding-a-lings to work, the hit indicator with the blut still gives it a big advantage

    you can't get the floating damage numbers on hits to work either?

    BahamutZERO on
    BahamutZERO.gif
  • BlindPsychicBlindPsychic Registered User regular
    edited July 2010
    Those work, but they don't display if you're out of LoS, which happens a lot when you have to lead with the blut

    BlindPsychic on
  • BahamutZEROBahamutZERO Registered User regular
    edited July 2010
    that is a good point, hadn't thought of that.

    BahamutZERO on
    BahamutZERO.gif
  • nealcmnealcm Alvarian AlvarianRegistered User regular
    edited July 2010
    i am having problems with the dingaling too. it works at the weirdest times. it just seems to randomly pick days where it will work, and not work.

    "today feels like a day where we will confuse him by not dinging!!!"

    nealcm on
    19ZUtIw.png
  • undeinPiratundeinPirat Registered User
    edited July 2010
    Because I can't get ding-a-lings to work, the hit indicator with the blut still gives it a big advantage

    if you are using a custom dingalong

    put "play /soundnamegoeshere.wav"

    into your autoexec

    and only connect to servers from the ingame server browser

    if you connect with the steam server browser or from "join game" on a friend, your autoexec won't get executed before you connect, making it so your custom hitsound won't get past the sv_pure settings of the server

    therefore, just load up the game and then connect to the server of your picking

    undeinPirat on
    [SIGPIC][/SIGPIC] steam: undeinpirat
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