Getting tired of party mode is a warning sign that it's time to branch out to another game for a while. I can't think of anything more seriz bizness than wanting blood back and confetti gone.
Can we keep the hats at least. I like the hats.
Normally I don't care, but the other day a sodding balloon ruined a perfectly good deathcam shot.
i think them caps is giving away my cover. I am a croucher
KingMoo on
![▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓]!
!!!!▓▓▓▓▓Gravy?▓▓▓▓▓!!!!!!
!!!!!!▓▓▓▓▓▓▓▓▓▓▓▓▓!!!!!!!!!
of doom
Y'all post too much over the weekend. I'm gonna just assume that the last thirty pages have been complaining about too many pyros, unbalanced weapons, speculating on other classes' shit.
I saw some discussion of the flaregun, and yes, it's good for snipers, harrassment and softening, but I noticed nobody mentioned offensive engineers. I killed like two yesterday while they were popping up sentries. They usually aren't too close to health since they need to get their gun up before the dispenser, and then they usually either die trying to put up their gun as quickly as possible, or leave their gun to die as they save their own skin.
I'll have to investigate this more, the flaregun just might possibly have some potential yet.
The only problem with the flaregun is that you cannot use it as a kill weapon as you could with the shotgun. It is harassment alone. Yes, it does get kills from time to time, but I'm only using it when I see a group of people I can take a bit of health from, or if there is a sniper or engy not moving much.
That said, I do really love using the flare gun for those purposes, because nothing is better than sniping a sniper with a flare gun.
Also, if you have the flaregun out, the only weapon you can use underwater is the axe, which can kill some situations. You're triple-screwed if you have the flare gun, and the axetinguisher out, because you will light them on fire only to have them jump in the water where the axe will only do half damage. So I guess, just avoid those situations.
The only problem with the flaregun is that you cannot use it as a kill weapon as you could with the shotgun. It is harassment alone. Yes, it does get kills from time to time, but I'm only using it when I see a group of people I can take a bit of health from, or if there is a sniper or engy not moving much.
That said, I do really love using the flare gun for those purposes, because nothing is better than sniping a sniper with a flare gun.
Also, if you have the flaregun out, the only weapon you can use underwater is the axe, which can kill some situations. You're triple-screwed if you have the flare gun, and the axetinguisher out, because you will light them on fire only to have them jump in the water where the axe will only do half damage. So I guess, just avoid those situations.
Oh shit, forgot to type lol, let me edit it in.
Yeah, this is why if there's water in the map, I won't even touch the flaregun, I was in this situation on Well, yikes!
And for some reason, I haven't been finding myself in too many situations where I had wished I had the shotgun. Maybe it was because when I was facing soldiers or demos, I was trying to bounce their crap back (and last night with one successful bouncekill, glee!), or because I was retreating anyway and they were far enough that the flare was a better option. I'm not completely sure, when there's pyros everywhere, I much rather have the shotgun though.
Y'all post too much over the weekend. I'm gonna just assume that the last thirty pages have been complaining about too many pyros, unbalanced weapons, speculating on other classes' shit.
Q-Dub is the next Nostradamus. That's some insight, bitches. Respect.
As for the flare gun, it's fun, but largely useless. I keep wishing I had my shotgun to finish off runners, and likely once I'm done with the flaregun achievement, will shelf it and only bring it out when a sniper is annoying me.
I'm leaning toward what Insanity is saying, I do prefer the flare gun for most situations, because nothing is better than flanking, and sending fire upon unsuspecting foes from a distance, then they have no clue where it's coming from.
It's quite good really... all the new pyro weapons are utterly useless if you're playing against other pyros. So there's less incentive to play pyro until the update loses its novelty.
On the map Hey you and I are making the health packs give Pyros a permanent overcharge of 200% and for every pyro on a team the map will spawn 3 additional AI controlled pyros of the same team.
Why? Because we hate you.
None of that was true.
yet
LittleBoots on
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
As an engineer, Qwally (Ha, I used one that wasn't in your sig) is correct - flares are a major pissoff when you're trying to make a forward position and spontaneously combust.
Thankfully after I jumped onto a pub as opposed to the PA servers, I did much better there, as everyone was far too busy trying to rush head-on into my sentry rather than pick it off from a distance.
PeregrineFalcon on
Looking for a DX:HR OnLive code for my kid brother.
Can trade TF2 items or whatever else you're interested in. PM me.
Well, that would mean you suck with all melee weapons then, no? I mean, outside the butterfly knife the Spy has, they're pretty much all the same in terms of range and close in terms of damage, right?
As an engineer, Qwally (Ha, I used one that wasn't in your sig) is correct - flares are a major pissoff when you're trying to make a forward position and spontaneously combust.
Thankfully after I jumped onto a pub as opposed to the PA servers, I did much better there, as everyone was far too busy trying to rush head-on into my sentry rather than pick it off from a distance.
I'm gonna keep this up until I have to start storing them in a spoiler, Falcon.
I've been having much more luck facing engineers since the patch, the no-more drop-off damage really makes taking out sentries easier.
As for the afterburner vs. flamethrower with forcepush:
The afterburner is freaking awesome, and that health boost is insanely sweet. It is so excellent to swing behind a bunch of enemies and have them fall at your feet in crit flames.
But then you're taking out the forcepush. I'm using that to push people off ledges, push stickies out of the way, send rockets back, and I'm getting rather decent at it, and it is awesome... so yeah, theres a huge tradeoff.
Maybe I'll use the forcepush for defense maps, where I can send rockets, stickies and nades back, especially when I'm guarding a sentry nest.
I'll use the afterburner for attacking, where I can sweep behind folks and take them out before they get to our lines.
As an engineer, Qwally (Ha, I used one that wasn't in your sig) is correct - flares are a major pissoff when you're trying to make a forward position and spontaneously combust.
Thankfully after I jumped onto a pub as opposed to the PA servers, I did much better there, as everyone was far too busy trying to rush head-on into my sentry rather than pick it off from a distance.
I'm gonna keep this up until I have to start storing them in a spoiler, Falcon.
I've been having much more luck facing engineers since the patch, the no-more drop-off damage really makes taking out sentries easier.
I agree, hankies, especially sentries on ledges. I'm loving the damage detection we've got now.
Well, that would mean you suck with all melee weapons then, no? I mean, outside the butterfly knife the Spy has, they're pretty much all the same in terms of range and close in terms of damage, right?
Well, I'm good with the wrench and the bonesaw but the pyro's axe is a no no
I guess it has to do with how much time it takes for the pyro to wield it
Well, that would mean you suck with all melee weapons then, no? I mean, outside the butterfly knife the Spy has, they're pretty much all the same in terms of range and close in terms of damage, right?
Well, I'm good with the wrench and the bonesaw but the pyro's axe is a no no
I guess it has to do with how much time it takes for the pyro to wield it
I've never really paid attention to it, but I thought the axe had pretty much the same swing time that the wrench and bonesaw already had.
I have actually yet to be in a situation where I wish I had the backburner equipped, I simply can't imagine giving up the ability to push ubers back, people into trenches, ordinance backwards, and just general bouncing harassment. I might even go so far as to say it's easier to take down someone you've blown against a wall.
Hmm, I need to be careful what I say when I'm talking about the leafblower, always starts to sound a little double-entendre-ish.
Same here, I can hold my ground pretty well, and we kill each other almost an equal amount, but if I get nervous about it, that's when I start dying more.
I just don't like sniping when there are 2 other snipers on my team, because then I feel like we're all trying to prove that we're the rightful owner of that spot as a sniper, and that's not right.
Then again, I also get angry when people don't branch out from one class if they're not good at it. I've seen quite a few snipers that aren't very good sitting in a place where they might get one kill every now and then, and every single time I see them on the servers they're in the same spot as a sniper. People need to try out other classes. Maybe not flippy or tyrannus, because they're good at what they do as that class, and sometimes not good as any other class.
Oh well, I'll stop ranting for a while and do some work maybe.
I've been having much more luck facing engineers since the patch, the no-more drop-off damage really makes taking out sentries easier.
That just means that engys have to be a bit more choosy about where they drop the little bundles of death, and upgrade them fast so that a corner-rushing Pyro gets knocked back before being able to blow a flaming load all over it.
PeregrineFalcon on
Looking for a DX:HR OnLive code for my kid brother.
Can trade TF2 items or whatever else you're interested in. PM me.
I have actually yet to be in a situation where I wish I had the backburner equipped, I simply can't imagine giving up the ability to push ubers back, people into trenches, ordinance backwards, and just general bouncing harassment. I might even go so far as to say it's easier to take down someone you've blown against a wall.
That's what she said.
PeregrineFalcon on
Looking for a DX:HR OnLive code for my kid brother.
Can trade TF2 items or whatever else you're interested in. PM me.
I have actually yet to be in a situation where I wish I had the backburner equipped, I simply can't imagine giving up the ability to push ubers back, people into trenches, ordinance backwards, and just general bouncing harassment. I might even go so far as to say it's easier to take down someone you've blown against a wall.
That's what she said.
I was going to edit that, but then it felt wrong to deprive the world of my unintentionally suggestive sentences.
With that said, I still prefer blowing over getting people from behind.
I have actually yet to be in a situation where I wish I had the backburner equipped, I simply can't imagine giving up the ability to push ubers back, people into trenches, ordinance backwards, and just general bouncing harassment. I might even go so far as to say it's easier to take down someone you've blown against a wall.
That's what she said.
I was going to edit that, but then it felt wrong to deprive the world of my unintentionally suggestive sentences.
With that said, I still prefer blowing over getting people from behind.
That's what he said.
Okay, I'm done now.
PeregrineFalcon on
Looking for a DX:HR OnLive code for my kid brother.
Can trade TF2 items or whatever else you're interested in. PM me.
I've been having much more luck facing engineers since the patch, the no-more drop-off damage really makes taking out sentries easier.
That just means that engys have to be a bit more choosy about where they drop the little bundles of death, and upgrade them fast so that a corner-rushing Pyro gets knocked back before being able to blow a flaming load all over it.
Which means placing them further back from corners/cover, making them far easier targets for demomen and soldiers. I'm having a lot more luck putting my sentries in ridiculously open positions just to wipe out the pyro zerg, they generally get 4 or 5 kills before a demo takes them down.
Makes the engies life a lot harder, but defense is generally taken care of by the extra pyros on the team running through and slaughtering the enemy medics/soldiers/heavies before they can do any real damage or build up momentum, so I haven't noticed any major change to the number of wins/losses on various maps.
Also it's way easier for Pyros to spawncamp now, often to the point where 2 or 3 people need to change class to heavy after death to chase him off which is reaaaaaaaaly annoying.
I think valve is pushing for a change in the way that the engie is played. People most often set up a camp, and just sit there, which works, but is boring. I think they're going for what people like iowa and marty are doing with engy, moving the sentry really really freaking far forward and becoming an active part in the attacking process.
We'll have to see with the engy update, but I'd wager they move even more toward the offensive engy with their update.
Getting headshots feel great. And I have a new class love, The Scout. I just love running and gunning a medic and haul ass. It's like being a kid again playing Tag when you're the fastest kid on the block and no one can catch you. Then the fat kid goes inside cause he can't catch no one.
Man, any time I play engy in Gravel Pit I'll attack with the team when I have everything all set up. One more guy wrenching and shooting and hollering is that much more damage being dealt and/or damage being spread out amongst the team. I almost capped a point by myself because people just ignore engineers running around 'cause they usually are scrounging around for metal or something.
I think valve is pushing for a change in the way that the engie is played. People most often set up a camp, and just sit there, which works, but is boring. I think they're going for what people like iowa and marty are doing with engy, moving the sentry really really freaking far forward and becoming an active part in the attacking process.
We'll have to see with the engy update, but I'd wager they move even more toward the offensive engy with their update.
Me and a couple of mates have been working on getting a 2 or 3 man offensive engy team up, slowly leapfrogging our sentries further and further forward, claiming more territory until we build one pretty much covering the enemy cap or the approach to it and win the game. It's tactical and and fun and awesome. Also 3 men whacking a building sentry put it up ridiculously fast, about the same time it takes a heavy to spin up.
It's all great until we get spycapped because none of us have anything on the point, although we've changed to having one guy play wrench bitch and leaving his sentry at the cap to counter this.
With wheels, so you can move it around. And not just wheels, but spinners. Also, add flamethrowers to the rockets and miniguns. Also, sandwich dispensers.
Posts
i think them caps is giving away my cover. I am a croucher
!!!!▓▓▓▓▓Gravy?▓▓▓▓▓!!!!!!
!!!!!!▓▓▓▓▓▓▓▓▓▓▓▓▓!!!!!!!!!
of doom
MORTAAAAAAAL KOMBOOOOONK
Yeah, same on mine. If you see party hats, then something special is going on.
3DS Friend Code: 2707-1614-5576
PAX Prime 2014 Buttoneering!
I love this song so much.
I saw some discussion of the flaregun, and yes, it's good for snipers, harrassment and softening, but I noticed nobody mentioned offensive engineers. I killed like two yesterday while they were popping up sentries. They usually aren't too close to health since they need to get their gun up before the dispenser, and then they usually either die trying to put up their gun as quickly as possible, or leave their gun to die as they save their own skin.
I'll have to investigate this more, the flaregun just might possibly have some potential yet.
That said, I do really love using the flare gun for those purposes, because nothing is better than sniping a sniper with a flare gun.
Also, if you have the flaregun out, the only weapon you can use underwater is the axe, which can kill some situations. You're triple-screwed if you have the flare gun, and the axetinguisher out, because you will light them on fire only to have them jump in the water where the axe will only do half damage. So I guess, just avoid those situations.
Oh shit, forgot to type lol, let me edit it in.
Yeah, this is why if there's water in the map, I won't even touch the flaregun, I was in this situation on Well, yikes!
And for some reason, I haven't been finding myself in too many situations where I had wished I had the shotgun. Maybe it was because when I was facing soldiers or demos, I was trying to bounce their crap back (and last night with one successful bouncekill, glee!), or because I was retreating anyway and they were far enough that the flare was a better option. I'm not completely sure, when there's pyros everywhere, I much rather have the shotgun though.
The shotgun is short to medium range, and you already have the flamer for short range, so all you really get from it is the medium range use.
People tend to back off from pyros as fast as they can, so I find the flare gun gives me more flexibility.
tl;dr version: I prefer having short and long range firepower to short and medium.
Q-Dub is the next Nostradamus. That's some insight, bitches. Respect.
As for the flare gun, it's fun, but largely useless. I keep wishing I had my shotgun to finish off runners, and likely once I'm done with the flaregun achievement, will shelf it and only bring it out when a sniper is annoying me.
Don't worry about it, it just takes practaxe.
Why? Because we hate you.
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
Thankfully after I jumped onto a pub as opposed to the PA servers, I did much better there, as everyone was far too busy trying to rush head-on into my sentry rather than pick it off from a distance.
Can trade TF2 items or whatever else you're interested in. PM me.
Well, that would mean you suck with all melee weapons then, no? I mean, outside the butterfly knife the Spy has, they're pretty much all the same in terms of range and close in terms of damage, right?
I'm gonna keep this up until I have to start storing them in a spoiler, Falcon.
I've been having much more luck facing engineers since the patch, the no-more drop-off damage really makes taking out sentries easier.
The afterburner is freaking awesome, and that health boost is insanely sweet. It is so excellent to swing behind a bunch of enemies and have them fall at your feet in crit flames.
But then you're taking out the forcepush. I'm using that to push people off ledges, push stickies out of the way, send rockets back, and I'm getting rather decent at it, and it is awesome... so yeah, theres a huge tradeoff.
Maybe I'll use the forcepush for defense maps, where I can send rockets, stickies and nades back, especially when I'm guarding a sentry nest.
I'll use the afterburner for attacking, where I can sweep behind folks and take them out before they get to our lines.
I agree, hankies, especially sentries on ledges. I'm loving the damage detection we've got now.
Well, I'm good with the wrench and the bonesaw but the pyro's axe is a no no
I guess it has to do with how much time it takes for the pyro to wield it
I've never really paid attention to it, but I thought the axe had pretty much the same swing time that the wrench and bonesaw already had.
Hmm, I need to be careful what I say when I'm talking about the leafblower, always starts to sound a little double-entendre-ish.
Same here, I can hold my ground pretty well, and we kill each other almost an equal amount, but if I get nervous about it, that's when I start dying more.
I just don't like sniping when there are 2 other snipers on my team, because then I feel like we're all trying to prove that we're the rightful owner of that spot as a sniper, and that's not right.
Then again, I also get angry when people don't branch out from one class if they're not good at it. I've seen quite a few snipers that aren't very good sitting in a place where they might get one kill every now and then, and every single time I see them on the servers they're in the same spot as a sniper. People need to try out other classes. Maybe not flippy or tyrannus, because they're good at what they do as that class, and sometimes not good as any other class.
Oh well, I'll stop ranting for a while and do some work maybe.
That just means that engys have to be a bit more choosy about where they drop the little bundles of death, and upgrade them fast so that a corner-rushing Pyro gets knocked back before being able to blow a flaming load all over it.
Can trade TF2 items or whatever else you're interested in. PM me.
That's what she said.
Can trade TF2 items or whatever else you're interested in. PM me.
I was going to edit that, but then it felt wrong to deprive the world of my unintentionally suggestive sentences.
With that said, I still prefer blowing over getting people from behind.
That's what he said.
Okay, I'm done now.
Can trade TF2 items or whatever else you're interested in. PM me.
Which means placing them further back from corners/cover, making them far easier targets for demomen and soldiers. I'm having a lot more luck putting my sentries in ridiculously open positions just to wipe out the pyro zerg, they generally get 4 or 5 kills before a demo takes them down.
Makes the engies life a lot harder, but defense is generally taken care of by the extra pyros on the team running through and slaughtering the enemy medics/soldiers/heavies before they can do any real damage or build up momentum, so I haven't noticed any major change to the number of wins/losses on various maps.
Also it's way easier for Pyros to spawncamp now, often to the point where 2 or 3 people need to change class to heavy after death to chase him off which is reaaaaaaaaly annoying.
We'll have to see with the engy update, but I'd wager they move even more toward the offensive engy with their update.
Me and a couple of mates have been working on getting a 2 or 3 man offensive engy team up, slowly leapfrogging our sentries further and further forward, claiming more territory until we build one pretty much covering the enemy cap or the approach to it and win the game. It's tactical and and fun and awesome. Also 3 men whacking a building sentry put it up ridiculously fast, about the same time it takes a heavy to spin up.
It's all great until we get spycapped because none of us have anything on the point, although we've changed to having one guy play wrench bitch and leaving his sentry at the cap to counter this.
Lvl 4 Sentry Gun plz :winky:
Can trade TF2 items or whatever else you're interested in. PM me.
Offensive Engy is fucking hard, yo. Especially with so many pyros running around burning up your shit before you can even get it to level two.
I know, I've been both burner and burnee.
With wheels, so you can move it around. And not just wheels, but spinners. Also, add flamethrowers to the rockets and miniguns. Also, sandwich dispensers.