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Old Team Fortress 2 Thread: Oh god Littleboots is murdering me!

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Posts

  • TK-42-1TK-42-1 Registered User regular
    edited June 2009
    TK-42-1 wrote: »
    which is what balances the insane advantage of having a l3 teleporter right behind the front

    I'm not convinced that it is an "insane" advantage, since essentially defense gets this by spawning right near where they want to be.

    What aspect of the maps tilts the advantage to the offense, unless they have that long run to balance things out?

    defensive respawn times are balanced by the fact that its normally a 15-30 second walk to the frontline on a/d maps like dustbowl/goldrush/etc. if you can send a newly spawned player to the frontline every second and a half id say its a pretty fucking huge advantage. especially if those players are heavies/medic/demos.

    i dont really know why im arguing this point since its basically tf2 law that having a teleporter up to the frontline is a must have to win.

    TK-42-1 on
    sig.jpgsmugriders.gif
  • PatboyXPatboyX Registered User regular
    edited June 2009
    PatboyX wrote: »
    Would life really be so terrible if tele entrances were indestructible?

    Oh god yes, I love sapping teleporter entrances. I just hate it when mine are sapped.

    It just strikes me as very unfun procedure. For certain maps where there's a long run to be made, spys can essentially get through unmolested after the initial battle line is passed, then they have free reign to sap all they want with little to any chance of getting caught. So, as an engi, I have either the option of leaving my sentry/dispenser unattended to go try and setup another entrance, which I've found is an exercise in futility, or just abandon the tele.

    Both are pretty bad options.

    There is still some risk for the Spy beyond the front line. And that is time the Spy is not taking out a Medic who may have just hit 100% or another key target.

    Its not like the spy is doing nothing but sapping either. He is free to backstab, shoot, and generally harass the whole team as they're coming out of spawn since the tele is down.

    Assuming Blu is spawning in waves, this isn't going to last long.

    PatboyX on
    "lenny bruce is not afraid..."
    brush1rt1.jpg
  • Quaz and WallyQuaz and Wally Registered User regular
    edited June 2009
    Yeah, I'd rather have a lvl 3 teleporter to the front stay up than have a level 3 sentrygun in a good position any day.

    Quaz and Wally on
  • SoaLSoaL fantastic Registered User regular
    edited June 2009
    Also level three teles are the best point getters ever
    LOOK AT THIS SWEET COWBOY VILLAIN GUY DRINKING BEER ANIMATION I MADE FOR A GAME
    drinklook.gif

    SoaL on
    DKFA7.gif
  • PatboyXPatboyX Registered User regular
    edited June 2009
    Awesome.

    PatboyX on
    "lenny bruce is not afraid..."
    brush1rt1.jpg
  • Bruce ForsythBruce Forsyth Registered User regular
    edited June 2009
    Protip: If you spawn and see a spy sapping your entrances, you can quickly change to engineer and fix the them before they explode. Rather than being a retard and chasing after the spy/ignoring everything.

    Bruce Forsyth on
  • BlindPsychicBlindPsychic Registered User regular
    edited June 2009
    In the stead of the pistol I want a Colt SAA that I can fan. (as engy)

    BlindPsychic on
  • davinciedavincie Registered User regular
    edited June 2009
    Guys, guys civi is playing again. He not being dead = confirmed.

    davincie on
    20qx2bp.jpg
  • Feels Good ManFeels Good Man Registered User regular
    edited June 2009
    i've officially switched back to the invisibility watch

    cloak and dagger is neat but I think the original is better unless you're camping flippy or something

    Feels Good Man on
  • Edith UpwardsEdith Upwards Registered User regular
    edited June 2009
    In the stead of the pistol I want a Colt SAA that I can fan. (as engy)

    Colt Navy '44.

    The ace of spades beats rosewood and pearl every day.

    Edith Upwards on
  • RandomEngyRandomEngy Registered User regular
    edited June 2009
    It's interesting seeing my playtime graph after resetting my stats. I've been playing a lot more Scout and Sniper since I got my framerate boost from my new CPU, and generally I've equalized playtime in all classes except Medic and Demoman. Medic because, hey, gotta have a Medic and Demoman because it's just what you go when I just have to get stuff done.

    It seems like Demoman is the savior in so many situations which can ruin your team. Rampaging Heavy/Medic on the other team? Sticky that heavy to death. Sentries? No better class to deal with them. Snipers hanging out on ledges making life miserable for your team? Demos can clean them out just fine. And when you see a full team pushing with the cart closing in on the last point and there's no sentry set up to stop them, Demoman is the most likely to be able to save it. Plus you have the ability to fly over there if there's little time left. And there's always the patented switch to Demo if I've just spawned on defense and someone is capping Gravelpit point C.

    RandomEngy on
    Profile -> Signature Settings -> Hide signatures always. Then you don't have to read this worthless text anymore.
  • Edith UpwardsEdith Upwards Registered User regular
    edited June 2009
    i've officially switched back to the invisibility watch

    cloak and dagger is neat but I think the original is better unless you're camping flippy or something

    What.

    There are spies that do something else?

    Also, Flippy, I eagerly await countersniping you as spy.

    Filthy jar man.

    Edith Upwards on
  • GoombaGoomba __BANNED USERS regular
    edited June 2009
    Exin wrote: »
    Protip: If you spawn and see a spy sapping your entrances, you can quickly change to engineer and fix the them before they explode. Rather than being a retard and chasing after the spy/ignoring everything.
    Yes you can.

    Goomba on
    [SIGPIC][/SIGPIC]
  • Quaz and WallyQuaz and Wally Registered User regular
    edited June 2009
    Goomba wrote: »
    Exin wrote: »
    Protip: If you spawn and see a spy sapping your entrances, you can quickly change to engineer and fix the them before they explode. Rather than being a retard and chasing after the spy/ignoring everything.
    Yes you can.

    Oh god thank you for saving me the trouble.

    Quaz and Wally on
  • Hiryu02Hiryu02 Registered User regular
    edited June 2009
    i've officially switched back to the invisibility watch

    cloak and dagger is neat but I think the original is better unless you're camping flippy or something

    I still think the DR could use a slight buff. Would having it drain 50% instead of 100% of your cloak after activation really be so overpowered?

    You could cloak twice, for approx. 4 seconds per cloak, on a 16 second recharge. This way you have an oh shit button, without being able to spam the cloak.

    Hiryu02 on
    Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
  • NuzakNuzak Registered User regular
    edited June 2009
    citizen059 wrote: »
    On the topic of engineer unlocks: I say we need one that lets you create a force-field type barrier, like in Tribes. It's large enough to fully block most hallways, doors, and tunnels. You run up, drop it to block a pathway, and then leave. You can only have one at a time, it can be destroyed but not repaired or upgraded, and have a delay in place for dropping a new one after your current one is destroyed.

    flippy suggested a bubble sheild or something like that to protect your sentry that dissapears after a time and this time is decreased by the number of objects inside it- i like the idea. it is impervious to bullets and projectiles, and stickies already inside the sheild are unable to trigger until the sheild is gone. sappers inside the sheild still disable the gun and cannot be knocked off, but do no damage until the sheild is down. the sheild also renders anyone inside it to melee weapons only, for SHOWDOWN BATTLES

    useful for oh shit! my sentry! moments, as flippy suggested, at the cost of having a shotgun, so you have to back up to your pistol, and any buildings inside the sheild revert back to level one immediately. using the sheild absorbs all the metal you are currently holding.

    Nuzak on
  • xzzyxzzy Registered User regular
    edited June 2009
    i've officially switched back to the invisibility watch

    cloak and dagger is neat but I think the original is better unless you're camping flippy or something

    C&D makes me way too cautious. I sit there and waste time hoping for the perfect opportunity to backstab someone.. which rarely happens.

    The original watch did a much better job forcing you to plan an attack and commit to it.

    I'm getting the feel that the spy update really should have spent more effort making spychecks less effective. It still feels too easy to shoot at teammates and completely wreck a spy's day.

    xzzy on
  • tofutofu Registered User regular
    edited June 2009
    cheaters

    tofu on
  • BlindPsychicBlindPsychic Registered User regular
    edited June 2009
    What the hell is a Colt Navy 44? Do you mean the M1911?

    I want an SAA so I can play cowboys and injuns with the snipers. Trade reliability and ammo for a gun with more power/high burst damage but takes really long to reload.

    BlindPsychic on
  • GoombaGoomba __BANNED USERS regular
    edited June 2009
    What the hell is a Colt Navy 44? Do you mean the M1911?

    I want an SAA so I can play cowboys and injuns with the snipers. Trade reliability and ammo for a gun with more power/high burst damage but takes really long to reload.
    I can't tell if it's a M1911 or not.

    Goomba on
    [SIGPIC][/SIGPIC]
  • TwistedJesterTwistedJester Registered User regular
    edited June 2009
    Exin wrote: »
    Protip: If you spawn and see a spy sapping your entrances, you can quickly change to engineer and fix the them before they explode. Rather than being a retard and chasing after the spy/ignoring everything.
    It's always good to also switch to engie real quick if another is setting up a teleporter, so you can upgrade his entrance and then switch back to whatever you were going to be after it's at level 3.

    TwistedJester on
  • Quaz and WallyQuaz and Wally Registered User regular
    edited June 2009
    tofu wrote: »
    cheaters

    I can't take you seriously now that I'm familiar with Buster.

    Quaz and Wally on
  • NuzakNuzak Registered User regular
    edited June 2009
    engineer pistol replacement
    awesome_knife.jpg

    Nuzak on
  • BlindPsychicBlindPsychic Registered User regular
    edited June 2009
    Goomba wrote: »
    What the hell is a Colt Navy 44? Do you mean the M1911?

    I want an SAA so I can play cowboys and injuns with the snipers. Trade reliability and ammo for a gun with more power/high burst damage but takes really long to reload.
    I can't tell if it's a M1911 or not.

    Well, I didn't know that in this case by Navy he meant Army, and by '44 he meant .44

    BlindPsychic on
  • GoombaGoomba __BANNED USERS regular
    edited June 2009
    Goomba wrote: »
    What the hell is a Colt Navy 44? Do you mean the M1911?

    I want an SAA so I can play cowboys and injuns with the snipers. Trade reliability and ammo for a gun with more power/high burst damage but takes really long to reload.
    I can't tell if it's a M1911 or not.

    Well, I didn't know that in this case by Navy he meant Army, and by '44 he meant .44
    It, uh, turns up as the first Google result anyway.

    Goomba on
    [SIGPIC][/SIGPIC]
  • TK-42-1TK-42-1 Registered User regular
    edited June 2009
    Nuzak wrote: »
    engineer pistol replacement
    awesome_knife.jpg

    wait is that a fucking gunblade? because lol

    TK-42-1 on
    sig.jpgsmugriders.gif
  • Roland_tHTGRoland_tHTG Registered User regular
    edited June 2009
    DanHibiki wrote: »
    Engineer shotgun unlockable should be a good ol' double-barrelled shotgun, typically used to keep aliens from stealin' yer chickens and makin' that thur Thompson boy marry yer daughter after he done put his seed in her belly.

    sentry replaced with porch and rocking chair.

    YES

    Use Rocking Chair to enter it and get an accuracy/damage/reload/crit buff for the Shotgun.

    This sounds great and I would use it.

    I use this errday IRL to keep them damn kids off my lawn while I read the paper.

    Roland_tHTG on
  • Roland_tHTGRoland_tHTG Registered User regular
    edited June 2009
    TK-42-1 wrote: »
    which is what balances the insane advantage of having a l3 teleporter right behind the front

    I'm not convinced that it is an "insane" advantage, since essentially defense gets this by spawning right near where they want to be.

    What aspect of the maps tilts the advantage to the offense, unless they have that long run to balance things out?

    There's this one little detail the developers came up with called a spawn timer...

    Roland_tHTG on
  • TK-42-1TK-42-1 Registered User regular
    edited June 2009
    TK-42-1 wrote: »
    which is what balances the insane advantage of having a l3 teleporter right behind the front

    I'm not convinced that it is an "insane" advantage, since essentially defense gets this by spawning right near where they want to be.

    What aspect of the maps tilts the advantage to the offense, unless they have that long run to balance things out?

    There's this one little detail the developers came up with called a spawn timer...

    on my regular servers there is no spawn timer

    TK-42-1 on
    sig.jpgsmugriders.gif
  • xzzyxzzy Registered User regular
    edited June 2009
    TK-42-1 wrote: »
    which is what balances the insane advantage of having a l3 teleporter right behind the front

    I'm not convinced that it is an "insane" advantage, since essentially defense gets this by spawning right near where they want to be.

    What aspect of the maps tilts the advantage to the offense, unless they have that long run to balance things out?

    There's this one little detail the developers came up with called a spawn timer...

    I wonder how many people have never noticed that the spawn timer gets longer as you control fewer points.

    xzzy on
  • VarethiusVarethius CymruRegistered User regular
    edited June 2009
    xzzy wrote: »
    TK-42-1 wrote: »
    which is what balances the insane advantage of having a l3 teleporter right behind the front

    I'm not convinced that it is an "insane" advantage, since essentially defense gets this by spawning right near where they want to be.

    What aspect of the maps tilts the advantage to the offense, unless they have that long run to balance things out?

    There's this one little detail the developers came up with called a spawn timer...

    I wonder how many people have never noticed that the spawn timer gets longer as you control fewer points.

    Which would make sense. if you control less points you don't have as much distance to walk 'til you get to the furthest point. Where as if you have further to travel you have less of a respawn time so you can make your way to the furthest point faster~

    Jeeze, does any of that make sense to you guys? I think its my tired factor kicking in.

    Varethius on
  • InquisitorInquisitor Registered User regular
    edited June 2009
    Varethius wrote: »
    Which would make sense. if you control less points you don't have as much distance to walk 'til you get to the furthest point. Where as if you have further to travel you have less of a respawn time so you can make your way to the furthest point faster~

    Jeeze, does any of that make sense to you guys? I think its my tired factor kicking in.

    Nah, none of that makes any sense. :P

    Inquisitor on
  • SagaxusSagaxus Registered User regular
    edited June 2009
    Pipeline sucks and is a bad map and such, so our little ol' red team decided to make the best of it. With a wall of arrows.
    plrpipeline0015.jpg

    It didn't work out so well in the end, though.
    plrpipeline0016d.jpg

    Sagaxus on
    a4i9N.png
  • TaranisTaranis Registered User regular
    edited June 2009
    Goomba wrote: »
    What the hell is a Colt Navy 44? Do you mean the M1911?

    I want an SAA so I can play cowboys and injuns with the snipers. Trade reliability and ammo for a gun with more power/high burst damage but takes really long to reload.
    I can't tell if it's a M1911 or not.

    The 1911 isn't a revolver.

    Taranis on
    EH28YFo.jpg
  • DanHibikiDanHibiki Registered User regular
    edited June 2009
    TK-42-1 wrote: »
    Nuzak wrote: »
    engineer pistol replacement
    awesome_knife.jpg

    wait is that a fucking gunblade? because lol

    You can essentially put a gun in to anything. For example, there's this Key-blade-gun

    DanHibiki on
  • Edith UpwardsEdith Upwards Registered User regular
    edited June 2009
    Wrench shotgun.

    They'll never see it coming!

    Edith Upwards on
  • GoombaGoomba __BANNED USERS regular
    edited June 2009
    Taranis wrote: »
    Goomba wrote: »
    What the hell is a Colt Navy 44? Do you mean the M1911?

    I want an SAA so I can play cowboys and injuns with the snipers. Trade reliability and ammo for a gun with more power/high burst damage but takes really long to reload.
    I can't tell if it's a M1911 or not.

    The 1911 isn't a revolver.
    I know.

    Goomba on
    [SIGPIC][/SIGPIC]
  • musanmanmusanman Registered User regular
    edited June 2009
    davincie wrote: »
    Guys, guys civi is playing again. He not being dead = confirmed.

    lies

    musanman on
    sic2sig.jpg
  • chrono_travellerchrono_traveller Registered User regular
    edited June 2009
    TK-42-1 wrote: »
    TK-42-1 wrote: »
    which is what balances the insane advantage of having a l3 teleporter right behind the front

    I'm not convinced that it is an "insane" advantage, since essentially defense gets this by spawning right near where they want to be.

    What aspect of the maps tilts the advantage to the offense, unless they have that long run to balance things out?

    defensive respawn times are balanced by the fact that its normally a 15-30 second walk to the frontline on a/d maps like dustbowl/goldrush/etc. if you can send a newly spawned player to the frontline every second and a half id say its a pretty fucking huge advantage. especially if those players are heavies/medic/demos.

    i dont really know why im arguing this point since its basically tf2 law that having a teleporter up to the frontline is a must have to win.

    I'm not arguing that it isn't a must have. What I'm saying is that, since it is a "must have" it isn't so much an advantage as necessary. So, to take away the advantage, you can just dedicate one guy to going back and sapping that entrance, and it doesn't take all that much skill or luck to do.

    To try putting this another way, if you're on defense on certain maps, would you (at the most extreme) simply sacrifice one guy for them to not have a tele vs. have that extra man. At least from my point of view, its pretty straightforward that you would sacrifice the one guy to disable their teleporter. This seems like an uninteresting design choice. What I'm saying is that to make this choice at least a bit more interesting, have the exit only sappable/destroyable so that the spy at least has to be a bit more sneaky about either taking out the engy, or sapping it when the engy isn't close to the tele.

    chrono_traveller on
    The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it. ~ Terry Pratchett
  • SoaLSoaL fantastic Registered User regular
    edited June 2009
    Nuzak wrote: »
    citizen059 wrote: »
    On the topic of engineer unlocks: I say we need one that lets you create a force-field type barrier, like in Tribes. It's large enough to fully block most hallways, doors, and tunnels. You run up, drop it to block a pathway, and then leave. You can only have one at a time, it can be destroyed but not repaired or upgraded, and have a delay in place for dropping a new one after your current one is destroyed.

    flippy suggested a bubble sheild or something like that to protect your sentry that dissapears after a time and this time is decreased by the number of objects inside it- i like the idea. it is impervious to bullets and projectiles, and stickies already inside the sheild are unable to trigger until the sheild is gone. sappers inside the sheild still disable the gun and cannot be knocked off, but do no damage until the sheild is down. the sheild also renders anyone inside it to melee weapons only, for SHOWDOWN BATTLES

    useful for oh shit! my sentry! moments, as flippy suggested, at the cost of having a shotgun, so you have to back up to your pistol, and any buildings inside the sheild revert back to level one immediately. using the sheild absorbs all the metal you are currently holding.

    that sounds extremely useless

    Getting an instant level 1 sentry in exchange for your presumed dead lvl 3 is alright, but at the cost of all your metal and the shotgun? Besides, that lvl 1 is dropping as soon as the bubble expires, either through the stickies that are still inside of it or the surge of people that you blew the bubble up for in the first place.

    The only time I guess it would be alright if it is one person that is taking out your sentry and they only have enough ammo to kill it once. And then you can repair through that anyways unless it is a demoman but hey the shield keeps the stickies inside it so you can trade a dead level 3 for a dead level 1 and no metal.

    I HATE YOUR IDEAS AND MOST OF YOUR IMMEDIATE FAMILY

    SoaL on
    DKFA7.gif
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