Scouts die in 2 shotgun hits right now anyways and pyros should be raping soldiers at point-blank
Hehehe.
I had a bad night as pyro the other night. This one soldier I kept getting the drop on at close range killed me five times with crit rockets over the course of only two maps. Only one of those was from a kritzkrieg. And it's not like he was ripping up my team and getting a crit bonus or anything, the stars just aligned for him.
You should get points for putting out fires with the airblast. I was motherfucking smokey bear earlier on king of the hill.
Also, nothing in the game, and I mean nothing, is more satisfying than juggling an ubered medic four times then fire axing him the second his feet touch the floor. BA-BAM motherfucker.
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YggiDeeThe World Ends With You ShillRegistered Userregular
Low player count = all-talk okay.
High player count = all-talk might be okay, depends on how many egomaniacs are on.
One of the ladies is playing = all-talk not okay, server full of nerds cyber-macking is unbearable.
Pretty good totp imo.
I have never heard anyone try and hit on a girl on the PA servers.
Its happened, and as always its creepy to hear and unsuccessful
The problem I have with alltalk and girls on the PA server is that the girl never fucking shuts up.
And by girls, I mean Asiina.
Well sometimes when there is alltalk none of you guys shut up either! :x
shooting at your feet is different from shooting with the barrel of your gun clipping inside the enemy
I'm curious as to the functional difference between shooting a rocket at your feet to rocketjump and shooting a rocket at your feet to damage people around you. Aside from crouchjumping for the former, there is no difference. They were clearly trying to fix the first and ruined the second.
And what's this about your gun clipping into enemies? You know that pyros don't have to be grinding your rocket launcher to do damage, right? There basically are no instances where you should be running up right next to a soldier in order to fight him, and this shouldn't become a strategy thanks to a bug.
shooting at your feet is different from shooting with the barrel of your gun clipping inside the enemy
I'm curious as to the functional difference between shooting a rocket at your feet to rocketjump and shooting a rocket at your feet to damage people around you. Aside from crouchjumping for the former, there is no difference. They were clearly trying to fix the first and ruined the second.
And what's this about your gun clipping into enemies? You know that pyros don't have to be grinding your rocket launcher to do damage, right? There basically are no instances where you should be running up right next to a soldier in order to fight him, and this shouldn't become a strategy thanks to a bug.
You're reading way too much into what I was saying. I was just giving a programming possibility for why things are the way they are. I'm not talking about playstyles or proper reactions, I'm talking about code. My best guess, without actually having access to the code or knowing anything about the game internals, goes something like:
Old situation:
a) Soldier fires rocket.
b) Rocket explodes somewhere, game runs a line of sight check for all players.
c) If player is within range and in line of sight, they take splash damage.
d) If player is not, no damage.
The problem a logic like this generates is if a friendly player "blocks" the splash damage, the firing soldier cannot rocket jump.
The fix:
a) Soldier fires rocket.
b) If rocket detonates within some specified interval, game concludes it is an attempted rocket jump and short circuits splash damage detection. Only the firing soldier takes damage.
c) If rocket detonates outside specified interval, resume old behavior.
It's a classic "quick fix", avoid the broken code entirely by putting in a new branch and writing your own logic. Saves the trouble of troubleshooting old code, lets programmer get on with his day.
What the fix does not take into account is that sometimes the soldier shoots stuff at enemies at close range. This is a relatively rare situation, most soldier rockets intended for enemies are aimed at medium to long range. Programmer does not take into account that sometimes a soldier will be willing to injure himself to inflict splash damage on a nearby enemy.
For millions of years, mankind lived just like the animals. Then something happened which unleashed the power of our imagination. We learned to talk.
420 errday
edit..
I have never heard anyone try and hit on a girl on the PA servers.
I'm not talking hardcore hitting on someone, just people going eye-rollingly out of their way to engage the bearer of vagina in unnecessary conversation.
i go out of my way to mock women in the servers. except viv. viv dont give a fuck.
shooting at your feet is different from shooting with the barrel of your gun clipping inside the enemy
I'm curious as to the functional difference between shooting a rocket at your feet to rocketjump and shooting a rocket at your feet to damage people around you. Aside from crouchjumping for the former, there is no difference. They were clearly trying to fix the first and ruined the second.
And what's this about your gun clipping into enemies? You know that pyros don't have to be grinding your rocket launcher to do damage, right? There basically are no instances where you should be running up right next to a soldier in order to fight him, and this shouldn't become a strategy thanks to a bug.
You're reading way too much into what I was saying. I was just giving a programming possibility for why things are the way they are. I'm not talking about playstyles or proper reactions, I'm talking about code. My best guess, without actually having access to the code or knowing anything about the game internals, goes something like:
Old situation:
a) Soldier fires rocket.
b) Rocket explodes somewhere, game runs a line of sight check for all players.
c) If player is within range and in line of sight, they take splash damage.
d) If player is not, no damage.
The problem a logic like this generates is if a friendly player "blocks" the splash damage, the firing soldier cannot rocket jump.
The fix:
a) Soldier fires rocket.
b) If rocket detonates within some specified interval, game concludes it is an attempted rocket jump and short circuits splash damage detection. Only the firing soldier takes damage.
c) If rocket detonates outside specified interval, resume old behavior.
It's a classic "quick fix", avoid the broken code entirely by putting in a new branch and writing your own logic. Saves the trouble of troubleshooting old code, lets programmer get on with his day.
What the fix does not take into account is that sometimes the soldier shoots stuff at enemies at close range. This is a relatively rare situation, most soldier rockets intended for enemies are aimed at medium to long range. Programmer does not take into account that sometimes a soldier will be willing to injure himself to inflict splash damage on a nearby enemy.
Moral of the story: calm the fuck down.
The point is that your explanation of
Probably when they tried to fix rocket jumping so nearby allies didn't mess up your jump, they broke point blank shots. My guess is that their "fix" was a timer. For, say, 0.1 seconds after firing a rocket, the rocket detonation will only run its hit detection on the player that fired it.
In theory this isn't a terrible idea, it's fairly rare for a soldier to be shooting at point blank. I'd question that anyone would notice this effect in normal play
is laughable for the second of two reasons:
1) Based on this "timer", a rocket jump around teammates is indistinguishable from a rocket-to-the-feet around enemies. If that was indeed their fix, then you give Valve even less credit than I do. However, it does make sense based on the results.
2) You said it's fairly rare for a soldier to be shooting at point blank, and that this wouldn't be noticed in normal play.
To (2) I countered with the pyro example, and you started talking about gun models clipping the inside of the pyro and HARGLBARGLGHAMRLG
And then somehow you entirely ignored this portion of your argument (a sensible choice) and went back to the timer idea
Also, nothing in the game, and I mean nothing, is more satisfying than juggling an ubered medic four times then fire axing him the second his feet touch the floor. BA-BAM motherfucker.
I disagree. Airblasting an uber'd medic off the center of Nucleus and then watching the now un-uber'd heavy get pummeled from all sides is far more satisfying.
I can understand not liking alltalk, but to dislike it so much to join a pub instead is crazy.
There are some pubs with decent regulars and that generally have a good atmosphere. To be honest, they are not too much of a step down in terms of play quality from PA servers. It really helps when you filter out all of the 32-man and fast respawn servers.
And, as I've said before, I do enjoy being able to coordinate with my team. That aspect is more than enough to make up the difference. I guess this makes me a homosexual, according to Nuzak. Which we all know is an insult of the highest order.
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Profile -> Signature Settings -> Hide signatures always. Then you don't have to read this worthless text anymore.
shooting at your feet is different from shooting with the barrel of your gun clipping inside the enemy
I'm curious as to the functional difference between shooting a rocket at your feet to rocketjump and shooting a rocket at your feet to damage people around you. Aside from crouchjumping for the former, there is no difference. They were clearly trying to fix the first and ruined the second.
And what's this about your gun clipping into enemies? You know that pyros don't have to be grinding your rocket launcher to do damage, right? There basically are no instances where you should be running up right next to a soldier in order to fight him, and this shouldn't become a strategy thanks to a bug.
You're reading way too much into what I was saying. I was just giving a programming possibility for why things are the way they are. I'm not talking about playstyles or proper reactions, I'm talking about code. My best guess, without actually having access to the code or knowing anything about the game internals, goes something like:
Old situation:
a) Soldier fires rocket.
b) Rocket explodes somewhere, game runs a line of sight check for all players.
c) If player is within range and in line of sight, they take splash damage.
d) If player is not, no damage.
The problem a logic like this generates is if a friendly player "blocks" the splash damage, the firing soldier cannot rocket jump.
The fix:
a) Soldier fires rocket.
b) If rocket detonates within some specified interval, game concludes it is an attempted rocket jump and short circuits splash damage detection. Only the firing soldier takes damage.
c) If rocket detonates outside specified interval, resume old behavior.
It's a classic "quick fix", avoid the broken code entirely by putting in a new branch and writing your own logic. Saves the trouble of troubleshooting old code, lets programmer get on with his day.
What the fix does not take into account is that sometimes the soldier shoots stuff at enemies at close range. This is a relatively rare situation, most soldier rockets intended for enemies are aimed at medium to long range. Programmer does not take into account that sometimes a soldier will be willing to injure himself to inflict splash damage on a nearby enemy.
Moral of the story: calm the fuck down.
The point is that your explanation of
Probably when they tried to fix rocket jumping so nearby allies didn't mess up your jump, they broke point blank shots. My guess is that their "fix" was a timer. For, say, 0.1 seconds after firing a rocket, the rocket detonation will only run its hit detection on the player that fired it.
In theory this isn't a terrible idea, it's fairly rare for a soldier to be shooting at point blank. I'd question that anyone would notice this effect in normal play
is laughable for the second of two reasons:
1) Based on this "timer", a rocket jump around teammates is indistinguishable from a rocket-to-the-feet around enemies. If that was indeed their fix, then you give Valve even less credit than I do. However, it does make sense based on the results.
2) You said it's fairly rare for a soldier to be shooting at point blank, and that this wouldn't be noticed in normal play.
To (2) I countered with the pyro example, and you started talking about gun models clipping the inside of the pyro and HARGLBARGLGHAMRLG
And then somehow you entirely ignored this portion of your argument (a sensible choice) and went back to the timer idea
I ignored it because it's stupid to argue. The 'gun clipping into the enemy' was a bit of hyperbole to describe how close you have to be to trigger the no-damage bug.
Also, nothing in the game, and I mean nothing, is more satisfying than juggling an ubered medic four times then fire axing him the second his feet touch the floor. BA-BAM motherfucker.
I disagree. Airblasting an uber'd medic off the center of Nucleus and then watching the now un-uber'd heavy get pummeled from all sides is far more satisfying.
I also disagree. The best is ubersawing a medic to death, then ubersawing his heavy to death, then using that kruber you just built up on a soldier that wandered over and killing 3 more people.
Also, nothing in the game, and I mean nothing, is more satisfying than juggling an ubered medic four times then fire axing him the second his feet touch the floor. BA-BAM motherfucker.
I disagree. Airblasting an uber'd medic off the center of Nucleus and then watching the now un-uber'd heavy get pummeled from all sides is far more satisfying.
I also disagree. The best is ubersawing a medic to death, then ubersawing his heavy to death, then using that kruber you just built up on a soldier that wandered over and killing 3 more people.
Someone posted a screenshot recently of me ubersawing a sniper on the cp of the snowy koth map. It was a good day.
Pretty much Soldiers as you can see from the clip. Our rocket jumps are gay as fart now and WELP.
(It's not that bad really, I'm sure they'll fix it. I'm just being a nerd.)
its not crippling, but you still lose like 5-6ft on a jump. just makes it more frustrating
Can't rocket jump up to the roof on gravelpit point B, or up to C. That's the only place I've really noticed any problems.. but I'm not exactly a pro rocket jumper.
One downside to the ubersaw, now that every medic uses it other players expect a medic to come charging at them for delicious uberness. Before, a brave but suicidal medic could get away with charging their surprised foe and gaining a kill or two.
Also all this talk of idling and hats has led me to try out the tf2 idler, despite my anti-hat views 10 pages back. I have succumbed to mild peer pressure and also I suspect, am a hypocrite.
So wait, does that mean that if I'm a soldier and an enemy runs up right next to me, there's a good chance that any rockets I fire off in a panic will only damage me while leaving the attacker that is about to maul me completely untouched?
One downside to the ubersaw, now that every medic uses it other players expect a medic to come charging at them for delicious uberness. Before, a brave but suicidal medic could get away with charging their surprised foe and gaining a kill or two.
Also all this talk of idling and hats has led me to try out the tf2 idler, despite my anti-hat views 10 pages back. I have succumbed to mild peer pressure and also I suspect, am a hypocrite.
One downside to the ubersaw, now that every medic uses it other players expect a medic to come charging at them for delicious uberness. Before, a brave but suicidal medic could get away with charging their surprised foe and gaining a kill or two.
Also all this talk of idling and hats has led me to try out the tf2 idler, despite my anti-hat views 10 pages back. I have succumbed to mild peer pressure and also I suspect, am a hypocrite.
It won't do you any good and no good medics play like that.
Most only go in for the ubersaw if they are 90% sure it will kill them and they are relatively close/safe.
So wait, does that mean that if I'm a soldier and an enemy runs up right next to me, there's a good chance that any rockets I fire off in a panic will only damage me while leaving the attacker that is about to maul me completely untouched?
There's not enough testing to know in what situations a rocket won't do any damage.
Find someone to get on an empty server with you, have them stand at different ranges, and shoot rockets at your feet. See what happens.
I haven't personally tried since the patch, but I'm sure you can't rocket-jump from the first floor to the attic in well anymore. Which is pretty bad since soldiers are the only ones who can get up there with >60% health on short notice.
For some reason the Prussian Pickelhaube has the flame texture in my game(the texture that overlays characters who are on fire). It's not as cool as it sounds, instead of looking like they're wearing flaming hats, medics just look like they have the heavy's Jayne-hat(which is still kind of cool).
I haven't personally tried since the patch, but I'm sure you can't rocket-jump from the first floor to the attic in well anymore. Which is pretty bad since soldiers are the only ones who can get up there with >60% health on short notice.
For some reason the Prussian Pickelhaube has the flame texture in my game(the texture that overlays characters who are on fire). It's not as cool as it sounds, instead of looking like they're wearing flaming hats, medics just look like they have the heavy's Jayne-hat(which is still kind of cool).
Low player count = all-talk okay.
High player count = all-talk might be okay, depends on how many egomaniacs are on.
One of the ladies is playing = all-talk not okay, server full of nerds cyber-macking is unbearable.
Pretty good totp imo.
I have never heard anyone try and hit on a girl on the PA servers.
Its happened, and as always its creepy to hear and unsuccessful
Thats actually how I figured out Viv was a lady, cause some tool flirting with her.
Because I've never heard anyone ever actually say anything nice to Asiina, I am still convinced he/she is a 12 year old boy with a gland problem.
Low player count = all-talk okay.
High player count = all-talk might be okay, depends on how many egomaniacs are on.
One of the ladies is playing = all-talk not okay, server full of nerds cyber-macking is unbearable.
Pretty good totp imo.
I have never heard anyone try and hit on a girl on the PA servers.
Its happened, and as always its creepy to hear and unsuccessful
Thats actually how I figured out Viv was a lady, cause some tool flirting with her.
Because I've never heard anyone ever actually say anything nice to Asiina, I am still convinced he/she is a 12 year old boy with a gland problem.
A very canadian one, I also have no idea who viv is.
Posts
Hehehe.
I had a bad night as pyro the other night. This one soldier I kept getting the drop on at close range killed me five times with crit rockets over the course of only two maps. Only one of those was from a kritzkrieg. And it's not like he was ripping up my team and getting a crit bonus or anything, the stars just aligned for him.
Also, nothing in the game, and I mean nothing, is more satisfying than juggling an ubered medic four times then fire axing him the second his feet touch the floor. BA-BAM motherfucker.
Well sometimes when there is alltalk none of you guys shut up either! :x
Im just going by the Idler statistics, sometimes a whole 8 minutes goes by without anyone getting a hat, then suddenly 3 happen at once.
We're all due at least one random hat by now.
Bunting, Owls and Cushions! Feecloud Designs
And what's this about your gun clipping into enemies? You know that pyros don't have to be grinding your rocket launcher to do damage, right? There basically are no instances where you should be running up right next to a soldier in order to fight him, and this shouldn't become a strategy thanks to a bug.
Yeah, it's discouraging. I think I have more hours logged into the idler than playing the game and I still don't have any hats.
it doesn't increase the possibility, but the probability
ie
getting more chances to roll a die doesn't increase the possibility of rolling a six
however, the more chances to roll means you will have a higher probability of rolling a six
Bunting, Owls and Cushions! Feecloud Designs
You're reading way too much into what I was saying. I was just giving a programming possibility for why things are the way they are. I'm not talking about playstyles or proper reactions, I'm talking about code. My best guess, without actually having access to the code or knowing anything about the game internals, goes something like:
Old situation:
a) Soldier fires rocket.
b) Rocket explodes somewhere, game runs a line of sight check for all players.
c) If player is within range and in line of sight, they take splash damage.
d) If player is not, no damage.
The problem a logic like this generates is if a friendly player "blocks" the splash damage, the firing soldier cannot rocket jump.
The fix:
a) Soldier fires rocket.
b) If rocket detonates within some specified interval, game concludes it is an attempted rocket jump and short circuits splash damage detection. Only the firing soldier takes damage.
c) If rocket detonates outside specified interval, resume old behavior.
It's a classic "quick fix", avoid the broken code entirely by putting in a new branch and writing your own logic. Saves the trouble of troubleshooting old code, lets programmer get on with his day.
What the fix does not take into account is that sometimes the soldier shoots stuff at enemies at close range. This is a relatively rare situation, most soldier rockets intended for enemies are aimed at medium to long range. Programmer does not take into account that sometimes a soldier will be willing to injure himself to inflict splash damage on a nearby enemy.
Moral of the story: calm the fuck down.
i go out of my way to mock women in the servers. except viv. viv dont give a fuck.
1) Based on this "timer", a rocket jump around teammates is indistinguishable from a rocket-to-the-feet around enemies. If that was indeed their fix, then you give Valve even less credit than I do. However, it does make sense based on the results.
2) You said it's fairly rare for a soldier to be shooting at point blank, and that this wouldn't be noticed in normal play.
To (2) I countered with the pyro example, and you started talking about gun models clipping the inside of the pyro and HARGLBARGLGHAMRLG
And then somehow you entirely ignored this portion of your argument (a sensible choice) and went back to the timer idea
I disagree. Airblasting an uber'd medic off the center of Nucleus and then watching the now un-uber'd heavy get pummeled from all sides is far more satisfying.
There are some pubs with decent regulars and that generally have a good atmosphere. To be honest, they are not too much of a step down in terms of play quality from PA servers. It really helps when you filter out all of the 32-man and fast respawn servers.
And, as I've said before, I do enjoy being able to coordinate with my team. That aspect is more than enough to make up the difference. I guess this makes me a homosexual, according to Nuzak. Which we all know is an insult of the highest order.
I ignored it because it's stupid to argue. The 'gun clipping into the enemy' was a bit of hyperbole to describe how close you have to be to trigger the no-damage bug.
So again: calm the fuck down.
I also disagree. The best is ubersawing a medic to death, then ubersawing his heavy to death, then using that kruber you just built up on a soldier that wandered over and killing 3 more people.
What'd the break?
Someone posted a screenshot recently of me ubersawing a sniper on the cp of the snowy koth map. It was a good day.
edit - http://i30.tinypic.com/zo9u2t.jpg ohhhhh yeah.
edit edit - oh heh it wasn't using the saw. that was all blutsauger.
Pretty much Soldiers as you can see from the clip. Our rocket jumps are gay as fart now and WELP.
(It's not that bad really, I'm sure they'll fix it. I'm just being a nerd.)
its not crippling, but you still lose like 5-6ft on a jump. just makes it more frustrating
A pub full of people who aren't dicks (most of the time), know what they are doing, and are there to have some fun.
So pretty much not like a pub at all.
Can't rocket jump up to the roof on gravelpit point B, or up to C. That's the only place I've really noticed any problems.. but I'm not exactly a pro rocket jumper.
Also all this talk of idling and hats has led me to try out the tf2 idler, despite my anti-hat views 10 pages back. I have succumbed to mild peer pressure and also I suspect, am a hypocrite.
no one truly expects the austrian inquisition
I've been at my first day of work all day. (first time in forevar).
Most only go in for the ubersaw if they are 90% sure it will kill them and they are relatively close/safe.
There's not enough testing to know in what situations a rocket won't do any damage.
Find someone to get on an empty server with you, have them stand at different ranges, and shoot rockets at your feet. See what happens.
For some reason the Prussian Pickelhaube has the flame texture in my game(the texture that overlays characters who are on fire). It's not as cool as it sounds, instead of looking like they're wearing flaming hats, medics just look like they have the heavy's Jayne-hat(which is still kind of cool).
p.s. valve fucked up a lot of stuff while adding the good stuff
CALM DOWN THERE
This is a directx 8 bug iirc.
Depends who's on. Theres a few people who won't shut the fuck up, and theres a couple morons who always whine about their team sucking.
You know who you are, shuttup.
Thats actually how I figured out Viv was a lady, cause some tool flirting with her.
Because I've never heard anyone ever actually say anything nice to Asiina, I am still convinced he/she is a 12 year old boy with a gland problem.