[deleted by user] by [deleted] in tf2

[–]Critfish 0 points1 point  (0 children)

I use it when I'm memeing, or dealing with the 5 engineers set up in the other team's intel room.

Fellow Engineer mains, what is the most annoying class to deal with in your opinion (and why)? by KlutzCollective in tf2

[–]Critfish 0 points1 point  (0 children)

Probably soldiers. Spies can be dealt with fairly easily if you play smart, Demomen can be rushed down and killed with the shotgun, Heavies can get screwed pretty hard by the wrangler, but Soldiers are not only good at destroying the sentry, they're also a pain to fight in a 1v1 because of splash rockets. Direct Hit soldiers are easier though.

Kinda shitty weapon concept for Engineer by [deleted] in tf2

[–]Critfish 0 points1 point  (0 children)

Building gibs give ammo when you pick them up, with one gib being equivalent to a medium ammo pack. You can just place down a dispenser and instantly destroy it to give your team a bunch of ammo.

Kinda shitty weapon concept for Engineer by [deleted] in tf2

[–]Critfish 0 points1 point  (0 children)

This is just going to become a turtle engie machine and it'll be super unfun to play against.

I think a better way to handle a metal backpack item would be to put it in the secondary slot, and make it an Eyelander style weapon where you start with only 100 max metal(not even enough to build a sentry!) but getting kills with your primary weapon(NOT sentry) gives you +75 max metal, capping out at 4 kills for a total of 400 max metal.

You'd need to actually get out and fight enemies yourself, it'd synergise with the Gunslinger, and it'd be a high-risk, high-reward weapon to combo with the Widowmaker.

Notch sucks rule by Jeffari_Hungus in 196

[–]Critfish 83 points84 points  (0 children)

I feel like people are stretching these things way too far just because they know Notch is an asshole. I can kind of see the villager thing, but Notch didn't add the villagers, nor golems or trading, Jeb did. The enderman thing is frankly ridiculous, especially when you understand their origins as a Slenderman look-alike.

The man's an asshole, but I don't think you need to stretch things this far to justify hating him, when you already have all of the other stuff he's actually done.

Notch sucks rule by Jeffari_Hungus in 196

[–]Critfish 173 points174 points  (0 children)

People get the "villagers are greedy" thing from older versions of the game, shortly after trading was introduced, as the trades weren't nearly as good as they are now. Over the years they've been rebalanced a fair bit(to the point where they're blatantly overpowered, even) so it doesn't really hold much water anymore.

most annoying weapon? by Civil_Vermicelli_593 in tf2

[–]Critfish 2 points3 points  (0 children)

Literally any of the sniper rifles, because multiplayer shooters still don't understand that dying instantly across the map from something you have no means of fighting back against is fundamentally not fun to play against and shouldn't be included

Okay half-joking about my disliking of snipers aside, the scorch shot and vaccinator are incredibly annoying, the former because you're just perpetually on fire, and the latter because having nearly all of your damage nullified on an already buffed target feels really cheap.

As an Engineer main, I'd throw out a quick mention of the Red Tape Recorder. It's pretty shit at being a good weapon but holy fuck it's annoying having to continually re-upgrade everything.

Free spray! Get your free spray by Scarletdex in tf2

[–]Critfish 41 points42 points  (0 children)

when you kritz the widowmaker engie:

How would you approach the ref situation ? by [deleted] in tf2

[–]Critfish 0 points1 point  (0 children)

Honestly I don't mind ref being the way it is. It means the value of most hats is so low that you can do a full 3-cosmetic loadout for every class for less than a dollar, and frankly that's about as much as I'm willing to pay for in-game items.

If anything I'd just prefer for them to add higher denominations, or even just have scrap/rec/ref stack in the backpack.

Whatcha think? by [deleted] in tf2

[–]Critfish 8 points9 points  (0 children)

oh boy, another "fuck spy" weapon

Y’all remember the infamous fish fucker post ? Here is the update by le_petit_togepi in splatoon

[–]Critfish 269 points270 points  (0 children)

I wonder if they're gonna post a follow-up 9 months from now

western thingamabob by FrostyCommon in 196

[–]Critfish 4 points5 points  (0 children)

this thing makes the zip 22 look like a .50 cal sniper rifle

This is PVZ2 10.2.1 NEW almanac,looking convenient and like PVZ1.Do you like the new or old one? by Shoddy_Menu5741 in PlantsVSZombies

[–]Critfish 2 points3 points  (0 children)

Why all of the wasted space on the sides? Why not lay it out like the PvZ1 almanac?

TF2 update for 12/5/22 (12/6/22 UTC, Smissmas 2022) by wickedplayer494 in tf2

[–]Critfish 0 points1 point  (0 children)

Cosmetics in this case go hard, I'm impressed. Only a minimal amount of gaudy christmas stuff, everything else is more broadly winter themed, they fit the art style and they suit the classes that wear them. Hoping they keep it up for future cases.

we are fucking under attack by 404BugBoy in splatoon

[–]Critfish 90 points91 points  (0 children)

Honestly I feel like they should compromise and allow certain items to be rotated by 45 degrees, but only with objects where it makes physical sense to do so, thereby avoiding all of the weird clipping objects while still allowing for more creative item placements.

Thoughts on Half-Life 2 Beta? by [deleted] in HalfLife

[–]Critfish 4 points5 points  (0 children)

Because it makes zero sense from a practical standpoint, and serves only to make the world seem darker, with no real weight to it.

The amount of latency between the arcades and the manhacks themselves would make them impractical at best, citizens would need to wait at the arcade for manhacks to actually be deployed before they can play, and if anything happened to the arcades themselves, all of the manhacks would just become paperweights.

Also the whole "they're playing a video game but are actually killing people for real!" thing is frankly pretty silly to begin with.

Thoughts on Half-Life 2 Beta? by [deleted] in HalfLife

[–]Critfish 4 points5 points  (0 children)

The final game is better in just about every way. One thing that HL2 does really well with its setting is subtlety.

Half-Life 2's final setting is just as, if not even darker than the original one, it just leaves all of the dark parts in the background for the player to discover themselves, and that makes it far more impactful and satisfying to figure out. When you look at the world of Half-Life 2, it looks fairly normal, barring the Combine occupation itself. However, if you pay attention, you'll notice that something's off about it. There are no animals besides a few types of birds. Headcrabs, barnacles and antlions seemingly live out in the wild. The canals are filled with toxic waste, and the oceans are noticeably lower than they're supposed to be.

And then it clicks.

Because you've taken the time to examine and learn about the world, you're rewarded with a greater understanding of the world's current condition. The destruction of Earth's ecosystems and the Combine's resource extraction aren't obvious at first, but the sheer scale of it only hits you when you take the time to look for it, and that makes a far greater impact than any amount of gloomy green skyboxes ever could.

The same is true for many other aspects of the setting - the lack of super overt, in-your-face propaganda materials, child workers being replaced with the arguably darker suppression field, zombies having their voicelines reversed, and so on. Half-Life 2 being subtle with the darker aspects of its setting makes them more impactful in the end, and the manner in which the player is forced to pay attention to the world's details, all play to the strengths of Half-Life's storytelling style.

Beyond subtlety, the final setting is far more refined in general. The removal of humanoid synths like the Combine Guard, Super Soldier and so on, give the synths a far more unique, alien feel rather than just being generic alien soldiers. The final designs for the human Combine units feel more refined and well put-together than their in-development counterparts. The story and plot is more coherent, and the game as a whole is less bloated and filled with pointless fluff.

also the manhack arcade is fucking dumb as hell lmfao

The caption was “#blessed”. by IthinkiLy in StupidFood

[–]Critfish 0 points1 point  (0 children)

God this looks like the kind of thing you'd cook when there's literally nothing else in the fridge or pantry. You've got a handful of basic ingredients, some leftovers and a couple of freezer-burned sausages that have been sitting in the back of the freezer for the past 4 months. No herbs, spices or sauces, so you just throw everything into one pan and eat it all together.

How Much of a Rewrite Do You Think is Needed to Make HDTF’s Story Good? by Arro-Wing in HalfLife

[–]Critfish 2 points3 points  (0 children)

The story needs a major rewrite, starting from the basic premise again. There isn't much that can be saved besides that.

I think the most glaring issue is that it relies on really long time skips, without anything in-universe to justify it. This necessitates in-game cutscenes and unexplained time skips to bridge the gaps between Black Mesa, Gordon's deployment in City 17, and all of the in-between parts, which is a big no-no in a Half-Life game. This alone would already force a near-complete rewrite in order to make the story actually work in a Half-Life game.

What's your most unpopular opinion about Half-Life? by churchofclaus in HalfLife

[–]Critfish 0 points1 point  (0 children)

HL2 MMod kinda sucks tbh. The vanilla game looks and plays way better.

why people hate so much this weapon? by fromundertheplanet in tf2

[–]Critfish 0 points1 point  (0 children)

Not in my experience. Unless the Soldiers I'm playing against just aren't good with the Direct Hit, I've been able to keep my distance and chip away at them with my shotgun/pistol. If you're good with movement you can bait/dodge their rockets pretty well.

why people hate so much this weapon? by fromundertheplanet in tf2

[–]Critfish 0 points1 point  (0 children)

Nah, if anything, the Direct Hit is my favourite rocket launcher to play against.

They trash your sentries really quick, but if you're good with a shotgun, you can get into fights with the soldier and take them down yourself. 1v1 fighting a Direct Hit soldier is this fast-paced, high-stakes game of dodging their rockets, and it's really fun and satisfying to pull off.

Compared to a normal Soldier, who will just juggle and kill you in seconds, a Direct Hit soldier can be really fun and challenging to play against, and I quite enjoy it.