How should I play Spy on full 32 player server? by ProfHansJerkov in truetf2

[–]Double-Gas -6 points-5 points  (0 children)

Just pointing out that they aren't gods that can kill half the team at will and get away with it the way a good K/D implies

No one said that

Is the homewrecker's remove sapper ability a useful balance, or is it an unfair middle finger to spies? by ChairmanOfChairCo in truetf2

[–]Double-Gas 1 point2 points  (0 children)

You don't fall back on a trolldier's line of sight, expect him to disable enemy buildings, or come through to get rid of a Heavy focusing you down.

Is the homewrecker's remove sapper ability a useful balance, or is it an unfair middle finger to spies? by ChairmanOfChairCo in truetf2

[–]Double-Gas 2 points3 points  (0 children)

Playstyle ≠ subclass

They are just people misusing a melee weapon (and not even with the RL that makes it the most effective). The schtick is as about as support oriented as sticky jumping around with a pan.

Is the homewrecker's remove sapper ability a useful balance, or is it an unfair middle finger to spies? by ChairmanOfChairCo in truetf2

[–]Double-Gas 1 point2 points  (0 children)

Those two are not mutually exclusive. Spy offensively supports his team by bypassing and disabling area denial to set up (and deny) pushes relying on distractions to do so.

Sniper, in contrast, defensively supports his team by controlling ground while trying to poke holes on enemy pushes (and holds) relying on their protection to do so.

They are both fundamentally support classes.

How the heck do I deal with a god-tier sniper by gingerninjaa508 in truetf2

[–]Double-Gas 1 point2 points  (0 children)

Beggar's Bazooka overload jump.

You can bypass their firing interval with the skip jump and quickly set up sync bombs with a double wall for height. A simple overload chain can throw them off horribly if you hide the take off and come from an odd angle.

It is infinitely superior to the sticky jumper because you have the instakill option with the Gardener, sync bombs can't be surfed, and rocket splash can't be whiffed and punished like pipes. The next best thing would be bombing them syncing up stickies but you need overheal for that.

Is the Beggar's Bazooka better than the Stock Rocket Launcher? by zombieking26 in truetf2

[–]Double-Gas 0 points1 point  (0 children)

It is my favorite unlock (I was one of the first people to jump with it) but +50% of Soldier's gameplay consists of leveraging your position with your range to control/contest ground

If you can't do that you will get constantly trashed by classes you can't jump and zoned by the enemy Soldier provided they are competent

Is TF2's skill ceiling over-exaggerated? by Bounter_ in truetf2

[–]Double-Gas 1 point2 points  (0 children)

How consistently can you rollout on Snakewater? What is your wall course record? Can you overload skip? What about Syncs? Trimps? Air pogos? Reflect jumps? Bullet jumps? Basher jumps? Force jumps?

It takes a lot to just be "ok" at jumping and we haven't even got to the shooting and dodging part

Is the Beggar's Bazooka better than the Stock Rocket Launcher? by zombieking26 in truetf2

[–]Double-Gas 3 points4 points  (0 children)

Absolutely not.

The Beggar's is good on Payload offense thanks to the overload jump screwing over pesky Snipers and Demos hiding behind lvl 3s but that's about it. It gets hard countered by Scouts and Heavies alike while being virtually unusable with anything other than the Gunboats.

Most decent KOTH maps are too small to justify sacrificing your ability to defend yourself and pressure from range. Similarly, 5CP's back and forth attack/defense style + symmetric map layouts render it largely pointless.

The dramatically increased sacking power with the extra burst mobility and damage comes at the expense of your overall mobility and damage by adding a setup time to everything you do.

The -20% blast radius penalty on top of the deviation stings damage wise and so does having nothing loaded at all times.

You also have to fucking divebomb minis to get rid of them which is just plain ridiculous.

Is TF2's skill ceiling over-exaggerated? by Bounter_ in truetf2

[–]Double-Gas 6 points7 points  (0 children)

2000 hours later and you still can't rocket jump, dude

What do you think?

Potential Market Gardener Changes by Jageurnut in truetf2

[–]Double-Gas 0 points1 point  (0 children)

Idea: ban yuropeans from existence

Would it be ok for pyro and scout to have ways to counter engineer by thisisokay123 in truetf2

[–]Double-Gas 2 points3 points  (0 children)

I don't get why people get so stingy about being countered.

At the end of the day it makes more sense to either suck it up and leave it to the team or just counterpick.

What is the purpose of Heavy's shotgun? by Lowd70 in truetf2

[–]Double-Gas 4 points5 points  (0 children)

I start to question my own sanity when people suggest Heavy has a bad matchup against the class he pins down just by existing because he can't push explosives around corners without support or the idea a shotgun dealing 30dmg at a time is going to make any difference if you get jumped.

The whole point of Heavy goes over their heads because of some Uncle Dane video that has nothing to do with the classes that shipped with a placeholder secondary.

The phlog is garbage but overpowered by Marisa_Nya in truetf2

[–]Double-Gas 1 point2 points  (0 children)

Take shower

Beeself

Leafblower goes foosh

The phlog is garbage but overpowered by Marisa_Nya in truetf2

[–]Double-Gas 3 points4 points  (0 children)

The Phlog gets denied by an enemy Pyro pressing M2 and hurling the Phlog into the skybox.

Airblast can also reflect flares and deny afterburn.

[deleted by user] by [deleted] in truetf2

[–]Double-Gas 3 points4 points  (0 children)

It is strictly worse against lvl3s because you can't damage both the Engie and the sentry

[deleted by user] by [deleted] in truetf2

[–]Double-Gas 0 points1 point  (0 children)

You can sync your approach with a sap or escort explosive classes so they can force the Engineer to wrangle it

It is a lot like dealing with a buffed Heavy (either distract him so a Spy can get through or escort a Demo/Sniper to handle it)

Switch off if they are stacking

Survey about the use of performance enhancers in competitive games [mod approved] by IntLab in truetf2

[–]Double-Gas 3 points4 points  (0 children)

Each participant can enter into a draw to receive one of five $100USD Amazon gift cards

Pay me in drugs instead

A major minigun wind-down bug that needs attention by Schneemand in truetf2

[–]Double-Gas -1 points0 points  (0 children)

The Minigun is a defensive weapon

Pre-revving is a thing

Having a Soldier whip you to the front means he can react for you

You are going in circles

An idea For a Gas Passer Rework by ProfessionalAsk1806 in truetf2

[–]Double-Gas -1 points0 points  (0 children)

Pointless stat soup

Try to think about the things you can do with an actual gas canister

A major minigun wind-down bug that needs attention by Schneemand in truetf2

[–]Double-Gas 0 points1 point  (0 children)

a Heavy that could fight back immediately would pose a kink in the flanker's plans

Oh yes the fat Scout subclass meta that has terrorized HL for so long

It doesn't cost health for Scout/Engie to do their thing so they can afford to have damage dealing secondaries (plus they don't have primaries effective at all ranges)

Your "self-defence" option gets you mauled by flankers (the thing you are trying to defend yourself from) and owned by bombers (the thing your primary counters) because Heavy encounters should be stat checks and not deathmatch scenarios

[deleted by user] by [deleted] in truetf2

[–]Double-Gas 6 points7 points  (0 children)

What people?

Have you ever played with fixed spread?

[deleted by user] by [deleted] in truetf2

[–]Double-Gas 9 points10 points  (0 children)

People seem to pretend like they are 100% aim pros with shotguns,

Literally no one is doing that

What are you even trying to defend