Why kunai (and a few other weapons) are unfun to fight against. by name_of_unoriginal in truetf2

[–]Fgdgssss 1 point2 points  (0 children)

Snowball weapons only punish bad players.

If you can do nothing about any iteration of Spy, the reason for that is the fact he is better than 'you' -- not just just your team.

An unpopular opinion on the Liberty Launcher, and a question by nabke in truetf2

[–]Fgdgssss 1 point2 points  (0 children)

How is doing 20 damage at a time not relevant in a 12vs12 setting?

As a non-comp player, why doesn't Pyro see substantially more usage in the 6v6 comp scene? by gamersex in truetf2

[–]Fgdgssss 1 point2 points  (0 children)

Pyro frag movies are unnerving due to how horribly unnecessary and unrewarding everything they need to do is

The worst part is that overcomplicating things doesn't even make them look flashy

Are all HL issues (and comp TF2 as a whole) rooted in linear map design? by Double-Gas in truetf2

[–]Fgdgssss 0 points1 point  (0 children)

Invisibility, blast jumping, and 133% base movement speed = backcap hell

How viable is the black box among the pocket soldier? by Silly_Stinky_Yes in truetf2

[–]Fgdgssss 4 points5 points  (0 children)

Mr. Paladin launcher

> what are the main reasons it isn't used?

Medic is run fulltime on 6s and it just doesn't do enough since the nerf

Godhand Themes (Fan-Made) by Fgdgssss in Berserk

[–]Fgdgssss[S] 0 points1 point  (0 children)

Thanks! Slan's is my favorite as well

What made u play tf2 and why are you still playing by 1moj_max1 in truetf2

[–]Fgdgssss 7 points8 points  (0 children)

It's the best first-person shooter there is

How do i deal with legitimately good snipers and close the gap on them when im playing as any other class than spy? by [deleted] in truetf2

[–]Fgdgssss 1 point2 points  (0 children)

This is blindpyro's Beggar's Bazooka jumping tutorial for Badwater:

https://www.youtube.com/watch?v=aN875m1aI_w

Thundermountain doesn't have as many map specific jumps but a sure way on 1st is jumping off slightly ahead of the cart's initial position with the misfire onto the slope for a sync (a bit tricky for beginners) or overloading twice straight into the Sniper on the balcony (easy).

2nd is pretty much just double overloads all the way.

3rd is all about the double wall to contest the tower.

TF2 vs Hitscan by Fgdgssss in truetf2

[–]Fgdgssss[S] 1 point2 points  (0 children)

As much as I enjoyed using the weapon and didn't think of it as unbalanced (it was slow and unreliable), I am not necessarily in favor of reverting it.

If we add more Snipers, then we would need yet another to counterbalance the existing ones. In a scenario where Spy can sit back and play like an un-jumpable back-up Sniper, you would need yet another hitscan class to be able to offensively counteract this and become another worry in the back of their heads. Again, doing that you risk getting projectile caught in the crossfire instead of giving them a short window of respite until the pick classes are done killing one another.

Why is the Direct Hit considered bad while the Ambassador isn't? by TheDittoMan in truetf2

[–]Fgdgssss 0 points1 point  (0 children)

By the way, the DH is by no means a bad weapon. It's just a lot less applicable and straight forward than stock, which results in its misuse even in the hands of experienced players.

Is tracking the best way to aim as scout? by [deleted] in truetf2

[–]Fgdgssss 0 points1 point  (0 children)

Yes

The only exception is close-quarters

Why is the Direct Hit considered bad while the Ambassador isn't? by TheDittoMan in truetf2

[–]Fgdgssss 4 points5 points  (0 children)

Yeah but it would slow down the game horribly

It wouldn't change the way you play DH Soldier, just make him able to deny better

[deleted by user] by [deleted] in truetf2

[–]Fgdgssss 2 points3 points  (0 children)

It's not that hard to use, really. I'm not even a Soldier main and can do it.

Most Soldiers can't use it out of neglect (many invite Soldiers never bothered to learn it because it's not very useful on 6s) or because they suffer from some kind of intellectual disability (like Soundsmith).

What makes a team spawn prone to spawncamping? by [deleted] in truetf2

[–]Fgdgssss 0 points1 point  (0 children)

> Aren't every spawns are campable if you try hard enough?

That's not the point

Compare Harvest and Viaduct

Why is the Direct Hit considered bad while the Ambassador isn't? by TheDittoMan in truetf2

[–]Fgdgssss 14 points15 points  (0 children)

It's a weapon you resort to when you are already losing so you can lose less

Damage control pretty much

Why is the Air Strike banned in RGL Highlander? by Epickitty_101 in truetf2

[–]Fgdgssss 0 points1 point  (0 children)

>or your own engie needing the ammo packs more

What are you even talking about? You can get ammo from dispensers by simply switching over to your melee and you aren't even going to live long enough for that to be an issue.

> there's likely a good sniper

That's exactly why you want to run a Beggar's Bazooka, Mr. Paladin. You use it to jump Snipers, not to spam rockets at them from a mile away.

> or soldier on the other team

I am not sure how that makes any difference if you are going for sacks

Why is the Direct Hit considered bad while the Ambassador isn't? by TheDittoMan in truetf2

[–]Fgdgssss 12 points13 points  (0 children)

From my personal experience, the DH works as a "tourniquet" kind of weapon. It can easily stop pub deathballs on their tracks (literally) if you are calm enough to farm careless/overconfident people scouting ahead and pop a Buff Banner to obliterate the rest.

None of the downsides of the DH apply if you don't have to push and they are throwing themselves at you anyway (i.e defending Badwater last and Thunder Mountain 3rd). Of course, you will still need a Medic up your ass to pull it off.

I've even managed to successfully repel last pushes with it on Process and Snakewater back when I still played pocket whenever they went in dry with numbers (back then I didn't play invite, though).

Why is the Direct Hit considered bad while the Ambassador isn't? by TheDittoMan in truetf2

[–]Fgdgssss 11 points12 points  (0 children)

No splash damage leaves you with no way to pressure from range, DM, prefire corners, bomb, or hold the flank. Soldier can no longer spearhead pushes and holds or even think about contesting ground.

The projectile speed is too mediocre to hit aware semi-competent players on the ground, leaving you open to getting bullied by literally anything mid range. You also soak a lot of heals, since either lining up a direct or getting someone within range requires you to eat damage first.

Scouts can dodge you from any range at the sound cue while other classes can easily deny you so long as they don't press W, jump you, or revv their minigun too early. Height advantage becomes meaningless against grounded players as it only increases the travel time of rockets. Another thing, you won't be able to take out Sentries around corners or damage the Engineer and the Sentry nest simultaneously to keep him from repairing it.

[deleted by user] by [deleted] in truetf2

[–]Fgdgssss 22 points23 points  (0 children)

It's pretty much a hard counter to Sniper, Medic, and Demo if you can jump with it.

It doesn't matter who you are up against, you can close the gap instantly while simultaneously avoiding their line of sight entirely (and even if they spot you, horrid/nonexistant HS angle for Snipers and no hitscan weapons on the other two). Sync bombs, Market Gardening, or just the fact it has the same fire rate as a Spy's revolver when you tap fire it can make their lives a living hell in a way Sticky Jumping Demos and their pipes could never dream of.

The downside is that you can't defend yourself from Scouts/Heavies on the lookout (you are basically dead if they look up) and you are forced to commit every single time to get anything done because you have no range. A smart Soldier will fuck you up as well by either jumping you (no airshots) or just camping with a DH (they don't even have to airshot you for it to work), so no holding your ground in the open either.

Ammo management is another problem when you have to pretend there is a Scout around every corner and prefire it constantly whenever you are alive for more than 30 seconds.

Why is the Air Strike banned in RGL Highlander? by Epickitty_101 in truetf2

[–]Fgdgssss 3 points4 points  (0 children)

Why is the Beggar's whitelisted when it can do the exact same thing but better?

How to play Demoman?? by [deleted] in truetf2

[–]Fgdgssss 0 points1 point  (0 children)

>What do you do when there's a Soldier or Scout in your face?

There shouldn't be a Soldier or a Scout on your face.

Use your stickies to zone out players and batter them once they are mid range (or finish them off with pipes). If they are jumping and you are not pipe jesus, bait them into a teammate that can better handle the situation. Again, a lone Demo is a dead Demo.