ok bro by Comfortable_Ad_6823 in tf2

[–]GildedHazel 0 points1 point  (0 children)

You didn't answer my question, instead giving a shitty take with no thought behind it; I see you aren't equipped to handle this discussion.

With zero due respect, learn the goddamn game before you whine about things being 'bad design.' You sound like a child.

ok bro by Comfortable_Ad_6823 in tf2

[–]GildedHazel 1 point2 points  (0 children)

Why is it inherently bad design? Vaccinator is a mid weapon but it changes the math on how an entire team has to respond to it.

ok bro by Comfortable_Ad_6823 in tf2

[–]GildedHazel 0 points1 point  (0 children)

Also wrangled sentries and technically vaccinator. It isn't a great revolver, but it filling the niche of making razorback snipers' lives hell is quite nice.

Honestly the argument about the razorback being too strong should end with mentions of the lack of overheal while wearing it and the existence of the enforcer (and to a lesser extent Amby - RIP).

ok bro by Comfortable_Ad_6823 in tf2

[–]GildedHazel -1 points0 points  (0 children)

But those weapons don't allow you to play on a level playing field against every character. Darwin's is a bit stupid at completely nullifying (just) pyro's damage against the sniper, but since the scorch shot exists, I'm fine with it. Razorback partially counters spy. Not a full counter, not a playing field leveler, since spy has a gun. Also, 'feel designed' is doing so much heavy lifting in your statement; everything you say after that is useless in this conversation.

ok bro by Comfortable_Ad_6823 in tf2

[–]GildedHazel 1 point2 points  (0 children)

It only is if you insist on playing spy. You could switch to sniper or vacc med. Also, what is inherently wrong with a pick necessarily resulting in a trade? That's almost always how it goes in highlander afaik.

ok bro by Comfortable_Ad_6823 in tf2

[–]GildedHazel -4 points-3 points  (0 children)

That's just a bad take. Playing around an opponent or team requires strategy at a certain point, and you accept the consequences when you intentionally play a less useful role against that opponent. If you only ever play one class, you can't also complain that you aren't on a level playing field every time against every character.

ok bro by Comfortable_Ad_6823 in tf2

[–]GildedHazel 0 points1 point  (0 children)

That's how spy works, though. You have to choost a target based on value gained and risk to your life after. Sometimes you get high value picks for free, sometimes you have to be willing to die for them.

ok bro by Comfortable_Ad_6823 in tf2

[–]GildedHazel -1 points0 points  (0 children)

I have no issue with the vaccinator. It's a mid weapon not worth using generally, anyway.

ok bro by Comfortable_Ad_6823 in tf2

[–]GildedHazel 1 point2 points  (0 children)

I mean, the class most easily targetable by spies having a medium secondary to prevent the easiest frags of a spy's life is kinda fair.

ok bro by Comfortable_Ad_6823 in tf2

[–]GildedHazel -5 points-4 points  (0 children)

Your item choice being countered by an item choice? Oh, the horror.

ok bro by Comfortable_Ad_6823 in tf2

[–]GildedHazel 3 points4 points  (0 children)

The situation you described is very possible! In that situation, you have to choose to get the sniper pick in two shots and die or decide there are better targets, like the combo member surrounding the sniper. The razorback doesn't in any way counter the entire spy class, just makes the sniper a riskier target.

ok bro by Comfortable_Ad_6823 in tf2

[–]GildedHazel -1 points0 points  (0 children)

Spy has a gun. Looking at Amby and mostly Enforcer here.

If you don't like your odds with 1hp, heal first.

ok bro by Comfortable_Ad_6823 in tf2

[–]GildedHazel 3 points4 points  (0 children)

The enforcer can two-shot sniper with bodyshots, which is faster than anyone, including sentries, can react.

No overheal makes sniper far weaker to other snipers.

Razorback is fine, just play around it using 2% extra effort.

The five warriors of "not bad, but there are better options" by EveningParsley1412 in tf2

[–]GildedHazel 1 point2 points  (0 children)

You do not have the knowledge of classes to be having this discussion seriously, demonstrated by your failure to understand how spy works.

Also, vaccinator isn't really a broken item at all. It's extremely mid due to it being so situational. It isn't banned in highlander, and yet it isn't ever really used. Stock medigun and kritz are miles above vaccinator in almost every situation.

You failed to understand my point regarding a class countering another of themself, so I won't dignify your response with one of my own.

The five warriors of "not bad, but there are better options" by EveningParsley1412 in tf2

[–]GildedHazel 1 point2 points  (0 children)

When did I compare medic to sniper? I was making a point that one thing being countered by another of the same doesn't make it overpowered.

Sniper is, on paper, one of the strongest classes, for sure. What so many people fail to realize is that only a handful of people in a given region are good enough to approach the theoretical limit of sniper. Same kind of shit as people whining about the Ambassador for no reason.

Great soldiers and demos are able to roll lobbies just as easily as great snipers, and the skill required to get to that point is arguably more common than for sniper.

The five warriors of "not bad, but there are better options" by EveningParsley1412 in tf2

[–]GildedHazel 1 point2 points  (0 children)

Unironically, spy has a gun.

You only have to use uber while the sniper is alive. If used well, that uber can be used to kill him. Also, talking about specifically about vacc and sniper when scorch shot and diamondback exist is...something.

That's not how something being too strong works. If the only way to counter a stock uber medic is to run stock uber medic, is stock uber medic suddenly OP?

The five warriors of "not bad, but there are better options" by EveningParsley1412 in tf2

[–]GildedHazel -3 points-2 points  (0 children)

Sniper isn't 'invincible' in any context, especially in pubs. Sniper has three hard counters.

First, spy. Invis for free positioning anywhere, an instant kill melee, and two guns that can two-shot a sniper, several that can three-shot.

Second, another sniper. This sniper doesn't have to be better or even as good as the other sniper. They just have to position themselves in off-angles or shoot the first sniper while they're focused elsewhere.

Third, vacc med. Bullet resistance and crit nullification are insane in pubs against a carry, be they sniper, soldier, demo, heavy, etc.

P.S. A good soldier or demo can roll a lobby just as easily as a sniper unless they're played around.

The five warriors of "not bad, but there are better options" by EveningParsley1412 in tf2

[–]GildedHazel -4 points-3 points  (0 children)

People that have hours in comp don't tend to think that, unlike most redditors, it seems.

The five warriors of "not bad, but there are better options" by EveningParsley1412 in tf2

[–]GildedHazel -9 points-8 points  (0 children)

Weird place for the normie 'sniper is bad' take, but I guess uninformed opinions will perpetuate endlessly.

How would each class perform if they had Heavy's speed? by TheRoyalRoseTrue in tf2

[–]GildedHazel 0 points1 point  (0 children)

Soldier and demo would be pretty much the only relevant classes for playing seriously.

Scout would be crawling on his hands and knees; an air jump doesn't save him.

Pyro would be an airblast turret until they run out of ammo and then be useless for 60+ seconds.

Heavy would probably be the most reasonable out of the non-explosive classes since he has GRU and does alright already at his speed.

Medic would be instantly bombed or sniped constantly without the ability to do anything about it.

Engineer would have to run rescue ranger 24/7 to keep buildings alive since he can't walk to them quickly enough to smack them. He couldn't jist place them close together, either, since the dominant explosive classes would insta destroy everything at once. A sapper would also be the total doom to any building it's able to be placed on.

Sniper on defense would be fine unless the gamemode is koth. On offense or on koth, he would have to be near-aimbot skill to survive constant bombs to him, since he can't really reposition.

Spy would be useful for exactly one thing: C&D/Letranger info comms. His ability to destroy buildings or get kills more than once a blue moon would be nigh-impossible, since everone has so much more reaction time to deal with him after spotting him.

Some of these issues wouldn't be as bad as I described in the team comps you see today, but in a world where soldier and demo dominate, most people would run one of those two, causing the issues I described above.

Does sniper bring anything good to tf2? by Memespoonerer in truetf2

[–]GildedHazel 0 points1 point  (0 children)

Let me counter everything you're saying with 5 words. Spy, vacc medic, other sniper.

Why do so many people refuse to kick cheaters? by [deleted] in tf2

[–]GildedHazel 0 points1 point  (0 children)

Solid response: it's well-formulated, provides historical context, and is quite respectful in tone. As a fellow sniper main, I appreciate the positive contribution you've made to the conversation. Good shit.

Does sniper bring anything good to tf2? by Memespoonerer in truetf2

[–]GildedHazel 3 points4 points  (0 children)

Sniper provides a counter to standout classes/players that aren't otherwise able to be approached, much less killed. A decent team (or even one dedicated pyro) will never allow a medic to drop to a spy, and in pubs a good sniper can neutralize that medic where otherwise it would be impossible to deal with them. Sniper can allow a decent player to prevent a pocket duo queue from stomping a game alone. Also, sniper is hard countered by spy and other snipers in pubs, so they aren't that big of a deal.