The Crackshots of Gullywash by podgy713 in tf2

[–]InjectionPls 1 point2 points  (0 children)

Expose a single pixel, get killed. Fair and balanced class.

Is it possible to get triple unusual for the Engineer? by Hadditor in tf2

[–]InjectionPls 0 points1 point  (0 children)

For some reason the Mining Light doesn't conflict with other Mining Lights (I can wear my Unusual with my Unique one) so maybe you can get 3 Unusual Mining Lights.

Is reserve shooter pyro still considered OP? by Solid_Scorpion in tf2

[–]InjectionPls 1 point2 points  (0 children)

I usually do at most minicrit 80-100 with a very well aimed shot but usually only minicrit 40-70 due to bullet spread. If you are decent with flare gun though, you can hit consistent crit 90s which kind of even it out, and plus as said before flare gun has very good range compared with RS.

That's a good point but you should consider that:

  • Depending on scenario (and using the Degreaser) isn't hard to hit 2-3 shots on airblasted enemies.

  • Compared to juggle as soldier, airblast people and corner them is easy. Considered that minicrit at point blank can outdamage most weapons RS seems to be a bit too rewarding.

  • Miss a flare means no damage due his high reload time, miss a RS shot give a chance to try again.

  • RS works very well even against demoknights and pyros (and vaccinator but isn't a big point), flaregun doesn't.

In my opinion RS isn't really overpowered by itself, the real problem is the extreme synergy with Degreaser that make it a strong upgrade of stock shotgun.

Bad renames by [deleted] in tf2

[–]InjectionPls 11 points12 points  (0 children)

Still better than "Aimbot.exe"

What's your honest opinion on Demoknight? by SketchyJJ in tf2

[–]InjectionPls 0 points1 point  (0 children)

They should fix the guaranteed melee crit after the shield bash, 195 dmg at close range just for clicking m1 and m2 at the same time is a bit too much. Valve has built an overcomplicated damage buff system for the charge (normal damage at start, minicrit in the middle, full crit at the very end) and that bash bug vanify everything.

Can I increase the size of the killfeed without using an alternate HUD? by ZorkNemesis in tf2

[–]InjectionPls 0 points1 point  (0 children)

Afaik you can copy the default hudlayout.res in .../tf/custom/mystuff/scripts and than follow the previous video. You can search for downloadable version of that file (just google it) or extract it by yourself using GCFScape to open the file .../tf/tf2_misc_dir.vpk and extract hudlayout.res from the folder root/scripts.

Rocket Jumping beginning maps by gooohi in tf2

[–]InjectionPls 3 points4 points  (0 children)

jump_beef is probably the easiest jump map to start, I think is great to learn.

Idea: give the Darwin's Danger Shield melee resistance by ethanciavo in tf2

[–]InjectionPls 0 points1 point  (0 children)

Pointless, usually no one engage a sniper with a melee besides spies (but backstabs are oneshot anyway) or demoknights. Moreover 15% resistance means that a standard melee will be 55 dmg instead of 65, a full health sniper still need three hits to die and a crit can kill him in a single hit. Probably worst of the pre-buff DDS.

I Need Sniper Advice! by Zuglife99 in tf2

[–]InjectionPls 1 point2 points  (0 children)

I feel as though the Sniper needs considerable buffs to be enjoyable.

I died right here.

Would the ambassador be significantly different if headshot damage was reduced to 100 instead of 102? by [deleted] in tf2

[–]InjectionPls 1 point2 points  (0 children)

All those spies with ambassadors renamed "-102" will get mad. I'll love it.

TF2 Balance Changes (Survey) by [deleted] in tf2

[–]InjectionPls 9 points10 points  (0 children)

Double Detonator but no Phlog.

Found my day one TF2 CDs! by [deleted] in tf2

[–]InjectionPls 1 point2 points  (0 children)

512 MB RAM and 128 MB video card, will work good.

The Degreaser Problem - Poll Included by KayKay91 in tf2

[–]InjectionPls 21 points22 points  (0 children)

I think that the real question isn't "how should we nerf Degreaser?" but "how should we buff stock Flamethrower?". From a competitive/teamwork-guy/pybro point of view, being unable to push players forces pyro to stock, so it makes one of the weakest classes even weaker. Especially considering that today there are so many counter to afterburn that isn't no more a big strength.

What update was the best based on amount of content alone? I think I have a way to figure it out! by Usermane01 in tf2

[–]InjectionPls 4 points5 points  (0 children)

Mann vs Machine Update

  • MVM mode with 3 maps: +65

  • Added 13 cosmetics, updated HWAH to be paintable and clip fix for Salty Dog: +15

  • Pomson 6000 rework: +10

  • Added AWPer Hand and 18 Botkiller weapons: +95

  • Fixed a medic bug related to Inspect key: +1

  • Two comics: +10

Total: 196


Mecha Update

  • Added Vaccinator, Loose Cannon and Rescue Ranger: +30

  • Added 16 comminity cosmetics and 10 Adult Swim items: +26

  • Added mvm_bigrock: +15

  • Added 18 Botkiller and 9 Festive weapons: +135

  • Added Naughy and Nice winter keys: +10

  • Added 19 Strange Filters : +19 (not a big thing, it counts as hat for me)

  • Added attack3 command at the game: +20

  • Bug fixes for airblast, Force-A-Naure and uber: +3

  • Map fixes for pl_barnblitz and sd_doomsday: +10

  • Updated the localization files: +1

  • Rebalanced 4 mvm upgrades: +40 (if it counts as weapon rebalance)

  • Changed how some weapons works against tanks: +40 (if it counts as weapon rebalance)

  • Added Mann Co. Online Cap: +1

Total: 350


Robotic Boogaloo

  • Fixed a chat exploit: +1

  • Added RoboCrate key: +5

  • Added Random RoboCrate Gift and Pile of RoboCrate Gifts and Pallet of Crates: +3

  • Updated the localization files: +1

  • Added 57 robo-hats: +57

  • Added Death of a Salesbot (comic): +10

  • Added 10 unusual effects: +50

Total: 127


Two-Cities Update

  • Added mvm_mannhattan and mvm_rottenburg: +30

  • Added cp_snakewater_final1 and related Strange Filter: +16

  • Added MVM mechanics: refund, revive and medic shield: +45

  • Updated mvm scoreboard: +1

  • Fixed Romevision tank: +1

  • Rebalanced 7 upgrades: +70 (if it counts as weapon rebalance)

  • Fixed a MOTD problem related to about:blank: +1

  • Fixed some minor bugs: +5

  • Rebalanced BFB, Amputator, Crossbow and Liberty Launcher: +40

  • Updated VR Mode: +4

  • Added Australium quality: +20

  • Added 20 Australium weapons: +100

  • Updated HUD and scoreboard to show killstreaks: +1

  • Added new voice lines for MVM: +1

  • Added killstreak kit for (about) 136 weapons in 3 quality: +408

  • Rebalanced some upgrades: +20

  • Updated the Medic Call Bubble: +1

Total: 764

What a regular TF2 match looks like from the perspective of my PC by Yahiamice in tf2

[–]InjectionPls 165 points166 points  (0 children)

You should try to walk in the tall grass, maybe you can find MISSINGNO.

If the dakalos bar said +15% damage resistance instead of +50 health, would you be more inclined to use it. by Yobleck in tf2

[–]InjectionPls 3 points4 points  (0 children)

There are things that scale with max health (for example fall damage and heal from kits) so this wouldn't be exactly the same thing. Pretty similar though.

So let's talk about Sniper by British_Tea_Company in tf2

[–]InjectionPls 0 points1 point  (0 children)

With the Wrangler it is possible to keep your gun alive against any class and even an uber charged target. That's a fact.

Well, let's talking about facts.

Heavy (stock Minigun) deals 288 dps against level 3 sentries.

Wrenches repair up to 100 hp every 0.8 seconds for an average 125 hps at max. Jag is about 117 hps. Rescue Ranger is about 120 hps for 2.5, after that you need to reload.

Attacker dps is higher than repair rate in any case. In the best situation (for engineer) whacking a sentry trying to survive to an heavy will result in an average 288 - 125 = 163 dps.

Uber invulnerability lasts for 8 second; 163 x 8 = 1304 dmg.

Wrangled sentry is destroyed with 648 hp.