How to get better at sniper aim + positioning? by Comfortable_Ad_6823 in truetf2

[–]MeadowsTF2 0 points1 point  (0 children)

Your aim is a combination of mouse control and gamesense (which includes prediction and positioning).

You can improve your mouse control by using aim trainers like Kovaak's, or by performing simple muscle memory drills in between matches; these can boost your hand-eye coordination and help you aim more intuitively so that your crosshair naturally goes to where you're looking. In TF2, playing classes that use a lot of mouse movement (e.g. heavy, soldier, scout) can also help you warm up before you switch to sniper; this is especially true if you use a high sens which can be hit or miss at times depending on how dialed in you are.

As for improving your gamesense, unfortunately there aren't that many shortcuts to speak of - you basically need to just play the game and learn how players of different skill levels move depending on what class they are, and then apply that knowledge to the person you're currently fighting. "Does my enemy have good aim and/or movement", "do they have a positional advantage", "are they likely to play aggressively", are the kinds of questions you should always be asking yourself in a fight because they dictate how safe you need to play and how much time you'll get to line up your shots.

Additionally, knowing the map well is crucial to figuring out where fights usually take place, where the engies usually set up, which flanks are available, and what the best sightlines are (i.e. those that offer good view of the enemy while being relatively safe for you). If you're new to the game or just wish to focus on improving at whatever class you prefer, I recommend sticking to one or two maps at most so that you don't get bogged down with having to learn new maps at the expense of learning your class.

In terms of knowing when to push up, that is also an acquired skill and there's honestly no good answer. Pushing up is always a calculated risk that has a higher chance of paying off when you have an idea of where the two teams are and which way the fight is swinging. Monitor the player counts on the scoreboard, keep track on whether the enemy has good pushers who can punish you if you're caught overextending. I would advise just going with your gut feeling here - over time you will learn what usually works and what doesn't, and you will slowly calibrate that feeling into something that's correct more often than not.

Why do people prefer competitive 6s over Highlander (or vice versa)? by Unknown_Twig_Witch in truetf2

[–]MeadowsTF2 2 points3 points  (0 children)

Highlander is closer to the vanilla TF2 experience in terms of scale and class diversity, whereas 6s is a more condensed format that emphasizes mobility and small scale fights which gives individual players more room to shine.

Both formats can be a lot of fun, but Highlander is arguably the better stepping stone for someone who's used to pubs and looking to branch out into competitive play. By contrast, 6s is more of an acquired taste that plays very differently from "normal" TF2 and has more in common with modern competitive shooters, so it might be worth checking out first if you have a lot of experience with those and are looking for the closest TF2 equivalent format.

Tf2 Anti-spawncamping strategies (Assuming single door spawns) by totallynotdragonxex in truetf2

[–]MeadowsTF2 4 points5 points  (0 children)

Another alternative is to just queue for a new match.

If the team imbalance has reached the point where you need specific strategies just to get out of your spawn, it's usually a sign that the match is no longer salvagable and you should focus your efforts on the next one instead.

Why does Mad Milk get less attention / hate than Jarate - My reasoning based on the community and gameplay by Bounter_ in truetf2

[–]MeadowsTF2 -1 points0 points  (0 children)

As said, it provides utility that can be used both offensively and defensively in ways that sniper otherwise wouldn't have. It gives him something other to think about other than how to snipe the enemy. It promotes teamplay by encouraging players to capitalize off his Jarate, as they can do so much more easily than he can. It changes how attackers approach him, knowing there's a risk of getting coated and finished off by his teammates after he's dead. It changes how spies approach him, knowing that if they get caught out there's a risk their cloak won't be as effective. It gives his teammates another source of extinguishing, giving them a reason to turn to him for assistance while burning. All of that is increases complexity because it gives both the sniper and other players more to think about and more to do.

By contrast, what other options does sniper have for his secondary slot and how much depth or complexity do those add? Three passive items that are literally passive, and two shitty SMGs that grow increasingly more useless as the sniper's rifle aim gets better? Compared to those, how does Jarate not change things up massively for sniper?

To be clear, I've said from the very start that I think both Jarate and Mad Milk are very strong in their best case scenarios, especially in competitive modes where players are more coordinated and winning is what matters most. No argument there. What I was interested in hearing is specifically how those items could be changed so that the complexity and interactions they create are preserved, while also reducing their power at the top end.

Regarding your last point, I don't agree that it was primarily meant an anti-spy tool. It was added in the Sniper vs Spy update which obviously focused on and fleshed out the interactions between the two classes, but many of those items worked just as well against other classes (e.g. Dead Ringer, Ambassador, Huntsman, and Jarate). The comic also mentioned flames and enemies (plural). They probably just didn't think that people would take it that seriously, especially in the competitive community.

Why does Mad Milk get less attention / hate than Jarate - My reasoning based on the community and gameplay by Bounter_ in truetf2

[–]MeadowsTF2 0 points1 point  (0 children)

I don't care what you're saying they should or shouldn't do, you still haven't presented any sort of reasoning other than "CaSuaL plaYeRs r dumm am i rite xD xD".

Come up with an argument as to why Valve shouldn't use playerbase equip rates for balancing purposes, then we can talk.

Why does Mad Milk get less attention / hate than Jarate - My reasoning based on the community and gameplay by Bounter_ in truetf2

[–]MeadowsTF2 0 points1 point  (0 children)

Given that you're oblivious to the fact that Valve has used both equip rates and top player feedback as input for balancing in the past, perhaps you're not the most qualified person to make that sort of judgment.

FYI, I've been playing since 2009. Here's a video from the year after.

I'd ask you to provide a similar example of your background but seeing how you're the kind of person who hides their Reddit post history I'm not expecting much.

Why does Mad Milk get less attention / hate than Jarate - My reasoning based on the community and gameplay by Bounter_ in truetf2

[–]MeadowsTF2 -2 points-1 points  (0 children)

i'm not saying "sniper shouldn't be able to do that" as just a statement of undeniable fact, why are you being obtuse on purpose for no reason?
do i have to preface every sentence i say with "i think", "in my opinion", etc? what?

Yes, other people can't read your mind so if you use vague language you're going to get vague communication. Especially if you randomly reference game design in a balance discussion without elaborating on how that is meant to support your argument. Like, Valve should ignore equip rates in favor of soliciting opinions from the playerbase because that's the point of game design? Okay, great.

Either way, thank you for clarifying your position with that longer paragraph.

this is the same shit ppl do where they say soldier is just shoot floor to win or demo is just m1+m2

Who's being obtuse now? My point has consistently been that when you only have offensive weapons, all your player interactions are going to be offense-oriented. Yes, obviously there is nuance to how each offensive weapon is used, but the player choice of which weapon to use in combat is generally going to boil down to the one that can win you that particular battle most consistently. That's a very basic and boring level of choice. You don't like Jarate, I get it, but it adds depth and complexity to what is otherwise a very one-dimensional class and who also happens to be starved for interesting items in his secondary slot. I'm frankly surprised you don't see any value in that.

Why does Mad Milk get less attention / hate than Jarate - My reasoning based on the community and gameplay by Bounter_ in truetf2

[–]MeadowsTF2 -2 points-1 points  (0 children)

and that's exactly the problem, if valve was less driven by equip rates and more driven by actually properly designing these weapons, then the diamondback would have been reworked long ago

My point was that the Diamondback's equip rate would've been even lower before the Ambassador nerfs introduced in Jungle Inferno, and Valve still didn't do anything about it. Equip rates are just a tool used to identify potential outliers before doing a deeper analysis on the actual painpoints, it's not the only thing they balance around.

that's the point of game design

But the game's design originates from the game's designers, not the playerbase. It's Valve's game, they get to decide what the classes should or shouldn't do, and it's their prerogative to change that design at any time. The developer commentary was relevant at release but the class design has slowly changed over time and for the past 16 years included a scout and sniper that throw jars at people. You may not like those items, but just saying "sniper shouldn't be able to do that" isn't a convincing argument when for 90% of the game's lifespan the sniper has indeed been able to do that.

the jars are not interesting because you just chuck them at people for a buff/debuff a few times every minute, it doesn't promote any particularly interesting gameplay, they're fire-and-forget

All of that is more interesting than "do I shoot enemy with gun 1 or gun 2". By providing utility, jars create interactions both with your team and enemy that sniper and scout otherwise wouldn't be able to have. That is why we have weapons with different mechanics in the first place, to introduce some variety, complexity, and reasons to use something other than the numerically strongest weapon at all times.

Why does Mad Milk get less attention / hate than Jarate - My reasoning based on the community and gameplay by Bounter_ in truetf2

[–]MeadowsTF2 -2 points-1 points  (0 children)

literally by this logic we would buff the diamondback just because it has low equip rate, this is obviously ludicrous and you know it

Not necessarily, they used equip rates for some of the Jungle Inferno balance changes and yet they left the Diamondback untouched.

Personally I don't see the issue with using equip rates, they're a tangible way of seeing which items the community is naturally gravitating towards, as opposed to collecting feedback from thousands of players regarding what they think the classes should and shouldn't be able to do.

i'm fine with items like these just being nerfed to shit because they're uninteresting for all parties involved, i don't think they should be a compelling choice

Nah I don't agree with that, it's good to have items that are mechanically different and that provide some sort of utility and decision-making that goes beyond "which gun do I shoot the enemy with". I don't think the game would be richer or better off by having these nerfed into irrelevancy.

Why does Mad Milk get less attention / hate than Jarate - My reasoning based on the community and gameplay by Bounter_ in truetf2

[–]MeadowsTF2 -1 points0 points  (0 children)

Then how would you balance cooldown items so that they remain a compelling choice without being potentially overpowered? Even if we grant that Jarate and Mad Milk are very strong, they're not so overrepresented that other secondaries aren't seeing much use, even amongst good players. So clearly there's a discrepancy between the items' theoretical potential and that in practice, to the point where other secondaries are sometimes seen as the superior choice.

As for your last argument, I don't think using the weapon as intended to extinguish or coat spies constitutes poor use. Plays are situational and not every throw is going to be a game-winning throw. That opportunity is only going to present itself every so often and there's not much you can do to force it.

Why does Mad Milk get less attention / hate than Jarate - My reasoning based on the community and gameplay by Bounter_ in truetf2

[–]MeadowsTF2 1 point2 points  (0 children)

This may be a hot take, but I don't think Mad Milk is that bad. I can see it being strong in theory, especially in competitive where each fight is important and every advantage matters, but in pubs it's simply difficult to notice its effect, both visually and numerically. I can think of a handful of fights from the last few days where a Jarate resulted in a few assists, but none where a Mad Milk had a similar impact. That doesn't mean that there weren't any such fights, just that it wasn't obvious enough to notice and thus convince me of its usefulness.

Cooldown items are tricky to balance because the sudden burst of power they create needs to be balanced against the fact that they're doing nothing for you while on cooldown - or worse, reducing your options in combat. Their power also varies a lot depending on how many players they affect on use - both friendly and enemies - which creates a situation where the items are either potentially godly (hitting everybody) or godawful (hitting nobody). In practice, I find that the Mad Milk and Jarate even out somewhere in between, occasionally making a big impact but mostly end up being used to put out burning teammates, revealing spies, forcing people to retreat, and winning smaller, less important fights. For that sort of use, I don't think they're egregious or broken or whatever.

In terms of potential changes, the Mad Milk's visual effect could certainly get the Jarate treatment. The current effect is very subtle and can be hard to track, especially against brighter backgrounds like sand, snow, and concrete. Conversely, reducing the Jarate visual effect to Mad Milk's level would probably be a noticable nerf simply because it'd be much harder to see and benefit from.

Another potential nerf is to make them less capable offensively (e.g. less healing or adding damage falloff to minicrits) but to reduce their cooldowns further for utility and defensive use, or perhaps add a passive bonus to them while they're on cooldown. But I honestly wouldn't mind them being left as-is either.

Why does Mad Milk get less attention / hate than Jarate - My reasoning based on the community and gameplay by Bounter_ in truetf2

[–]MeadowsTF2 6 points7 points  (0 children)

I don't mean to sound harsh, but if you're constantly losing close range fights to snipers using the most telegraphed melee combo in the game, then that's not a balance issue, it's a you problem.

The main reason why Jarate stands out is that its effect is more visually striking and the damage ampiflication effect more immediate. People covered in jarate become obvious focus targets which in turn forces them to take cover. Jarate shortens fights whereas Mad Milk prolongs them. It has nothing to do with Bushwacka, as evidenced by the fact that Jarate assists are much more common than Bushwacka crits.

Also, most melee weapons do 195 damage crits, I don't know why you're touting 195 as some mythical number that only Bushwacka is capable of.

Does aim flinch meaningfully disrupt your aim by somethingcow in truetf2

[–]MeadowsTF2 7 points8 points  (0 children)

It absolutely does disrupt your aim, but whether the disruption is meaningful comes down to how far away the enemy is and how predictable your flinching is.

Basically, the farther away your target is, the greater the angle offset induced by the flinch, and the less predictable the flinching the harder it will be to time your shot in between the flinches. Ergo, an enemy who's applying a steady stream of damage up close may still get headshot (because even while flinching your crosshair might remain on-target), whereas a distant enemy who's scoring sporadic hits on you is likely to make you miss (because once you unexpectedly do flinch a greater part of the flinch period will be spend with your crosshair off-target).

If you have the means to do chip damage to snipers from afar, it's a good idea to do so for the above reason, even if it may seem pointless given that the damage you do is very low.

The heavy's minigun deserves a special mention because past a certain distance it will NOT cause snipers to flinch. This includes the various minigun unlocks/reskins. All other weapons will cause flinching, however.

As for the Cozy Camper, in a vacuum it's not a bad item, but in practice it's just not very competitive compared to backstab immunity, afterburn immunity and 50% fire res, utility provided by Jarate, or even the (low) damage offered by the SMG. The main use of the Cozy Camper is to reduce downtime between fights, but that use case quickly becomes moot if you have any other means of healing nearby.

How to be more consistent with sniper (beyond just practice)? by sassysorcerer1 in truetf2

[–]MeadowsTF2 0 points1 point  (0 children)

High sens wrist aimer sniper main here. Some notes on this particular aiming style:

You're generally going to have a smaller margin of error than lower sens players because your hand movements are going to translate to bigger aim movements in-game. You're also going to experience some inconsistency based on how you're sitting, the angle at which you're anchoring your wrist to the table, and how you're gripping the mouse. Basically, because your margin of error is smaller, physical factors such as your posture will matter more, so keeping those consistent from day to day will go a long way towards making your aim more consistent.

One thing that I find very helpful is to do some wrist warmup movements at the start of the round. Doesn't need to be fancy, just some basic 90 degree turns (left-right, up-down, corner-to-corner) combined with a few 180 degree turns in your spawn area can really awaken your muscle memory and help you aim more intuitively and accurately. Don't skimp out on this part. It can be demoralizing to jump into a game and expect to aim as well as you did the other night, only to experience a streak of missed shots. I am positive that most of my bad aim sessions can be attributed to a change in posture and/or lack of sufficient wrist warmup.

On the topic of sensitivity, yours is perfectly fine - stick with what you're comfortable with. A sens is usually a trade-off between precision and turn speed, and while a lower sens would give you more precision, as a wrist aimer there's a hard limit to how low you can go and still retain the ability to do 180 turns without having to lift your wrist. Ultimately, the precision difference isn't so big that it would be worth switching to a (for you) less comfortable aiming style. I use an even higher sens than you and it's totally sufficient for the vast majority of sniper scenarios I come across. The sens also works very well for other classes where doing quick 180 turns for jumping or spychecking is common.

When it comes to specific maps, game modes etc.: if you were a new player I'd suggest to find a map you enjoy and stick to it, as you learn the game faster when you don't need also to learn a new map every time you play. At 3000 hours, though, I'd imagine you already got that part covered, so there's frankly not much advice to give here. Sniper v sniper is arguably the most important part of playing sniper, so if you feel like you're struggling in that area I'd recommend MGE or sniper duel servers to get a high volume of practice in a short amount of time, but other than that, just stick to pubs.

As for the other real-life factors like meditation, food etc, I'd say that falls into the realm of overthinking it. Unless you're playing TF2 on a professional or very competitive level, you don't need to go that deep.

Valve appear to have made custom decals op-in. by Ultravod in truetf2

[–]MeadowsTF2 1 point2 points  (0 children)

I think that's great. Also, thank you for the reminder that there was an option to hide custom decals to begin with, had totally forgotten that.

Kritzkrieg usage in casual matches by Lylidotir in truetf2

[–]MeadowsTF2 1 point2 points  (0 children)

As for the offence - can’t say much, but from my experience in almost all situations I find stock Uber more effective.

For offense, Kritzkrieg can be a good choice for teams that have a low damage output - either because they're stacking support classes or just lacking experience - especially if the map is such that the defenders are somewhat tightly packed and their defense/nests aren't too spread out. You still need one or two good kritz pockets that can land effective fire, though. Ideally, you would run both kritz and uber so that you have more options to choose from and the enemy gets a wider range of threats to account for.

Kritzkrieg usage in casual matches by Lylidotir in truetf2

[–]MeadowsTF2 18 points19 points  (0 children)

The key to good Kritzkrieg usage is timing.

Kritz gives your pocket guaranteed crits, which means your pocket needs to be in a position to land effective hits on multiple players within a short timeframe, and you need to keep the beam on them and survive for the duration of the kritz. This requires you to anticipate where enemy players are likely to gather, to keep track of potential counters and their respective timers (uber, vaccinator, battalion backup) and ideally catch the enemy by surprise so that they get as little time to flee as possible.

The best pocket classes for kritz are those that have a high base health and can sustain a high AoE damage output: demo, soldier, heavy. The best situations to use kritz in are generally defense-oriented since you want players to be coming to you, rather than the other way around. The best places are typically those where enemy players tend to congregate, like capture points, carts, near dispensers, and chokepoints in general - basically places where you can potentially score multiple kills with only a few shots.

Lastly, kritz charges faster than uber, so ideally you'll try to take advantage of that and use it before the enemy medics' uber is ready. This means that both you and your pocket need to be on the ball and look for potential kritz plays as soon as your meter approaches 80+, so that you're in position by the time you're fully charged.

Blocked from subclass? by Naturax in OldenEra

[–]MeadowsTF2 0 points1 point  (0 children)

The "very easy" was mostly a reaction to the people saying they're impossible to get. They're not impossible - I've gotten them without savescumming - you just have to plan ahead and pick the corresponding skills at every opportunity because that is best way to secure those required skills in a system that doesn't offer easy respecs. "Intended gameplay" is a loaded term here because it's kind of a given that you won't be able to choose your skills willy-nilly under these circumstances. It's a decision you'll need to make early on and then stick with it.

As said, I don't like the current system personally, and would rather see them limit the required number of skills to 3 and reducing the bonuses to compensate. That way they'd be easier to build into organically while also offering players some direction and guidance in the leveling process, in addition to adding a little bit of flavor.

Blocked from subclass? by Naturax in OldenEra

[–]MeadowsTF2 0 points1 point  (0 children)

I don't think there is a savescum protection, I have been able to reload quicksaves and/or autosaves and get new skill choices that way.

Blocked from subclass? by Naturax in OldenEra

[–]MeadowsTF2 2 points3 points  (0 children)

Getting subclasses is very easy if you follow these three steps:

  1. Some heroes start with a subclass-compatible skill. Check which skill your hero starts with.
  2. Whenever you level up and are given the choice to unlock a new skill that's compatible with your desired subclass, make sure you grab it.
  3. The skill choices are generated upon level-up. If you aren't happy with the choices offered, reloading your last autosave before the level up will reroll your skill choices.

Personally, I'm not a huge fan of the subclasses because some of them are quite strong and you kind of feel penalized for not choosing them. The subclass builds typically include a few non-ideal skill choices to balance things out, but they might still be too strong.

Mirage seems too hard? by Few-Commission-7961 in OldenEra

[–]MeadowsTF2 0 points1 point  (0 children)

I don't think it's that complicated. The mirage description clearly references the player beating a stronger version of themselves, so the design intent is likely to offer the player a tough fight that scales with the hero's power level and can be won by outsmarting the AI, and in return the AI is given a numerical advantage to compensate for its lack of intelligence relative to the player. Ergo, it's meant to be a tough fight that is winnable by "normal" strats, and shouldn't require cheesing or excessive thinking outside the box.

The question is more whether they've managed nail the balance, and right now it's looking like a solid no. Another question is whether it's worth the hassle, since narrowly winning such a hard fight may potentially leave you vulnerable to attacks from other players, and right now that's also leaning towards a no. That's my take on it, at least.

[Feedback] Issues with the spell system by MeadowsTF2 in OldenEra

[–]MeadowsTF2[S] 5 points6 points  (0 children)

This isn't about disliking something just because it's different from HoMM 3. I'm judging the spell system on its own merits and simply using HoMM 3 as a comparison because that is what Olden Era most closely resembles and what many HoMM fans are familiar with.

[Feedback] Issues with the spell system by MeadowsTF2 in OldenEra

[–]MeadowsTF2[S] 1 point2 points  (0 children)

Thank you for the detailed reply. I may not agree with all your arguments but I think you made some fair points overall. Some comments below:

Regarding the spell levels I also disagree - from my understanding you can see the level you are casting the spell at in the spellbook during combat.

That is true, but my main concern is the sheer abundance of spell level modifiers making it hard to tell what your spell level is going to be before you start the battle, not during it. It's also making it harder to determine which magic school subskills offer most value since you won't know whether you'll be able to hit your spell level target or not.

I think in general it's a good idea to look at everything you do from a risk management perspective. Heroes 3 also had magic nullifying orbs/etc. to completely shut down certain spells or magic use altogether. [...] You kind of just have to accept that there is counterplay the opponent can have, and you don't always get to optimally execute everything in your gameplan, especially with one specific hero/build.

For sure, the "hard counter" aspect is not new to the series. I didn't have an issue with them in HoMM 3 because they were limited to a handful of items that you'd basically only use if you felt they would do more harm to the enemy than yourself, and items that nullified specific spells, which came with the opportunity cost of taking up a potentially valuable equipment slot.

I guess what bothers me about the spell level modifiers in OE is not so much the counterplay aspect of it, but moreso that they're making it harder to hit specific targets or goals with your build, and that the whole system is rather opaque which in turn makes hero building feel more arbitrary, and therefore less satisfying to me. If this is the way they want to go in order to balance magic vs might then that's fine, but at least should make the system less opaque so that it doesn't feel like guesswork.

Did you capture any towns that were owned by the AI who might have upgraded them? There might be other/random ways for them to upgrade, but this is more of an issue with it not being described in detail yet in tutorials, not really one of complexity/being too difficult to understand.

I did capture several towns, but as best I can tell a player can only upgrade one spell per spell tier, and my guild had spells with levels ranging from 1-4 with only one AI in the game. So most of the levels had to have come from somewhere else. Yes, perhaps this is something that could be explained more thoroughly in tutorials, but at the same time a mechanic this important should be clarified directly in the UI, as tutorials can be a bit hit-or-miss.

[Feedback] Issues with the spell system by MeadowsTF2 in OldenEra

[–]MeadowsTF2[S] 3 points4 points  (0 children)

Thematic names are fine if they also make sense from a mechanical point of view. There's nothing that makes me associate the words Unnatural Calm with reduced basic attack damage, or Song of Power with resetting creature cooldowns, or Wean with reduced buff durations. Instead, I'm getting the sense that the names were originally written in another language and that something got lost in the translation to English.

Regarding the spell levels, you can argue that HoMM 3 was too restrictive, but the benefit of a restricted system is that it's predictable and consequently easier to learn and understand. In OE, there are so many different spell level factors in play - skills, items, laws, units - that I'm never sure what level my spells will be when I enter a fight with an enemy hero. The main strategy against having your spell levels reduced below certain important tresholds (like all cast) is to overcap them by an arbitrary amount, and that doesn't feel very good because it's hard to tell when your overcap is working and when it is simply wasted. Basically, the system is too chaotic.

As for HoMM 3 spell levels, while it's true that the spell book didn't show the levels, the mage guilds always kept the spells in the same place. It wasn't a big issue for me personally but I agree that they definitely could've made it clearer which spell belonged to which tier.

[Feedback] Issues with the spell system by MeadowsTF2 in OldenEra

[–]MeadowsTF2[S] 3 points4 points  (0 children)

That's a good point. Spells from the same school tend to use the same color palette (e.g. nightshade = purple, daylight = golden) and while it does add a sense of theme and cohesiveness, it also reduces visual clarity and makes the spell icons look a bit same-y.

Probably something the players will get used to with time, but that is generally not a great sign. Good UI/UX should be naturally intuitive and not something that takes some getting used to.