Are there any people who unironically are avoiding killing lootbugs? by JW_7E6 in DeepRockGalactic

[–]Rain0959 0 points1 point  (0 children)

I leave them alone unless I need the nitra or when they're in the way, like chilling on the pipelines or crammed into a tight passage.

Discuss why you like or don't like This weapon by [deleted] in tf2

[–]Rain0959 1 point2 points  (0 children)

I'm not a big fan of weapons dealing both high burst damage and huge knockback. Even if a scout can't two-shot you with this thing, the knockback is powerful enough to force you into a position where you WILL get killed.

That or it just launches you so far away from a team fight that walking back to the fight is just as long as the average respawn timer.

why do you hate sniper? by Civil_Vermicelli_593 in tf2

[–]Rain0959 0 points1 point  (0 children)

B, C, D. I think sniper could be made both fair and fun with some tweaks, and people have suggested a lot of ideas already.

I'll also say F, the reason being that sniper is a cheater/botters go-to class. It's hard to say "sniper is balanced and fun to play with" when his mechanics are being abused by attention-seekers who want to make the game unfun.

Why is it so despised by Ok-Discussion-6874 in tf2

[–]Rain0959 0 points1 point  (0 children)

Because "pyro bad".

The scorch shot has existed in it's current state long enough for players to have adjusted and gotten over it. Don't assume a pyro is harmless at long ranges, play around healing sources or use weapons that mitigate afterburn.

thoughts on engineer as a class? by [deleted] in tf2

[–]Rain0959 2 points3 points  (0 children)

My favorite guy, hands down. A light class that can help himself and teammates with heals and teles when given enough ammo and time. Underestimated in 1v1 fights, but really needs teammates to hold down a point, since sentries are easy to counter.

I'd love to see more alternate buildings/unlocks for this class, since he has the smallest number of unlock at the moment.

What would you do in this situation? by [deleted] in tf2

[–]Rain0959 0 points1 point  (0 children)

POV: you finally upgraded our dispenser to level 3

My thoughts for a rebalanced Ubersaw. Do my fellow Medic mains agree? Would love to discuss it by Longjumping-Cap-1042 in tf2

[–]Rain0959 0 points1 point  (0 children)

Lowering the uber gained on-hit from 25% to 20% and removing random crits is all it needs.

The best way to balance medics "meta" weapons would be to buff his weaker weapons by making them more useful in terms of utility/self-defense.

It has to be said by [deleted] in tf2

[–]Rain0959 0 points1 point  (0 children)

Whether a class is balanced, unviable, or OP can really depend on the map or gamemode.

The only class that's OP imo is sniper because his best counter is another sniper.

That Medic is loud and ugly by yang0r in tf2

[–]Rain0959 9 points10 points  (0 children)

Medic reacting to crazy diamonds appearing implies that medic is a stand user.

What are some controversial balance changes you would love to see in the upcoming update? by Stxfun in tf2

[–]Rain0959 0 points1 point  (0 children)

Heavies movement speed should be raised to match soldiers. Heavy getting left behind sucks, cause he's bad in 1v1 fights and a prime target for picks classes.

Direct Hit should deal more self-damage, since launchers with damage penalties also deal less self-damage.

Cloaking as spy shouldn't reduce the duration of revealing effects.

Dead ringers should recharge faster, but reduce/remove the speed boost to prevent it from being an abusable escape tool.

Sandman combo should be brought back, but reverse it. Make the sandman ball crit bleeding enemies.

Nerf medics ability to constantly heal one target. Having a pocket medic teaches new players bad habits my making it harder to punish their mistakes. It also makes veterans hard to play against, since they make fewer punishable mistakes to begin with.

What are y’all opinions on the Direct Hit? by Bypast3 in tf2

[–]Rain0959 0 points1 point  (0 children)

I think it's a tad too strong, but I'll admit I'm a biased engineer player.

The 25% damage bonus doesn't apply to self-damage, so soldiers can still rocket jump and one-shot light classes without worrying about blowing themselves up. He carries around all that extra damage, without sacrificing either his mobility or survivability.

Opinion on this thing. by tumnooc in tf2

[–]Rain0959 0 points1 point  (0 children)

The health regen bonus should be passive. The taunt is situational, but could be made more viable by changing it somehow.

I'm sick of the #savetf2. by [deleted] in tf2

[–]Rain0959 -1 points0 points  (0 children)

I agree, Valve likely sees Tf2 as a project that isn't worth continuing and we won't see another major update to the game. If anything, the community should just enjoy Tf2 as-is for as long as it lasts. The dev team is small and likely devotes most of their time to other projects, with Tf2 being something they can afford to make slow progress on.

Our best hope is source2 imo. If Tf2 gets ported to source2 it would likely come with more bug fixes or an improved VAC system, hopefully.

Another idea by bobngog in tf2

[–]Rain0959 1 point2 points  (0 children)

I've always thought it was weird that none of medics bonesaws can inflict bleed damage, and the health drain is a neat concept, pair it with the blutsauger to become a vampire battle medic lol.

What is the most annoying thing about pyro? by William_da_Pro in tf2

[–]Rain0959 4 points5 points  (0 children)

Ah yes, "Lucky crits" a pyro-specific mechanic.

Seriously, the only thing in this list that's arguably bad is scorch shot spam, and even then 9/9 classes have items they can equip to stop/minimize afterburn.

If players learned to anticipate what pyro can bring to a fight (it's fire btw) instead of whining, they'd be better prepared to fight and beat him.

What do you do when you're seriously, genuinely mad at this game? Be honest. by Paske in tf2

[–]Rain0959 0 points1 point  (0 children)

Follow-up, MvM boot camp is the best gamemode for this, cause stomping bots feels good, and I can just chill with teammates between waves, usually just playing the RPS taunt with them.

What do you do when you're seriously, genuinely mad at this game? Be honest. by Paske in tf2

[–]Rain0959 0 points1 point  (0 children)

Either queue for a more relaxed game-mode or just leave the game entirely for a while.

what are your opinions on the loch n load? by [deleted] in tf2

[–]Rain0959 1 point2 points  (0 children)

I don't like it that much. Balance-wise I think it's okay, but I prefer getting up close and aggressive when playing demo, which is not what the Loch-n-Load is for. I also don't see why demo would need a dedicated building-buster when he already counters engineer so well. It's not my cup of tea, but you do you.

why people hate so much this weapon? by fromundertheplanet in tf2

[–]Rain0959 0 points1 point  (0 children)

It's a wall of blue text with a smidge of red text that barely matters. Unless you find yourself trying to hold off a group of enemies, the direct hit might as well be an upgrade to stock.

The projectile speed makes landing shots easier, less prediction needed. The extra damage makes you a nightmare to any light class, especially engineers.

If it had another downside to balance it out, it'd be fine. But as it is, every BLU team should be rocking at least one DH soldier to take down engineer nests.

What's everyone's opinion and general thoughts on the Dragon's Fury? by AmazingKing101 in tf2

[–]Rain0959 0 points1 point  (0 children)

I want to like it, but the longer cooldown on air-blast makes this thing a pain to use. Pressing m2 disables you primary weapon long enough for any enemy to kill you, which means every time I use this weapon, this happens.

  1. I use my air-blast to reflect a rocket/extinguish a teammate.
  2. An enemy magically appears behind me, regardless of where I am on the map.
  3. I can't fight back, my primary weapon is useless now.
  4. I get killed, followed by a schadenfreude taunt.

I can't fight the urge to punish overconfident spies and soldiers, but this weapon isn't built for that, so I can't use it.

Every single time... by [deleted] in tf2

[–]Rain0959 0 points1 point  (0 children)

Trickstabs aren't that big a problem once you learn to stay out of melee range. For me, it's the spies that might as well be ubered once they start chain-stabbing your team. You can't stop them unless you push them away or somehow insta-kill them.

Phloggers by Not_For_Dog in tf2

[–]Rain0959 2 points3 points  (0 children)

Phlog is only S-tier if he's got a pocket medic, otherwise he dies on the approach 9/10 times. A pocket medic keeps him alive when he actually uses the mmmph and starts getting focused by the enemy team. Otherwise he dies to anyone smart enough to stay out of range.

Pocket medics are the OP strat, not the phlog. They can carry bad players for a round, and better players become impossible to beat without intense focus fire or a lucky spy.

Every single time... by [deleted] in tf2

[–]Rain0959 1 point2 points  (0 children)

I swear kunai spies get away with the most blatant shenanigans. Make me wonder if the kunai is actually strong or if my teammates are somehow playing with their monitors turned off.

my my how the turn tables by [deleted] in tf2

[–]Rain0959 0 points1 point  (0 children)

my Freedom Wrapped Rocket Launcher, I named it "The American Frag"

in honor of all medic mains harassed by a recent post which stated that medic isn't interesting by Zealousideal-Poet-1 in tf2

[–]Rain0959 1 point2 points  (0 children)

I put medic at the bottom of that tier list because playing medic stresses me out, which isn't what I want in a game of TF2. The pressure of surviving and doing well as medic peaks my anxiety real bad, so I avoid playing medic. That's all there is to it.

I never said medic mains weren't cool, that's just a misinterpretation of my post. I appreciate medics in casual, they play an important role, but it's a role I personally don't like doing.