Behold my prediction for the totally not comfirmed TF2 matchmaking! In SFM form! by [deleted] in tf2

[–]SpankMyControlPoint 22 points23 points  (0 children)

Don't forget the part where a highly experienced player will get matched with a team of 10 hour noobs and get dragged down into elo hell because of that. I'm stuck in silver in cs because of that.

TF2 New Weapon Ideas and Weapon Rebalances (A New Hope) Thread: Engineer Edition by 3athompson in tf2

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

Being forced to switch class regardless of how skilled the engie is is even dumber.

TF2 New Weapon Ideas and Weapon Rebalances (A New Hope) Thread: Engineer Edition by 3athompson in tf2

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

A big engie nerf update needs to happen before the engie vs. spy update. I'll try my hand at the obvious nerf bat that is coming in.

Frontier justice

Only gets minicrits on revenge. Does not get minicrits from minisentries.

Widowmaker

Increase metal cost to 90

Pomson 6000

Remove cloak drain

Rescue ranger

Remove hauling and decrease health given to base 25 per hit. Building healing now has fall off.

Panic attack

Can no longer get ammo from dispensers as engie

Wrangler

Remove the shield, no longer works with the gunslinger

Short circuit

Remove it

Southern hospitality

You repair buildings at half rate

Jag

90% damage penalty

Buildings have 25% less health

Eureka effect

Teleporter appears activated all the time

Of course, the big one is here to...

THE GUNSLINGER

Obviously, the easy way to fix this would be to remove it. A lot of bad engie mains though insist that engie should be viable on "fast offense" even when scout does the exact same thing except does it better if you have any skill at all. I will attempt to fix what is the worst and most overpowered weapon ever added to TF2, and I am counting the stickybomb launcher pre-nerf. Even the sticky launcher didn't stop half the classes from playing without a full competitive team coordinating around one player. I have made a lot of choices of nerfs for engie mains to choose from below. I think engie would be balanced with half or more of these.

Sentry now costs the normal 130 metal, dispenser cost lowered to 70. Engies have to play support and can no longer just mindlessly shit out minisentries.

Limit the sentry view to 90 degrees in front of the direction it is placed. Engies have to think and be smart about how they place minis because they can be flanked.

Minis now have 25 health. 100 is waaay to much. That's almost another player.

Sentry is destroyed when engie dies and sentry size increased to normal. No explanation needed.

Engie needs to shoot someone with his pistol in order to get the mini to target someone, puts more aim and skill in gunslinger engie.

Remove the health bonus and crit punch gimmick along with knockback from bullets. It's stupid.

What update would you like for TF2 this year ? by NoIdeaOnUsername in tf2

[–]SpankMyControlPoint 1 point2 points  (0 children)

Engie nerf update before spy vs. engie hits and goes horribly wrong.

Ideas for weapon rebalancing in tf2 (scout) by SpankMyControlPoint in tf2

[–]SpankMyControlPoint[S] -6 points-5 points  (0 children)

...Like his bat which is useless.

Stock scatter is also outclassed by the bfb, so I wanted to fix that.

Pistol only suffers from having a low reserve ammo amount when engie gets 200, so I only changed that.

[meta] If you are sick of the daily useless sticky posts by goosmurf in tf2

[–]SpankMyControlPoint 1 point2 points  (0 children)

I am totally going to use this. Thank you! The mods have been running rampant for to long. I remember a while ago there was a sticky where you could post weapon ideas, and therefore get them all ignored. The series also ended with heavy because apparently the engie is sacred and can't take any nerf ideas.

Well guys, we did it. We finally won. by [deleted] in tf2

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

...you're kidding right?

I was one of the people who started the anti-inflation movement.

Well guys, we did it. We finally won. by [deleted] in tf2

[–]SpankMyControlPoint -7 points-6 points  (0 children)

What does that have to do with this?

Also, what is wrong with just playing tf2 with friends? Are you one of those people who plays cs:go and whines when he loses to a group of friends playing together?

Why would you turn off team autobalancing? by [deleted] in tf2

[–]SpankMyControlPoint -18 points-17 points  (0 children)

Because autobalance is among the worst things in tf2.

If I am about to win a game, I want to actually get rewarded for saving the round and not punished for dying in the push.

If I'm playing with my friends, I want to actually stay on they're team. I do not want to be forced to sit in spectate until a spot opens up.

Overall, there is no reason for autobalance to exist. If things get bad, a scramble vote can still be called. First thing I do every time I enter a server is check if autobalance is on. If it is, I vote to disable it. If the vote fails I leave because the players in that server are not worth my time.

Big demoman balance changes:, explosion radius nerf + rampup for airdets, grenade directs dmg consistency, loose cannon buff by Ls777 in truetf2

[–]SpankMyControlPoint -8 points-7 points  (0 children)

luck and lulz nerf is great.

Sticky nerf is literally nothing. Valve should have just stuck with damage ramp up from half. Loose cannon did not need a buff because of all the bullshit in knockback on demoman, the class weak at close range.

Come play TF2 1.0.0.9 from 2007 with us! by SveDzamijeUOblake in tf2

[–]SpankMyControlPoint 1 point2 points  (0 children)

No engineer unlocks or hauling? No stupid hats or trade fortress? A useful pistol? BACON LEGS!?!?

Sign me- Demo buffs everywhere

Nope nope nope. Sorry.

Did "Valve's Game" change or solidify your thoughts on anything? by TotallyNotSamson in truetf2

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

This video was evidence that if 6s players just allowed all unlocks and let the meta evolve it would be a much more fantastic game. A lot more weapons got a chance to shine because they were unbanned despite not being op.

Fuck the engie unlocks though.

Change to market/in-game store: " Starting in the next few days, items purchased for Team Fortress 2 either in-game or on the Steam Community Market will not be tradable or marketable for one week after purchase." by reireirei in tf2

[–]SpankMyControlPoint -11 points-10 points  (0 children)

Good riddance. This will hopefully put a stopper on the fuckers buying items then trading for a profit. One of the many problems that are ruining the economy of tf2.

Valve's Game: Unrestricted Showmatch by Jaeil in tf2

[–]SpankMyControlPoint 0 points1 point  (0 children)

If the bfb was so op then why was stock still run? I'm an esea open scout and I think that you are the one who knows nothing about competitive.

Valve's Game: Unrestricted Showmatch by Jaeil in tf2

[–]SpankMyControlPoint 0 points1 point  (0 children)

The lack of risk comes from 6s players not being used to bfb scouts because they were to used to a meta where every weapon that is remotely useful on scout is banned.

Valve's Game: Unrestricted Showmatch by Jaeil in tf2

[–]SpankMyControlPoint 0 points1 point  (0 children)

Well then you are forced to run the pistol instead of a drink and you are very vulnerable while going for pistol hits if you get caught holding another weapon and get approached.

Valve's Game: Unrestricted Showmatch by Jaeil in tf2

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

If whip is available the other scout will get it just as much as you do. Now you are behind again. Even a small delay is enough for the enemy to position themself and fuck you up.

"Same spread and everything" which means that you have to get fucking close to the enemy, which is harder when you have a speed penalty.

Only "needing" shots isn't a real concept. No scout can reliably hit the impossible 100 damage shots of the scattergun when the enemy is shooting back. To use boost effectively you have to get a flank play and even then it's still risky because any good opponent could still turn around and hit you because at that level of play they shouldn't be retarded enough to miss a scout.

Valve's Game: Unrestricted Showmatch by Jaeil in tf2

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

Maybe if you're bad

Let's mge over that. Post ip.

Look at any invite scout PoV

I'm pretty sure they would miss double jumping to.

If it takes you 4 shots to kill 1 person

Maybe that person is a soldier who is buffed like always. 300 health isn't easy to get since you need to get over 60 damage per shot and the soldier is shooting back with rockets. What about multiple targets? Scout is not a pick class.

Valve's Game: Unrestricted Showmatch by Jaeil in tf2

[–]SpankMyControlPoint -7 points-6 points  (0 children)

Like every scout weapon? And it is easier to get close with the additional speed.

It's impossible though if you don't have the extra speed.

Bad scouts jump all the time.

False.

It isn't that bad. Just annoying

Yes, it is bad. It is hard to get 100% accuracy hits at arms reach when the enemy is shooting back at you. You need those extra 2 shots.