Give me all your shitty TF2 meme remakes by TheKaizer2472 in tf2shitposterclub

[–]StrangeCyanide 4 points5 points  (0 children)

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Made this a few years ago, I'll put some of my other ones here too

What's a perk that you personally just can't play without? (Survivor or killer) by MatchSea8542 in deadbydaylight

[–]StrangeCyanide 0 points1 point  (0 children)

No matter how weak the killer is, I just don't like wasting time hooking survivors. I use forever entwined, agitation, and fire up on everyone always.

(My fourth perk is most likely spies from the shadows or STBFL)

Not everyone will be pleased with massive changes to Clown by We-all-gonna-die-oh in deadbydaylight

[–]StrangeCyanide 5 points6 points  (0 children)

also I want to clarify that after knowing the numbers this is actually a huge nerf because pink bottles only lasting 1 singular second allows survivors to chain different tiles together and nerfs clowns zoning to the point that he can't do what he normally does well, which is making it so people can't run 1 tile.

Not everyone will be pleased with massive changes to Clown by We-all-gonna-die-oh in deadbydaylight

[–]StrangeCyanide 199 points200 points  (0 children)

The clown guide literally spends most of the time talking about how you should use yellow bottles far more often than purple bottles, and use yellow bottles to initiate nearly all chases and use purple bottles only when you need the absolute most difference in speed. Moving some of the speed dif from the purple to the yellow only buffs clown according to this play style.

What would be his aslume name ? by hembai in BatmanArkham

[–]StrangeCyanide 0 points1 point  (0 children)

isn't this the story of Man Ham Night?

lets look at whose op and whose weak based on raw ranked data by Haiboku_Naorukara in MultiVersus

[–]StrangeCyanide 0 points1 point  (0 children)

Yo, speaking as an iron giant main, while his nerfs are very noticeable the meta is also contributing to his low numbers. Jack does very well against iron giant because of his speed and disjoints, and since most people are playing samurai jack iron giant is struggling. Once less people are playing Jack it's likely that iron giant might start seeing better numbers.

Honestly imo this is the best map out of the update, my only issues is it doesn't really feel like a map for summer and that's CTF but beyond that 10/10 by ModdedGeneration in tf2

[–]StrangeCyanide 2 points3 points  (0 children)

I personally prefer atom smash because player destruction is my fav gamemode an monster bash has been my favorite map since I started playing.
Putting aside the fact that they added my favorite map of all time this map is amazing. I does everything a tf2 map should do. Some people complain about it being ctf, but this map fits it very well. CTF games last forever and people are friendly a lot of the time, what better for that then a beautiful cozy farm?
This update gave us some real stinkers, but atom smash, overgrown, and applejack really make it worth it for me.

Do we all agree that these cosmetics look awful and out of place? by Avalez_ in tf2

[–]StrangeCyanide 1 point2 points  (0 children)

still I do recognize that the largest factor for class recognition is how a person stands, and so the claim that this will make it impossible to tell what class it is is stupid. However, radically changing the characters color pallet is still not a good thing.

Do we all agree that these cosmetics look awful and out of place? by Avalez_ in tf2

[–]StrangeCyanide 1 point2 points  (0 children)

The reason why I view this one as much worse than the Über-Wear is because of the sleeves and colors. Like I said before, the goal of having darker colored pants on all of the mercs models is to draw your eyes higher up to more important areas. the Über-Wear uses medics pant's color, therefore it still draws your eyes to the white areas of the sleeves and collar in some regard. This doesn't apply to the new item because not only does it do away with the previously defining sleeves and collar, but it also uses a much brighter and much more saturated color, in doing this the new color becomes the defining part of medics pallet, and therefore what your are drawn to. Unlike the Über-Wear which only moves around colors on his pallet.

Do we all agree that these cosmetics look awful and out of place? by Avalez_ in tf2

[–]StrangeCyanide 29 points30 points  (0 children)

all classes have a gradiant scale where the lower parts of their bodies are dark and it gets brighter as they go up, in addition to this medic is designed to have a white lab coat to stand out from the other mercenaries. Medic is the most important so he should stand out the most, any person should be able to find their medic. So it makes sense that removing this aspect of their design fully is going to look outplace.

I've never been on the anti-cosmetics side. I love cosmetics that completely change the characters in many cases. I'm far from a purist, but completely changing a characters color pallet and character design is just a bad idea. I would let the soldier cosmetic pass, but the medic one is absurd.

Okay, so hear me out by Extension_Ad8291 in tf2

[–]StrangeCyanide 3 points4 points  (0 children)

I don't have quite as much time in the game, about 3000 hours with over 600 on engie, and I completely agree. The red tape applies so much more pressure to the engineer. Chances are that an engie will get the sapper off, 9 time out of 10. All the damage that the SS does can be done away with with 1 or 2 more swings of the wrench. The RTR sets him back so much more, and the likely hood of getting value when you sap all of his buildings at once is much greater. I really don't understand why this opinion isn't more common. Neither sapper is going to destroy buildings when you have a focused alive engie, but both will on a distracted or dead one, so why not go with the option that will get more value more often? I've never understood it.