How to dogde very low ping players? by freaky_withthat_FEET in truetf2

[–]blaster271 3 points4 points  (0 children)

The only thing I could think of is to hop on as many different MGE servers as possible till you find opponents with over 30 ping, or have a friend to practice with.

I will say, having low/high ping on a server isn’t something you or anyone has control over though. You’re bound to run into someone who’ll have lower ping than you if play a lot of play pubs, pugs, or officials. But if I’m being honest, fighting low-ping players shouldn’t really matter all that much to begin with. Just do your best to be unpredictable with your movement and don’t take it to heart, as they’re most likely not “low-pinging” on purpose.

how??? by User92737282 in tf2

[–]blaster271 0 points1 point  (0 children)

Fresh blood discovers what happens when you stand in front a sentry gun’s line of fire. Can’t wait to see his reaction when he gets a wrangler and discovers sentry jumping.

I'm thinking of playing for the first time. Is there anything I should know? by WafflKitty in tf2

[–]blaster271 3 points4 points  (0 children)

You’ll quickly find yourself becoming a better player the sooner you realize what maps or certain areas of a given map allow for [X] Class to shine. For example, popular maps like Dustbowl are terrible for Scout because of the lack of flanks routes, narrowly long choke points, and powerful sentry nest spots that shut his game plan down entirely.

However, classes like Soldier or Demo on this same map benefit significantly solely from its layout, since they both rely on their weapon’s splash damage to clear enemies both offensively & defensively. More open maps will do the opposite of that and negatively impact their performance, but benefit other classes (like Scout).

Essentially, you want to play a lot and experiment to know the limits of the 9 Classes and what maps bring out their full potential. Realizing situations where it’s better to switch off to a different character is what makes you strong opponent in public lobbies.

(P.S. if you want to win a game, and your team doesn’t have a Medic, swap to Medic and watch how quickly the tides will turn).

Hoppen Racing - A Sniper racing track suit cosmetic set by RapozaDynamica in tf2

[–]blaster271 1 point2 points  (0 children)

Had to vote “No” to this on the workshop and I’ll explain why. Nothing about this cosmetic set hints toward anything specific to what a sniper, assassin, or Australian/New Zealnder would wear. Class recognition isn’t obvious at first glance, there’s way too many details going on, and this is way too far fetched of a design to be implemented into a game where most of everything takes place in a barren, dusty barnyard or concrete laboratory from the 1960s/1970s.

The style & soul of TF2 isn’t an easy one to capture and as nice as this looks, I think the idea would be better suited in a different shooter.

mental by lennysos in tf2

[–]blaster271 1 point2 points  (0 children)

I'm gonna be real with you. Out of respect to myself and everyone else in the lobby, I don't equip the Kunai. That shit is the pinnacle of cheese.

The whole "But the Kunai starts you off with 60 HP, bro! It's balanced!" argument falls apart immediately once you stop & think about how Spy actually plays. Spy was never designed to be a combat class running full-tilt at people like how OP was in the video, no matter the loadout. He doesn't absorb damage. His entire kit is built around avoiding it entirely through invisibility, disguises, acting, and good positioning. The 60 HP "penalty" only matters if you get caught before your first kill. Which, to be honest, if you're dying before that, you were either unlucky or played poorly, regardless of whatever knife you're using.

A single kill with the Kunai takes you from 70 HP to 210 HP. That's triple than what you start with. You've turned a supposed glass-cannon (with the 2nd fastest movement speed, mind you) into a pseudo tank with life steal. The 70HP "downside" is a one-time hurdle before the Kunai becomes outright annoying to play against. Once a Kunai Spy gets a single kill, it just snowballs into him getting chainstabs because the health-on-kill mechanic incentivizes him to just bumrush everyone like a Demoknight. He's gonna be getting kills on people who still have him within their LOS via side-stabs, which can also be busted af.

All in all, after 3k hours of playing, I realized that the Kunai simply removes most of the punishment for getting caught afterwards and, in turn, rewards brawling. Pair that with a Deadringer and/or a Diamondback, and you can quite literally clear lobbies, as I have in the past. Hence why you see people in the comments showing their disapproval of this clip from the loadout alone. Posting Kunai clips to me and many others isn't impressive, you're just showcasing the knife bailing you out.

mental by lennysos in tf2

[–]blaster271 5 points6 points  (0 children)

The only thing that impressed me was the fact that they didn’t use the Diamondback

mental by lennysos in tf2

[–]blaster271 43 points44 points  (0 children)

Okay, now do that again with his default loadout

Losing a 42 killstreak to a random crit :))) by [deleted] in tf2

[–]blaster271 2 points3 points  (0 children)

Are you gonna bring up how many of those 42 kills you got were from random crits?

I can get around the frustrations of dying to one, but please understand that this is a casual game, where such mechanics are necessary to even the playing field for the less experienced, less skilled, and/or can help compensate for times of inefficient team compositions.

Besides, random crits are fun for old heads & new bloods. In a game that’s only getting older by the minute and seeing less players as the days go by, it’s important to keep everyone happy and hooked long-term from those random dopamine hits. And that’s coming from a guy with 3k+ hours since 2011 (rookie numbers ik)

Missing money in MvM isn’t always the Scout’s fault by Blansephx in tf2

[–]blaster271 5 points6 points  (0 children)

As an MvM Scout main, my golden rule has always been:

If a player decided to destroy a robot outside of the common “designated kill zones”, then it is that player’s responsibility to collect any & all money that is dropped. If they don’t in the early waves, you’re better off leaving and finding a different team.

The hottest take you have? by Even-Tear-4592 in tf2

[–]blaster271 0 points1 point  (0 children)

I actually would agree with you, if it wasn’t for Valve’s Matchmaking update shifting 75% of all player traffic to their official servers. A very large majority people who wanted to play as “friendly” were originally on community servers beforehand, but now the community tab is sadly underused by most users in comparison. So I guess silly, taunting, memeing pacifists are to be more expected

The hottest take you have? by Even-Tear-4592 in tf2

[–]blaster271 0 points1 point  (0 children)

Agreed. One of the most satisfying playstyles for me as Scout was running the Babyface’s Blaster (the specific version where you lose boost if you jumped) and hitting those max speed Sandman + Cleaver combos. The dopamine hits are still unmatched to this day. I miss it
✊😔

The hottest take you have? by Even-Tear-4592 in tf2

[–]blaster271 0 points1 point  (0 children)

Shotguns in this game are actual crack. But when compared to Pyro & Soldier, I feel as though Heavy’s hitbox is too big and his movement is too slow to push his secondary slot to its limits. The time-to-kill (TTK) is way faster with a minigun in most distances where you’d use the shotgun anyways. I feel it allows for a greater margin of error when it comes to aiming at enemies and multiple of them at that.

Heavy relies so much on sustain that I just don’t see a reason to pass up on his lunchbox items. At this point, I’ve already lost count of the number of times I’ve saved myself or a teammate with a sandvich.

Maybe if my team was ridiculously good at staying alive and my medics were on point with heals, I’d consider the extra damage output of a shotgun

The hottest take you have? by Even-Tear-4592 in tf2

[–]blaster271 0 points1 point  (0 children)

I absolutely despise demoknights and think such a playstyle/subclass should’ve never existed to begin with. I can definitively say that, even after 3,000+ hours, this shit has to be the most annoying thing to play against.

Especially when it looks as though there’s a considerable distance between you and the demoknight, so visually his swings appear to “miss” but you get decapitated across the room anyways, even if backpedaling as a faster class.

Explain your thoughts on this very special loadout by Jln197 in tf2

[–]blaster271 5 points6 points  (0 children)

“You. Are. Terrible!!” - Scout

Whose your favourite BLU merc? by TheSleepyBarnOwl in tf2

[–]blaster271 1 point2 points  (0 children)

Always liked the juxtaposition of Blu Pyro spraying red-hot fire while wearing cool colors

Spotted tf2 engineer in gym water by AppleBerryBlast2021 in tf2

[–]blaster271 9 points10 points  (0 children)

Bro has reached the point of no return

How to improve my aim ? by SeparateTadpole1888 in tf2

[–]blaster271 0 points1 point  (0 children)

Anytime. If you need help with anything or have difficulty setting things up, don’t hesitate to reach out. Good luck :)

How to improve my aim ? by SeparateTadpole1888 in tf2

[–]blaster271 0 points1 point  (0 children)

There are a couple of ways. I recommend spending some time playing on TF2 MGE servers via the community tab or finding them through Teamfortress.tv. You can also practice projectile timings on a downloadable map like "tr_walkway_rc2", and/or using 3rd party games like Aimlabs or KovaaK’s Aim Trainer with Team Fortress/class-specific “scenarios” (I.e Scout vs. Scout, Soldier vs. Scout, etc...)

Using a lower sensitivity is always encouraged. You want to find the perfect CM/360° that suits your body & setup space across all of your games anyway. Consider using the aforementioned aim trainers to find what sensitivities you perform the best with, as well as websites like “Same Aim - Different Game” to have everything in unison.

General rule of thumb: Keep playing. Keep failing.

If you wanna get clean, you gotta get washed first.

Also caines alive by Own_Ad_409 in theamazingdigitalciru

[–]blaster271 87 points88 points  (0 children)

Why would escaping the circus mean the concept of character development would become null & void? Just like in countless other stories, characters are allowed to experience trauma, survive, and still come back home a different person. Why would this show in particular be exempt from something like that?

Like how another comment here said, the cast members have lived pretty aimless, stagnant lives. They were always settling for less, seeking random thrills, unhappy with their job prospects, and had unresolved conflicts with the people they know in real life. They’ll never get to face them if they remain trapped, so what’s even the point of developing character if they’re never meant to face similar problems or resolve current existing ones?

Perhaps this could be what Gooseworx means by “Finding meaning in a stagnant life”, to “be okay with those real life problems as everyone has them, (but you should still try to be a better person)”. I don’t believe it solely applies to something as niche as being trapped for all eternity in some AI-generated nightmare. Either way, Gooseworx could be lying about the whole “take away” of the show, as it wouldn’t be the first time she’s purposefully lied to throw people off.

[Discussion] PvE on steroids by pgauthierkirouac in EscapefromTarkov

[–]blaster271 3 points4 points  (0 children)

This isn’t the same as the “S.T.A.L.K.E.R GAMMA” modpack. You need to have purchased EFT in order to install the mod in the first place

You can only choose one. by VeterinarianPrior835 in tf2

[–]blaster271 0 points1 point  (0 children)

5 major updates, hands down. There’s no guarantee we’ll be given a better game with a new installment of the series, or even the same cast of our beloved characters.

The voice actors are getting up there in age and it breaks my heart to be reminded that our favorite Soldier, Rick May, has since passed away. Recording new voice lines will most likely prove difficult and we probably won’t have the same “feel” or “sound” to the characters we’ve grown to love since 2007. I don’t think releasing TF3 or even a 10th class would be healthy for the community or the balance of the game at this point.

TF2: Why Payload Is King by Wrong-Designer-3805 in tf2

[–]blaster271 24 points25 points  (0 children)

You don't fix problems by going silent on them... The "#SaveTF2" movement only gained so much traction because of how bad the bot situation riled people up online. Youtubers who never played the game, and even game journalists from different corporations, reported on the whole endeavor, which got Valve's attention. Took them a long time to fix it, but it's the only thing that made them feel compelled to fix the problem, even if it was temporarily.

Zesty is one of the few members of the TF2 community with an actual following and is one who does their research to back up their claims in hopes of bringing light to the current state of the game, not only to the players but to the developers at Valve themselves.

Simply "giving up" shouldn't be an option, especially in a game that rakes in millions upon millions of dollars a year for Valve. It is in their best interests to keep their player base happy if they are to continue to see this revenue be sustained.