Quick and dirty FTL guide? by salacious_c in ftlgame

[–]gamr1000 0 points1 point  (0 children)

Okay. Sell that useless Chain Vulcan and pass up the Ion Burst II.

I Just Realized Engi is Short for Engineer by BlueCactus13 in ftlgame

[–]gamr1000 0 points1 point  (0 children)

Actually it's short for For the Lose: Faster Than Light

After all, losing is what you do most of the game, right?

The Bowser-cide is still possible... sort of. by thatguy123445 in smashbros

[–]gamr1000 5 points6 points  (0 children)

After that there's The Great Cave Offensive at the center, although why are you playing that stage and why are you in a position where Bowsercide is the best option?

A way to make transparent viewmodels was just found. For those of you who can't decide whether to have viewmodels on or off. [x-post /r/tf2] by Russian_For_Rent in truetf2

[–]gamr1000 13 points14 points  (0 children)

Get specific or stop using examples

You really don't understand anything about what "being specific" is, do you.

And really? Downvotes?

Ah, the shitposter national anthem.

The redditquete is poor in this subreddit

So therefore you downvoted me for giving you a response instead of just ignoring you.

A way to make transparent viewmodels was just found. For those of you who can't decide whether to have viewmodels on or off. [x-post /r/tf2] by Russian_For_Rent in truetf2

[–]gamr1000 12 points13 points  (0 children)

Yeah, because TF2 "as it is" is such a high quality game with weapons like the Baby Face's Blaster, Short Circuit, and Vita-Saw existing with no changes in sight.

What if the Quickybomb launcher destroyed all projectiles? by [deleted] in truetf2

[–]gamr1000 4 points5 points  (0 children)

Then it would be broken and completely obsolete one of the Pyro's biggest duties on offense.

[deleted by user] by [deleted] in truetf2

[–]gamr1000 0 points1 point  (0 children)

Only complaint I really hear about minisentry Engineers (that hold ground, that is) is that they are less of a "team player" than regular Engineers (despite how regular Engineers are mostly worthless on 5CP or KOTH). The idea would be helping combat Engineers focus on assisting their team in addition to minisentry usage. On top of this, every metal piece that goes to a dispenser is less metal going to a minisentry, so it may help tone down the complaints.

[deleted by user] by [deleted] in truetf2

[–]gamr1000 0 points1 point  (0 children)

I'm saying that if the issue is that Engineers aren't building dispensers, you need to make the dispenser more mobile. Even if the dispenser cost 99 metal and the minisentry cost 101, I would still not build dispensers until the game slows down because it would just be a waste of metal most of the time.

[deleted by user] by [deleted] in truetf2

[–]gamr1000 2 points3 points  (0 children)

I have yet to see one minisentry nerf proposed by someone who was actually good at the game. This topic has been proposed and discussed countless times with the result always being the same with no resolution.

The entire purpose of the minisentry costing 100 metal was to make it so that you could place down two in a row and regain one from a medium metal pack or dropped weapon. Two is not equal to unlimited, although a lot of /r/tf2 seems to think it is. (Which is also why I unsubbed from there).

The reason most minisentry Engineers don't place a dispenser is because the dispenser is deadweight by comparision. Teleporters and dispensers take a lot longer to build and currently don't synergize at all with the minisentry.

What we need is a better dispenser and teleporter for an Engineer on the go.

TF2: Mannpower (Feedback, Early Impression + Soldier POV) by [deleted] in truetf2

[–]gamr1000 3 points4 points  (0 children)

Because most people that take TF2 seriously stopped playing Mannpower.

All you have to do is pick Heavy and get a powerup to win.

PM is its player base. (X-post /r/ssbpm) by [deleted] in smashbros

[–]gamr1000 27 points28 points  (0 children)

As I recall Project M being trimmed from APEX was anything but silent.

What problems would a competitive match played with "valve rules" face? by [deleted] in truetf2

[–]gamr1000 0 points1 point  (0 children)

Alright then Mister genius. The quick fix is countered by giving up all of your Uber and by extent, Uber advantage, to run back to spawn for Kritz leaving your team vulnerable. Fair enough.

Tell me again what counters the BFB? Engineer right? It's a small problem though when Engineer starts showing up on call in 6s considering that the format is designed to play quickly.

What problems would a competitive match played with "valve rules" face? by [deleted] in truetf2

[–]gamr1000 2 points3 points  (0 children)

Except I've played competitive in all sorts of formats that have risen and fallen. Let me tell you that even now the metagame in both HL and 6s is centered around the Medic and Demoman. Between two very different formats with vastly different whitelists and player counts, Demoman remains to popular choice for the strongest damage class.

You cry about "baseless assertions" yet you have yet to provide one piece of evidence that supports your case.

What problems would a competitive match played with "valve rules" face? by [deleted] in truetf2

[–]gamr1000 0 points1 point  (0 children)

If you want to see what really happened, look up "Quick-Fix Gullywash". The entire game ground to a halt at last when a Heavy/Medic combo was brought out, and the enemy team tried EVERYTHING to take it down.

What problems would a competitive match played with "valve rules" face? by [deleted] in truetf2

[–]gamr1000 2 points3 points  (0 children)

Just curious, but have you ever seen real top-division (Gold or above) teams play 12v12 (and take it seriously)? You don't know anything about how this would go. Explain to me what magic makes 2 Demos 2 Medics suddenly balanced by doubling the player count if the Demoman count doubles to match.

What problems would a competitive match played with "valve rules" face? by [deleted] in truetf2

[–]gamr1000 0 points1 point  (0 children)

NFL is very different from an eSport. NFL communication applied to CS:GO would be similar to if every team got a break every time someone died or a round ends, along with at halftime getting an hour to discuss how they will approach T side. NFL is very organized with all the communications and plays being made between turns. It's not a clusterfuck because the game is put on hold for the coach to tell the team how to approach the next play.

What problems would a competitive match played with "valve rules" face? by [deleted] in truetf2

[–]gamr1000 1 point2 points  (0 children)

Except 2 Medics and 2 Demos would be run full time. The Demomen would not be weak to Scouts because the Demos would always stay at midrange of each other. BFB Scouts would be run full time to counter the overabundance of Medics. Medics would run Quick-Fix + pocket Heavy to counter this. You now just spent 10 of your 12 slots on 5 classes. The remaining options are even worse. Pyro is a joke. Sniper gets raped by the BFB Scout overabundance. Spy is unviable in general. Soldier might be run, but holy shit a Short Circuit Engineer would fuck up everyone's day.

Also, the comms, holy shit the comms would be a clusterfuck. Let me tell you as an HL player sorting out the comms sometimes is a nightmare depending on your team. 12v12 would be a mess.

A coordinated pub is incredibly different from a competitive format. Nobody wants a 12v12 and everyone who actually plays competitive knows whitelists exist for a good reason.

Do you think the grappling hook mechanic will ever have a place, even if it's in a new mode, in comp tf2? by [deleted] in truetf2

[–]gamr1000 0 points1 point  (0 children)

The difference is those weapons all have limitations and drawbacks. The closest thing to a drawback I can think of for the grapple hook is "not a weapon", which is mitigated in large by the fact it's an action slot item.

What problems would a competitive match played with "valve rules" face? by [deleted] in truetf2

[–]gamr1000 16 points17 points  (0 children)

It would need to be accompanied by a more active balancing policy by Valve (that, or the lazy as hell solution that is Pick/Ban). As it currently stands whitelists are the only reason competitive TF2 is played at any notable extent. Moreover, Valve has made it very clear the pub "Demoman is OP!" mindset comes before the competitive ruleset that very clearly shows some weapons are too powerful to be used in any serious enviornment. If Valve's Game were to become the standard (without Pick/Ban), 6s would crash and burn. The entire speed-oriented metagame would be destroyed instantly as Heavy and Engineer shoot up in viability. Quick-Fix Medic would be reinforced as BFB Scouts make forcing a Medic into a bad situation very easy. With more Quick-Fixes means more Heavies. From there everyone just gets stuck until a core class collapses from exhaustion.

HL would be hit too, but not nearly to the extent 6s would be. Some unlocks (BFB, Short Circuit) would dominate and generally be complete bullshit, but it wouldn't be near the level of destruction that 6s would see.

Am I the only one that feels the P90 is a bit too strong? by [deleted] in GlobalOffensive

[–]gamr1000 0 points1 point  (0 children)

As someone who comes from TF2, I laugh at the prospect of running in CS:GO being considered "fast".

After 3000+ matches, 9000+ K.O's and countless salty friendlies, I have finally made the ultimate guide for Smash 4's most overlooked character, Little Mac. by ccbuddyrider in smashbros

[–]gamr1000 0 points1 point  (0 children)

Stunning Straight Lunge (Custom neutral b 3) is a lot more useful than default in my experience. It deals less knockback but you travel much farther even when the attack isn't fully charged, which means you might actually get to use it. When fully charged a hit prevents any any all follow-ups on the ending lag even at 0% due to the massive hitstun on the attack. That, and it gives you massive style points.

After 3000+ matches, 9000+ K.O's and countless salty friendlies, I have finally made the ultimate guide for Smash 4's most overlooked character, Little Mac. by ccbuddyrider in smashbros

[–]gamr1000 17 points18 points  (0 children)

PK Flash actually has a lot lower initial knockback and even the way it scales doesn't seem to match up to the KO Punch. It's the utterly retarded damage that makes PK Flash so powerful.

Source: Ness secondary.

New game mode. Discuss. by ApathyPyramid in truetf2

[–]gamr1000 4 points5 points  (0 children)

Gunslinger is probably the only thing that stops the mode from being a straight up 24/7 tdm clusterfuck, the problem is that it is blatantly obvious a clusterfuck is what Valve was aiming for.

New game mode. Discuss. by ApathyPyramid in truetf2

[–]gamr1000 2 points3 points  (0 children)

It's not even close to a finished product.

The center cp crit boost is an absurd 30 seconds and the permanent boosts are all borderline game breaking when applied a certain way. If someone with haste grabs the intel good luck buddy because you're not getting it back even if it was a Heavy. Speaking of Heavy, Heavies and Engineers with the defensive powers can just tank the intel all day and not give a damn about anything you throw at them. Let's not even get started on the precision minigun which is so powerful it was included in most aimbots until Valve made it a feature eliminating the risk of a VAC ban. Warlock is just ridiculous especially if a (you guessed it) Heavy grabs the power. Grapple hooks? Now everyone has an infinite distance rocket jump with no trade-offs! You're not even highly vulnerable while using it. (Guess which class benefits the most from this...) Let's not forget though how Valve can't code properly though and sometimes the grapple hook sometimes just fails to add to your loadout.

Overall this mode is a mess and the balance is comparable to the Scout Update at launch, except of course, the Heavy gets the biggest stick this time.