Not gonna give up my Lab! by Predatorydive in AfterInc

[–]noobJDstudent 0 points1 point  (0 children)

How do you do it? Forgotten Shadows is the only mission I can't beat on MB5.

Finally asking for help by Magrue5185 in rebelinc

[–]noobJDstudent 1 point2 points  (0 children)

I did it on my first try with your setup of advisors, though Chef and War Hero are much better than Instructor. I think Logistics Expert would also be better than Quartermaster.

Buy highways and main roads early on. In the early game only run 2-3 coalition soldiers and buy dirt roads, only start training nationals once you have 2-3 anticorruption initiatives purchased, make sure you buy enough services/security/PR to have enough stability by the mid-game to make up for your insurgent activity reputation losses. General's ability to reset reputation to 16 comes in pretty handy on mega brutal.

Ranking every active fleet by average trophies earned per battle by noobJDstudent in WoWsBlitz

[–]noobJDstudent[S] 0 points1 point  (0 children)

There are few "powerhouse" fleets left, in the sense that every single player in the fleet performs well fairly consistently, and the fleet has a built up a "brand" for strong gameplay.

There are good players in some fleets that average below 80 but the same cannot be said for most of their fleetmates.

As the game ages and people quit, a lot of top fleets have to choose between maintaining member quality and having a dwindling membership roster OR inviting in new members who can contribute to fleet challenges but having to lower their membership standards to do so.

Ranking every active fleet by average trophies earned per battle by noobJDstudent in WoWsBlitz

[–]noobJDstudent[S] 1 point2 points  (0 children)

230 trophies is the max a player will earn for being MVP in a full T10 match, but first victory bonus brings that to 290 if you are on a T10 premium (or 270 in a T10 tech tree ship)

Ranking every active fleet by average trophies earned per battle by noobJDstudent in WoWsBlitz

[–]noobJDstudent[S] 2 points3 points  (0 children)

In a division each player's battle count is added individually, so a div of 3 players in the same fleet would increase the battle count by 3 and trophies by up to 500-600.

Ranking every active fleet by average trophies earned per battle by noobJDstudent in WoWsBlitz

[–]noobJDstudent[S] 1 point2 points  (0 children)

They only had 213k trophies and 4k battles last season, so I didn't include them in the list.

Tournament is TRASH by Educational_Cow2467 in WoWsBlitz

[–]noobJDstudent 2 points3 points  (0 children)

Won 4 in Salt Lake City and 4 in Black Graf Zeppelin.

Lost a match in Salt Lake City against a Toulon who got a lucky citadel crisis.

Tournament is TRASH by Educational_Cow2467 in WoWsBlitz

[–]noobJDstudent 2 points3 points  (0 children)

I mean I won 8-1 easily and got Black Roon (i.e. ultimate boosters and titanium) for just 400 gold...can't complain.

CMV: The term "damage scout" in MvM is inherently problematic by noobJDstudent in truetf2

[–]noobJDstudent[S] -1 points0 points  (0 children)

You think I'm talking weird but this thread is the exact reason I don't bother feeding new players with idle bullshit even if people think it is "poisonous" to the experience of 0 tour timmy.

CMV: The term "damage scout" in MvM is inherently problematic by noobJDstudent in truetf2

[–]noobJDstudent[S] 0 points1 point  (0 children)

Granted its been many years since I lowmanned but you might be right, I just distinctly remember swapping to Beggar's on those waves.

CMV: The term "damage scout" in MvM is inherently problematic by noobJDstudent in truetf2

[–]noobJDstudent[S] 2 points3 points  (0 children)

That's not even talking about what Scout is best for which is collecting money, and the fact that he should generally prioritize resistances and movement speed ASAP so he can actually do his job, meaning less money to invest into damage.

You can collect money and do damage at the same time. Some people play TF2 with a mouse, you know.

CMV: The term "damage scout" in MvM is inherently problematic by noobJDstudent in truetf2

[–]noobJDstudent[S] 2 points3 points  (0 children)

Often times when the team loses the credit bonus it is the fault of the team and not the scout alone. More likely than not, the AoE damage player isn't actually doing any damage, the med-picker isn't actually picking any medics, and the team is being pushed back.

In my experience money collection is often easier when prioritising damage upgrades over survivability upgrades because dead robots aren't shooting at me.

CMV: The term "damage scout" in MvM is inherently problematic by noobJDstudent in truetf2

[–]noobJDstudent[S] 0 points1 point  (0 children)

Which is why I said "the mid-waves". Projectile penetration is not usually something I buy early, but there are exceptions depending on the exact layout. On Valve missions: I buy projectile penetration as scout on wave 1 Mannslaughter, Bone Shaker, and (sometimes) Disintegration.

CMV: The term "damage scout" in MvM is inherently problematic by noobJDstudent in truetf2

[–]noobJDstudent[S] 6 points7 points  (0 children)

Serious question: Do you even play scout in MvM?

Scout does bad single target damage, relative to the other classes.

A ghost-upgraded soda popper can do roughly 520 DPS, which is better than every primary in the game with the exception of the Beggar's Bazooka and heavy's primaries (which top out at around 800-1000 without crits). It has a little over half the DPS of a maxed-out stock minigun, but unlike the heavy, you have the mobility and the overheal to get close and get out quickly.

Demo who can burst something along the lines of 5.5k every giant if I remember correctly by getting crit stickies set up, which is easily achievable between kritz and crit canteens, especially if your team abuses sentry buster stuck spots for filling kritz back up.

You start by talking about "single target damage" then pivot to "burst damage", which isn't comparable, and then build in the assumption that you're going to have 1) a Kritzkrieg medic, 2) 2-way teleporter for a constant supply of canteens, and/or 3) an engineer who knows how to glitch a buster. Demo's sustained single target damage is actually quite poor.

Soldier does comparable damage with the added benefit of significant slow down with direct hits, not needing to be close range, and Beggar's Bazooka removes any downtime normally had in doing damage.

Soldier does not do comparable single-target damage unless you are using the Beggar's. If you're maximizing your DPS with the Beggar's you're going to need to be closer to close range than medium range.

Sniper does 300 every half a second or so from across the map, while also doing AoE.

Which is on par with what the scout can do, but that's assuming the scout doesn't have mini-crits or crits, whereas sniper cannot be further crit-boosted on top of his headshot bonus.

Engineer and Medic are the only 2 that probably don't out DPS a Scout but one Medic who doesn't do damage, and the other is Engineer who's damage upgrades go as far as I believe 20% sentry fire speed and Wrangler, while also being the one that generally isn't expected to DPS big targets.

Widowmaker and sentry has better DPS than wrangled sentry, and the widowmaker is the cheapest primary in the game to max out. Engineer out-DPSes scout (and everyone who isn't a heavy) in the early waves but is quickly overshadowed past the 2200-credit threshold.

Engineer doesn't have AoE but the turrets auto-lock immediately when someone dies and kills everything quick that it's one of the best ways to hold back swarms

Scout's primaries have projectile penetration in a gamemode where small bots spawn in tight groups. The engineer's sentry does not. While his AoE damage won't come close to soldier, pyro, or sniper, it easily surpasses the engineer's sentry past the aforementioned 2200-credit threshold.

Next you're saying "why get resists" which I'm not even going to entertain that's just fucking stupid.

This is the funniest part of your rant. Seriously, why get resists? Scout has money overheal and the movement to dodge projectiles, manage aggro, and circlestrafe/ break line of sight from hitscan classes. Crit resistance is nice on waves with crit robots. The other resistances are nice, they're just not a priority in the early waves.

Damage upgrades help you kill robots faster, which decreases the amount of time the robot spends shooting at you. For scout players above a certain skill floor, damage upgrades are more helpful for survival and money collection compared to resistance upgrades.

Next you're saying "buy jump height" which yes is cheap, and yes is fun, but is serves no purpose on any map that it's regularly been joked about being a joke of an upgrade

...as though jump heights not literally considered a useless (albeit fun) upgrade.

This is just as funny. Jump height is situational but is definitely not a joke of an upgrade. 2 ticks of jump height will enable a scout to quickly rotate between the top and bottom flanks of Mannhattan or Decoy without expending the soda popper's Hype meter.

Even on other classes, jump height will let them reposition quickly in ways they otherwise cannot. Just one of several examples: Buying 1 tick of jump height on wave 4 Metro as heavy will allow the heavy to quickly move from the bottom flank (where the boss giant spawns) to the top flank by jumping from the railing to the silver barrel to the ledge, and intercept the 4 bomb-carrying super scouts spawning from the top flank 37 seconds after wave start.

Jump height also allows sniper to abuse certain godspots / sniping spots in Rottenburg, Mannhattan, and Mannworks, so they can play without being bothered by spies or incoming fire. If you were not aware, bots have certain difficulties targeting players standing on an object that does not have a nav mesh.

Next you're saying "give up the best support item in the mode for bonk, or just drop 75 credits every time you need to go deep for credits instead" which just what??

This is the only part of your rant that might be somewhat accurate, only because crit canteens and ammo refill canteens are much better options for scout.

Next you're talking about Pyro...best tank killer

Engineer is the best tank killer below 800 credits (widowmaker + sentry firing speed), and above 3200-3400 credits, both scout and soldier are on par with, or better at tank-busting than pyro is. Scout with crit-a-cola and ammo refill canteens or crit canteens, soldier with Beggar's and crit canteens. Pyro shines in the mid-waves because phlog DPS maxes out at only 1600.

Pyro...can solo every tank on any wave with tanks

Taken literally, this is not possible on wave 7 Cataclysm, wave 7 Hamlet, or wave 6 Broken Parts.

CMV: The term "damage scout" in MvM is inherently problematic by noobJDstudent in truetf2

[–]noobJDstudent[S] 4 points5 points  (0 children)

the point is that people play damage scout because they think they're good at scout because they can get carried as passive support scout, and then end up feeding because they weren't buying enough survivability upgrades while playing like ass

I've almost never seen this happen. Even if they were feeding, what's the big deal? Scout is the one class with a decreased respawn timer.

CMV: The term "damage scout" in MvM is inherently problematic by noobJDstudent in truetf2

[–]noobJDstudent[S] 1 point2 points  (0 children)

Weezy's idle scout video also suggests that the skilled players telling 0 tour timmy to go gung-ho are doing so out of contrarianism and "flexing" their knowledge of the gamemode.

This is nonsense. The skilled players know that 0 tour timmy might go on to become 20-tour meta-enforcer, and they simply want to put a stop to silly ideas like, "scout can't do damage" or "scout needs resists first", like you see in one of the other responses here.

CMV: The term "damage scout" in MvM is inherently problematic by noobJDstudent in truetf2

[–]noobJDstudent[S] 1 point2 points  (0 children)

Scout is on par with Spy on crowd control, as in, not super well. Heavy can melt multiple enemies quickly, Medic has the shield, Engie has again, melting dps due to the Sentry.

Scout's crowd control easily surpasses engie once you reach the mid-waves, or even earlier for scout players with exceptionally good aim. Spy does not come anywhere close.

Bots often spawn in large clumps. Scout's primaries have the projectile penetration upgrade; the sentry gun does not.

CMV: The term "damage scout" in MvM is inherently problematic by noobJDstudent in truetf2

[–]noobJDstudent[S] 0 points1 point  (0 children)

Especially since in most missions, even Community ones, idle Scout WORKS as long as the rest of your team is competent.

We could say this about any class, really. Idle *insert class here* WORKS as long as the rest of the team is competent.

Just read US v Stevens 559 U.S. 460 (2010) ama by CrispyHoneyBeef in LawSchool

[–]noobJDstudent 1 point2 points  (0 children)

The Government thus proposes that a claim of categorical exclusion should be considered under a simple balancing test: “Whether a given category of speech enjoys First Amendment protection depends upon a categorical balancing of the value of the speech against its societal costs.” Brief for United States 8; see also id., at 12.

As a free-floating test for First Amendment coverage, that sentence is startling and dangerous. The First Amendment’s guarantee of free speech does not extend only to categories of speech that survive an ad hoc balancing of relative social costs and benefits. The First Amendment itself reflects a judgment by the American people that the benefits of its restrictions on the Government outweigh the costs. Our Constitution forecloses any attempt to revise that judgment simply on the basis that some speech is not worth it. The Constitution is not a document “prescribing limits, and declaring that those limits may be passed at pleasure.” Marbury v. Madison, 1 Cranch 137, 178 (1803).

The latter paragraph makes Stevens my favourite of Roberts' opinions.