Team Fort... you're already sick of the this thread, aren't you?

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Sep 14, 2009
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Kenko said:
Backburner is very situational but you do enjoy a higher damage output as well as crits in the back.

But its best if you use it to ambush people or flank them.

Other then that I think the pistols are useless, they do shit dmg and they arent accurate at all.
can agree to this. everyone was rushing across the bridge on 2fort one time and i jumped down from battlements and raped on the entire team when they hit the end of the bridge, they couldn't react fast enough till i burned em all, the LAST one got me but that was because the stupid medic had been healing him.
 

Amyler

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Nov 17, 2009
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Engi pistol is a fine weapon, and I prefer it over the wrangler. Being able to move around is useful, and it's a more accurate weapon than Scout pistol with a larger clip and better reload time. A clever engi can get plenty of assists while keeping out of danger himself. It makes things more fun for you.
 

monkey_man

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Jul 5, 2009
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some folks are better with weapon A, some with B, (or C, D etc.)
you can develop skill with every weapon, and if it keeps you alive long enough to score 25+ points, it is a good weapon. there are pretty much no sucky weapons, and the pistol is awesome.
( :) )
 

Fanta Grape

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Aug 17, 2010
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Did anyone read the original post? HOW CAN IT BE MADE BETTER? You know what? I'll bold it for you guys.
 

Irapotato

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Sep 21, 2008
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i say give the medic a modified medigun that can supply a bit of ammo as well as health...basically like a walking dispenser!
 

fix-the-spade

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Feb 25, 2008
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Fanta Grape said:
Considering how useful and broad the air blast is from the regular flame thrower, I think the back burner should have some basic additional effects. Eg. 15% more speed, 10% less health.
Backburner is all but unstoppable in the hand of the right player. It just needs someone with the right sneaky mindset.

It takes a lot of practice, but taking down two heavy-medic pairs in about three seconds is priceless.

As for what needs to be made better, the sodding bow and arrow. That thing offers a decent sniper precisely no advantage over the rifle, it needs either more damage, more speed or more ammo.
 

Outright Villainy

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Jan 19, 2010
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Caliostro said:
- The Syringe Gun - Decent on it's own, but no reason to ever use it instead of the Blutsauger.
Uh, what? It's regen is Godly. If you have team mates who can protect you the syringe gun is way better. Blutsauger is for medics who like to fight or have sucky teammates and are forced to.

Ot: The only change I'd make is a natashca nerf. That weapon is annoying as hell.
 

WolfLordAndy

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Sep 19, 2008
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Caliostro said:
- The Huntsman - Always useless, all the time.
- The Homewrecker - Always useless, all the time. It's only potential use (remove sappers), forces you to hang around sentries... Which allows you to spy check almost exclusively, bypassing the need to remove sappers entirely.
- The Backburner - Absurdly useless in comparison to the flamethrower.
- The Direct Hit - Absurdly useless in comparison to the rocket launcher.
- The Chargin' Targe - Absurdly useless in comparison to the Sticky Launcher.
- The Razorback - Mostly useless. Decent snipers don't ever need it.
- The Scotsman's Skullcutter - The speed penalty is criminal. Becomes useless.
- The Gunboats - Useless in comparison to the shotgun.
- The Dalokohs Bar - Useless in comparison to the Sandvich, which in itself is inferior and more situational to the shotgun.
- The Force-A-Nature - Useless in comparison to the Scattergun in the hands of a decent scout.
- The Eyelander - Similar to the Skullcutter, but the health penalty isn't as egregious as the axe's speed penalty.
- Tibalman's Shiv - Was overnerfed from "balanced" to outright inferior to the Kukri.
- The Syringe Gun - Decent on it's own, but no reason to ever use it instead of the Blutsauger.
- The Bonesaw - Decent on it's own, but no reason to ever use it instead of the Ubersaw
- The Shovel - Standard melee weapon, but no real point over the equalizer.

There are a few other weapons I don't personally like, but those are the ones that are objectively useless. There's no good reason to use them at all. It's not "they're better or worse". It's that everything they do is either pointless or is done better by the item they're replacing.
Oh dear, this is quite a mess you have here...

-Huntsman - for good combat snipers this is an evil weapon, combined with the quite crappy headshot hitboxes make it easier to hit things, especially up close.
-Backburner - situational but not useless, in the hands of a pyro that knows the map it can kill many people very quickly, best used either defencively, or on maps where there are lots of routes to get behind the enemy (such as Granary).
-Direct Hit - is ultimately better then the standard rocket launcher for anyone who can aim, the quicker shots and higher damange easily make up for the reduced AOE. The fact its so effective is why alot of the leagues have banned its use.
-Chargin Targe - don't really think of this as an upgrade for the demo so much as a whole different class/playstyle. It definately takes away all ability to take down buildings, but opens up lots of fun for going on melee rampage.
-Syringe gun - while originally it was total poo, since they gave the medic a health regen buff its not pretty useful when you are working in a team and won't need to defend yourself too much, just passively regenerate.

The others I agree with to a degree, or haven't overly used much, Bonesaw/Shovel are definately irrelivant now, which is a bit sad

also, love the pistol, on a scout it can really help get you some kills (and take out buildings)
 

Livinitlargeinabin

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Sep 24, 2008
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I really like the FaN, the extra jump helps me get some pretty ridiculous intelligence caps.
Plus the knockback is helpful for pushing away melee-demos, pyros etc. the lack of ammo can be made up for with a quick pistol swap to finish them off.
 

Caliostro

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Jan 23, 2008
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Outright Villainy said:
Uh, what? It's regen is Godly. If you have team mates who can protect you the syringe gun is way better. Blutsauger is for medics who like to fight or have sucky teammates and are forced to.
I've previously demonstrated (elsewhere) that there is no reason to ever use the syringe gun over the blutsauger. To put it simply, if you're playing medic there's only 2 ways you're taking damage:
- Either you're being attacked directly and without support, in which case, fighting gives you the best chance to survive. If you're fighting, both guns shoot 10 needles a second, if you hit a single needle per second (i.e.: at least 10% accuracy) you will outheal the syringe gun's passive healing.
OR
- You're taking indirect fire, in which case you REALLY shouldn't be taking enough damage to justify switching weapons. If you're getting killed by indirect fire you need to learn to move and use cover.

I will say that syringe gun could probably take the "last" (for most useful or the useless) place in that last, but still not worth it.

WolfLordAndy said:
Oh dear, this is quite a mess you have here...
Allow me to educate you in some intricacies you seem to be missing about said weapons:

WolfLordAndy said:
-Huntsman - for good combat snipers this is an evil weapon, combined with the quite crappy headshot hitboxes make it easier to hit things, especially up close.
Yes, the huntsman is nice for headshots which you will never hit outside of melee range and/or lucky shots.

See, the Huntsman doesn't use the standard rifle's "hitscan" mechanic, instead firing a slow moving projectile. I know the projectile seems fast to the untrained eye, but remember that this means the projectile will take a certain time to fly from point A (your character) to point B (wherever you're trying to hit). This, in turn, means that other characters have enough time to dodge your shot AFTER it's shot outside of near melee range. Even spun up heavies nowadays have enough time to dodge arrows shot outside of very close range.

You can taunt "prediction" all you want, but that's just another name for luck. You can only control your aim up till the point you shoot, and unless you're playing with very close friends, you do not possess enough knowledge to predict behavioral pattern, so you're guessing. Completely, and entirely guessing. After you shoot, it's out of your hands. The sniper rifle hits instantly the moment you shoot, which means that it relies entirely on your own skill. It's IMPOSSIBLE to dodge the sniper rifle, all you can do is trick the player. A player of perfect skill with the rifle will never miss a headshot, on any target, at any distance. Conversily there's little difference between the highest and lowest skilled player using the Huntsman, because it relies entirely on luck.

Ultimately, the only way to reliably hit with the huntsman without relying on luck or stupid targets is near melee range, a range at which the rifle is also equally (or even more) effective on the hands of a really good sniper, but a range at which you're already at a monumental disadvantage. Snipers aren't frontline fighters for a reason.

Keyword here is "effective range", the range at which you CAN hit an enemy every single time relying solely on your own skill. The rifle's effective range goes from 0 to infinite. The huntsman's range goes from 0 to "slightly above melee".

And that's why the huntsman is always useless all the time. The rifle does require a far greater level of skill, but it also does EVERYTHING better. There is nothing the huntsman can do the rifle can't. Except play "spam and pray".

WolfLordAndy said:
-Backburner - situational but not useless, in the hands of a pyro that knows the map it can kill many people very quickly, best used either defencively, or on maps where there are lots of routes to get behind the enemy (such as Granary).
Not situational, useless. A good Pyro doesn't need back crits because a good pyro KILLS any unaware enemy it catches from behind anyways. Any class does, and both spies and scouts are better fit to run around behind enemy lines.

A good Pyro doesn't need back crits anymore than a spy needs additional back crits. The pyro's problem isn't killing people it catches from behind. No classes have issues killing people from behind. Moving in, on the other hand, can be troublesome. And that's why the Backburner is useless: Because it trades you something you don't need ("overkill" from behind) for something you DO desperately need (airblast).

WolfLordAndy said:
-Direct Hit - is ultimately better then the standard rocket launcher for anyone who can aim, the quicker shots and higher damange easily make up for the reduced AOE. The fact its so effective is why alot of the leagues have banned its use.
Wrong, for the same reason the huntsman is worse than the rifle. This one is trickier, because apparently the DH is FASTER than the RL... So why am I saying that it has less effective range? The lack of AoE. See, while the RL is still NOT a long range weapon of any kind, the AoE means that it can still hit medium distance targets, because while they are fast enough to avoid the rocket, they're not fast enough to get out of the explosion zone (especially if you shoot more than one). That's one of the reasons Soldiers are so dangerous at close/medium range, because the AoE is impossibly hard to avoid in most circumstances.

While the DH does have considerably higher speed, initially raising this "effective distance" quite a lot, the monumental loss of AoE (almost entirely... the DH barely has any AoE) greatly diminuishes it's effective distance again. So we're back to "yes, it's more powerful, shame you'll never hit anything outside of lucky shots".

On top of that, there's also the grievous loss of adaptability. See, with the AoE it's possible for the soldier to damage/destroy things around corners, it's easier to bounce mobile targets, it's easier to quickly rocket jump in distance rather than in height... etc.

It's still more useful than the huntsman because unlike the sniper the soldier IS built for closer quarter encounters... But you still loose a lot of versatility for a minimal damage buff.

WolfLordAndy said:
-Chargin Targe - don't really think of this as an upgrade for the demo so much as a whole different class/playstyle. It definately takes away all ability to take down buildings, but opens up lots of fun for going on melee rampage.
The targe is very weak and inefficient as a form of attack. Heavies will outright maul you, pyros will airblast and axtinguish you, scouts will dodge then murder you with the scattergun, snipers will headshot you, Engineer's sentries will eat you alive, spies can still backstab you, and demos and soldiers will just bounce you to death.

It is a "different" playstyle, but it's poor, easy to counter, and considerably far less efficient than the normal demo at everything. Even "rushing", something which the targe is supposed to be better at, is done best by the sticky launcher, as sticky jumping is the fastest way of travel in this game outside of teleporting.

WolfLordAndy said:
-Syringe gun - while originally it was total poo, since they gave the medic a health regen buff its not pretty useful when you are working in a team and won't need to defend yourself too much, just passively regenerate.
See first part.
 

DazZ.

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Jun 4, 2009
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Soylent Bacon said:
Has anyone ever been in a situation where you have thought to yourself "Wow, I'm sure glad I had that Dalakohs Bar equipped"? I don't think 4 seconds of immobility for a little extra health is worth it when you should be getting a larger buff from a Medic
It's alright to use if you're going to get ubered at the very first charge. Whilst the setup time is running get a bar down you, you're coming out the gate with the most health possible and you have the medic buff and the choc buff. Obviously switch back when you die but it could come in handy then.

Edit: This doesn't work, the bar truly is pointless.
 

ultimateownage

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Feb 11, 2009
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Kenko said:
Other then that I think the pistols are useless, they do shit dmg and they arent accurate at all.
You just need to know how to use it. The pistol can be one of the best secondary weapons if used right.

O.T. The hats. They do so little damage! All I manage to cause is envy.
Also, the FaN is for skill less noobs, the loss of Airblast with the Backburner isn't worth it, the Huntsman Lucksman is rubbish, crit a cola is useless, and Gunboats aren't worth it.
But you're going to be finding at least one person complaining about each weapon. There isn't a single pixel in that game that isn't a base breaker. The fans will love Valve, and then call them all arse hats straight afterwards for 'ruining' the game.

 

DazZ.

Elite Member
Jun 4, 2009
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Soylent Bacon said:
I really hope those buffs don't add up. They might as well give the Heavy a Razorback, while they're at it.
Nope they don't add up, just looked it up. Thought they did, but nay.

Shame, that was the only purpose I could have seen for the bar.
 

WelshDanny

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May 10, 2010
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At the end of the day, Caliostro is stating an opinion.

But Valve wouldn't have but anything useless into the game. Fact.

It all depends on how you, and your team, play.
 

snow

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Jan 14, 2010
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Ze_Reaper_Of_Zeath said:
W+M1 pyros.
What exactly is that? I hear that term a lot but no one ever explains it...

The chocolate bar by far... Completely overshadowed by the shotgun and sandvich. If eating it meant for a small chance of getting a self sustained ubercharge, then I think people would use it more, or even a very short speed increase.

I don't see what everyone is talking about with the backburner, because I see it get used a LOT more than the original. It really comes down to personal preference with those 2 items.

Considering all the uses and specifics of the majority of the items in game, none of them are really underpowered except for the chocolate bar...
 

snow

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Jan 14, 2010
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Caliostro said:
Items any good TF2 player will quickly scrap because they are objectively useless, in order of most absurdly useless to just plain old useless (more or less):

- The Huntsman - Always useless, all the time.
- The Homewrecker - Always useless, all the time. It's only potential use (remove sappers), forces you to hang around sentries... Which allows you to spy check almost exclusively, bypassing the need to remove sappers entirely.
- The Backburner - Absurdly useless in comparison to the flamethrower.
- The Direct Hit - Absurdly useless in comparison to the rocket launcher.
- The Chargin' Targe - Absurdly useless in comparison to the Sticky Launcher.
- The Razorback - Mostly useless. Decent snipers don't ever need it.
- The Scotsman's Skullcutter - The speed penalty is criminal. Becomes useless.
- The Gunboats - Useless in comparison to the shotgun.
- The Dalokohs Bar - Useless in comparison to the Sandvich, which in itself is inferior and more situational to the shotgun.
- The Force-A-Nature - Useless in comparison to the Scattergun in the hands of a decent scout.
- The Eyelander - Similar to the Skullcutter, but the health penalty isn't as egregious as the axe's speed penalty.
- Tibalman's Shiv - Was overnerfed from "balanced" to outright inferior to the Kukri.
- The Syringe Gun - Decent on it's own, but no reason to ever use it instead of the Blutsauger.
- The Bonesaw - Decent on it's own, but no reason to ever use it instead of the Ubersaw
- The Shovel - Standard melee weapon, but no real point over the equalizer.

There are a few other weapons I don't personally like, but those are the ones that are objectively useless. There's no good reason to use them at all. It's not "they're better or worse". It's that everything they do is either pointless or is done better by the item they're replacing.
So... All of them then? A great portion of those items I wouldn't say are useless, because a lot of them get a fair bit of use if not more than the ones you're saying are supposed to be better. It just depends on what type of player you are.