Smugleaf Jun 19 @ 8:48am
Valve is saving this game
With the recent changes, Valve is finally one step closer to making this already perfect game even better. I must thank Valve for this update unlike the ungrateful commmunity who can't make up their mind.

Now that the spamoman finally requires skill to use, since he now has to rely on something called traps. I know that you spamomen have difficulty using traps, since you guys have to act slightly like the engineer, and we all know how hard actually thinking and preparing ahead of time is for the engineer. With this, the demoknight can actually do his job. I can only see this game improving with the demoknight nerf. The nerf will make this game much more fun, and I can see engineers having fun until the tyrannical soldier appears or if the sad time comes where even airviching heavies can take him down.

The Axtinguisher was also overpowered, and the nerf encourages diversity. Instead of seeing the Axtinguisher everywhere, we're going to be seeing the Powerjack everywhere. You bad pyros need to stop relying on the Axtinguisher and learn how to kill people with other weapons that actually require skill. It previously took no skill to use the Axtinguisher before, since it was easy to run up against someone and use the Axtinguisher. Seriously, it was incredibly easy. I could probably run up to the best scouts, heavies, and soldiers in the world, set them on fire, airblast them, and hit them with the Axtinguisher. They have no way to stop me from hitting them with the Axtinguisher once I get close to them. There's a reason why heavies consider the pyro a major threat when they're not supporting their teammates of spamming flares. Don't forget that the pyro is meant to be an ambush class, and we all know how effective the pyro is at ambushing.

The Wrangler rework also appeals to those who wanted it to be nerfed, so stop complaining. It addresses the problems that people had with the Wrangler perfectly. For you bads complaining about how you can't use the Wrangler at long range, stop complaining for a moment and consider the positive. Now, it's slightly harder for spies to backstab you, and we all know how the spy hard counters the engineer, even when the spy has no teammates.

The heavy rework actually makes the heavy require more skill now, which makes him much more complex and interesting. This heavy rework was perfect and solved all of the problems with the heavy. I already had faith in Valve that they would be able to save the heavy, but this rework further proves that they are indeed dedicated to save the heavy. Overall, this change is good and makes the heavy more fun to play as and against. I can see how fun it is to play against a defensive team full of camping demoknights, engineers, and heavies. I enjoy the challenge and new change, and I hope everyone else does too.

However, there's one thing that would have made this update much better than it already is. The medic needs to be nerfed. As we all know, the medic has oppressed us engineers and heavies. These arrogant medics need to be knocked down their throne. Really, I'm sure everyone hates medics and their skillless M1 and M2. I could just select medic, leave to do whatever, and when I come back, I would find that the air would have been playing medic and win the game for me. But seriously, medic requires no skill at all and is too powerful like the demoman. The medic needs to be nerfed. I suggest that when uber is used, you first only have a 25% damage resistance, and it will start to ramp up. Four seconds later, you'll gain full invulnerability.

Last edited by Smugleaf; Jun 19 @ 9:34am
Showing 1-15 of 362 comments
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Ineffable Cupidity Jun 19 @ 9:30am 
Now that the spamoman finally requires skill to use, since he now has to rely on something called traps.
Demoman always required still to use. If anything, forcing them to stand there, planting stickies around a doorway and waiting for something to walk through so they can M2 is hardly high-skill.

The nerf will make this game much more fun
If by 'fun' you mean 'intent on destroying competitive play', sure. The update is 'fun'.

The Axtinguisher was also overpowered
It requires a Pyro with no reliable gap closer to get into melee, how is that overpowered?

I could probably run up to the best scouts, heavies, and soldiers in the world, set them on fire, airblast them, and hit them with the Axtinguisher. They have no way to stop me from hitting them with the Axtinguisher once I get close to them.
I'm waiting for the part where you explain how you get close enough to be able to use the Axtinguisher without getting gibbed.

The Wrangler rework also appeals to those who wanted it to be nerfed
I'm starting to think you don't know what nurfing means.

For you bads complaining about how you can't use the Wrangler at long range, stop complaining for a moment and consider the positive.
Which is? If you're going to insult the community and try to pretend to be informative, you could at least not be vague whenever it comes time to actually bring up evidence for your claim.

The heavy rework actually makes the heavy require more skill now, which makes him much more complex and interesting.
If by "more skill" you mean "more M1" than yes. The minigun nurf totally made the Heavy more complex... and harder to play, and less effective.

This heavy rework was perfect and solved all of the problems with the heavy.
Heavies problem was a lack of mobility; Forcing him to be even slower, louder, and less conservative with ammo in order to retain enough ramp-up to be lethal just makes his problem more severe. It doesn't fix anything.

However, there's one thing that would have made this update much better than it already is. The medic needs to be nerfed.
You leave my Kritzkrieg carrier class alone! Medic is the best class around and it should stay that way. It doesn't need any nurfs.

Really, I'm sure everyone hates medics and their skillless M1 and M2.
What? You realize this is an FPS right? I ♥♥♥♥ing hope you are not being serious. M1 and M2 is the bread and butter of most classes, with the exception of spy, sniper, and engineer.

But seriously, medic requires no skill at all and is too powerful like the demoman.
Medic has a decently low skill-ceiling, but the difficulty of playing a medic comes from the lack of direct combat options, high prioritization in team fights, and vulnerability both when charging uber, and moving into position to plant it. It requires a large amount of skill and gamesense to keep alive long enough to get any real payoff.

The medic needs to be nerfed. I suggest that when uber is used, you first only have a 25% damage resistance, and it will start to ramp up. Four seconds later, you'll gain full invulnerability.
That would make stock ♥♥♥♥ing useless, you realize that, right? Due to the amount of burst damage being fired, any medic will either go down in the first second, or be forced to waste half their uber before moving in, giving a scant second or two to do anything with it.

Honestly it just sounds like you're looking for excuses to make sentries unkillable.



Littlefoot (Bday the 25th) Jun 19 @ 9:32am 
I don't mind the sticky launcher getting nerfed, i don't even use it that much nowadays (demoknighting for the win, plus i think the stock sticky launcher is very boring to use). And when i DO decide to use stickes, i just bring out my scottish resistance instead, i love that weapon.
GrizzGolf Jun 19 @ 9:32am 
Originally posted by Ineffable Cupidity:
Now that the spamoman finally requires skill to use, since he now has to rely on something called traps.
Demoman always required still to use. If anything, forcing them to stand there, planting stickies around a doorway and waiting for something to walk through so they can M2 is hardly high-skill.

The nerf will make this game much more fun
If by 'fun' you mean 'intent on destroying competitive play', sure. The update is 'fun'.

The Axtinguisher was also overpowered
It requires a Pyro with no reliable gap closer to get into melee, how is that overpowered?

I could probably run up to the best scouts, heavies, and soldiers in the world, set them on fire, airblast them, and hit them with the Axtinguisher. They have no way to stop me from hitting them with the Axtinguisher once I get close to them.
I'm waiting for the part where you explain how you get close enough to be able to use the Axtinguisher without getting gibbed.

The Wrangler rework also appeals to those who wanted it to be nerfed
I'm starting to think you don't know what nurfing means.

For you bads complaining about how you can't use the Wrangler at long range, stop complaining for a moment and consider the positive.
Which is? If you're going to insult the community and try to pretend to be informative, you could at least not be vague whenever it comes time to actually bring up evidence for your claim.

The heavy rework actually makes the heavy require more skill now, which makes him much more complex and interesting.
If by "more skill" you mean "more M1" than yes. The minigun nurf totally made the Heavy more complex... and harder to play, and less effective.

This heavy rework was perfect and solved all of the problems with the heavy.
Heavies problem was a lack of mobility; Forcing him to be even slower, louder, and less conservative with ammo in order to retain enough ramp-up to be lethal just makes his problem more severe. It doesn't fix anything.

However, there's one thing that would have made this update much better than it already is. The medic needs to be nerfed.
You leave my Kritzkrieg carrier class alone! Medic is the best class around and it should stay that way. It doesn't need any nurfs.

Really, I'm sure everyone hates medics and their skillless M1 and M2.
What? You realize this is an FPS right? I ♥♥♥♥ing hope you are not being serious. M1 and M2 is the bread and butter of most classes, with the exception of spy, sniper, and engineer.

But seriously, medic requires no skill at all and is too powerful like the demoman.
Medic has a decently low skill-ceiling, but the difficulty of playing a medic comes from the lack of direct combat options, high prioritization in team fights, and vulnerability both when charging uber, and moving into position to plant it. It requires a large amount of skill and gamesense to keep alive long enough to get any real payoff.

The medic needs to be nerfed. I suggest that when uber is used, you first only have a 25% damage resistance, and it will start to ramp up. Four seconds later, you'll gain full invulnerability.
That would make stock ♥♥♥♥ing useless, you realize that, right? Due to the amount of burst damage being fired, any medic will either go down in the first second, or be forced to waste half their uber before moving in, giving a scant second or two to do anything with it.

Honestly it just sounds like you're looking for excuses to make sentries unkillable.

This guy brings up a lot of good points.
Ineffable Cupidity Jun 19 @ 9:42am 
Originally posted by GrizzGolf:
Originally posted by Ineffable Cupidity:
Demoman always required still to use. If anything, forcing them to stand there, planting stickies around a doorway and waiting for something to walk through so they can M2 is hardly high-skill.


If by 'fun' you mean 'intent on destroying competitive play', sure. The update is 'fun'.


It requires a Pyro with no reliable gap closer to get into melee, how is that overpowered?


I'm waiting for the part where you explain how you get close enough to be able to use the Axtinguisher without getting gibbed.


I'm starting to think you don't know what nurfing means.


Which is? If you're going to insult the community and try to pretend to be informative, you could at least not be vague whenever it comes time to actually bring up evidence for your claim.


If by "more skill" you mean "more M1" than yes. The minigun nurf totally made the Heavy more complex... and harder to play, and less effective.


Heavies problem was a lack of mobility; Forcing him to be even slower, louder, and less conservative with ammo in order to retain enough ramp-up to be lethal just makes his problem more severe. It doesn't fix anything.


You leave my Kritzkrieg carrier class alone! Medic is the best class around and it should stay that way. It doesn't need any nurfs.


What? You realize this is an FPS right? I ♥♥♥♥ing hope you are not being serious. M1 and M2 is the bread and butter of most classes, with the exception of spy, sniper, and engineer.


Medic has a decently low skill-ceiling, but the difficulty of playing a medic comes from the lack of direct combat options, high prioritization in team fights, and vulnerability both when charging uber, and moving into position to plant it. It requires a large amount of skill and gamesense to keep alive long enough to get any real payoff.


That would make stock ♥♥♥♥ing useless, you realize that, right? Due to the amount of burst damage being fired, any medic will either go down in the first second, or be forced to waste half their uber before moving in, giving a scant second or two to do anything with it.

Honestly it just sounds like you're looking for excuses to make sentries unkillable.

This guy brings up a lot of good points.
Well at least someone in this thread is reasonable...
AngryStudent Jun 19 @ 9:43am 
WAIT IS THIS A JOKE RIGHT?If that solved\added more fun for you then u seem to be a ♥♥♥♥ing ♥♥♥♥♥♥♥.Nerfing stock weapons after years of game release,♥♥♥♥ing nice VOLVO.
Littlefoot (Bday the 25th) Jun 19 @ 9:44am 
please guys, don't let this turn into a flamewar.
GrizzGolf Jun 19 @ 9:46am 
Too late.
Headache Jun 19 @ 9:46am 
Originally posted by Ineffable Cupidity:
Now that the spamoman finally requires skill to use, since he now has to rely on something called traps.
Demoman always required still to use. If anything, forcing them to stand there, planting stickies around a doorway and waiting for something to walk through so they can M2 is hardly high-skill.

The nerf will make this game much more fun
If by 'fun' you mean 'intent on destroying competitive play', sure. The update is 'fun'.

The Axtinguisher was also overpowered
It requires a Pyro with no reliable gap closer to get into melee, how is that overpowered?

I could probably run up to the best scouts, heavies, and soldiers in the world, set them on fire, airblast them, and hit them with the Axtinguisher. They have no way to stop me from hitting them with the Axtinguisher once I get close to them.
I'm waiting for the part where you explain how you get close enough to be able to use the Axtinguisher without getting gibbed.

The Wrangler rework also appeals to those who wanted it to be nerfed
I'm starting to think you don't know what nurfing means.

For you bads complaining about how you can't use the Wrangler at long range, stop complaining for a moment and consider the positive.
Which is? If you're going to insult the community and try to pretend to be informative, you could at least not be vague whenever it comes time to actually bring up evidence for your claim.

The heavy rework actually makes the heavy require more skill now, which makes him much more complex and interesting.
If by "more skill" you mean "more M1" than yes. The minigun nurf totally made the Heavy more complex... and harder to play, and less effective.

This heavy rework was perfect and solved all of the problems with the heavy.
Heavies problem was a lack of mobility; Forcing him to be even slower, louder, and less conservative with ammo in order to retain enough ramp-up to be lethal just makes his problem more severe. It doesn't fix anything.

However, there's one thing that would have made this update much better than it already is. The medic needs to be nerfed.
You leave my Kritzkrieg carrier class alone! Medic is the best class around and it should stay that way. It doesn't need any nurfs.

Really, I'm sure everyone hates medics and their skillless M1 and M2.
What? You realize this is an FPS right? I ♥♥♥♥ing hope you are not being serious. M1 and M2 is the bread and butter of most classes, with the exception of spy, sniper, and engineer.

But seriously, medic requires no skill at all and is too powerful like the demoman.
Medic has a decently low skill-ceiling, but the difficulty of playing a medic comes from the lack of direct combat options, high prioritization in team fights, and vulnerability both when charging uber, and moving into position to plant it. It requires a large amount of skill and gamesense to keep alive long enough to get any real payoff.

The medic needs to be nerfed. I suggest that when uber is used, you first only have a 25% damage resistance, and it will start to ramp up. Four seconds later, you'll gain full invulnerability.
That would make stock ♥♥♥♥ing useless, you realize that, right? Due to the amount of burst damage being fired, any medic will either go down in the first second, or be forced to waste half their uber before moving in, giving a scant second or two to do anything with it.

Honestly it just sounds like you're looking for excuses to make sentries unkillable.
and i was gonna give up hope for the tf2 community, finaly some one resonable :)
GrizzGolf Jun 19 @ 9:47am 
Originally posted by zach867:
Originally posted by Ineffable Cupidity:
Demoman always required still to use. If anything, forcing them to stand there, planting stickies around a doorway and waiting for something to walk through so they can M2 is hardly high-skill.


If by 'fun' you mean 'intent on destroying competitive play', sure. The update is 'fun'.


It requires a Pyro with no reliable gap closer to get into melee, how is that overpowered?


I'm waiting for the part where you explain how you get close enough to be able to use the Axtinguisher without getting gibbed.


I'm starting to think you don't know what nurfing means.


Which is? If you're going to insult the community and try to pretend to be informative, you could at least not be vague whenever it comes time to actually bring up evidence for your claim.


If by "more skill" you mean "more M1" than yes. The minigun nurf totally made the Heavy more complex... and harder to play, and less effective.


Heavies problem was a lack of mobility; Forcing him to be even slower, louder, and less conservative with ammo in order to retain enough ramp-up to be lethal just makes his problem more severe. It doesn't fix anything.


You leave my Kritzkrieg carrier class alone! Medic is the best class around and it should stay that way. It doesn't need any nurfs.


What? You realize this is an FPS right? I ♥♥♥♥ing hope you are not being serious. M1 and M2 is the bread and butter of most classes, with the exception of spy, sniper, and engineer.


Medic has a decently low skill-ceiling, but the difficulty of playing a medic comes from the lack of direct combat options, high prioritization in team fights, and vulnerability both when charging uber, and moving into position to plant it. It requires a large amount of skill and gamesense to keep alive long enough to get any real payoff.


That would make stock ♥♥♥♥ing useless, you realize that, right? Due to the amount of burst damage being fired, any medic will either go down in the first second, or be forced to waste half their uber before moving in, giving a scant second or two to do anything with it.

Honestly it just sounds like you're looking for excuses to make sentries unkillable.
and i was gonna give up hope for the tf2 community, finaly some one resonable :)

Because hes dead on the money with this!
xx1xac3x1xx Jun 19 @ 9:48am 
The one thing that would save this game is a serious upgrade to the item server- the thing is falling apart and everyone knows it. Lagging like hell
Eugene H. Krabs Jun 19 @ 9:48am 
This update killed tf2
Originally posted by Smugleaf:
-snip-
0/10 Bad troll
Seriously, what's up with all the bad trolls of recent days.
Boroda Jun 19 @ 9:49am 
Smugleaf is either a troll or a noob with like 400h in game.
Medic requires no skill and needs a nerf? Just shut the f... up.
XoloCral (Banned) Jun 19 @ 9:50am 
0/10 tryhard. What's with all the troll wannabes reccently?
Deff Bread Jun 19 @ 9:53am 
Originally posted by Smugleaf:
With the recent changes, Valve is finally one step closer to making this already perfect game even better. I must thank Valve for this update unlike the ungrateful commmunity who can't make up their mind.

Now that the spamoman finally requires skill to use, since he now has to rely on something called traps. I know that you spamomen have difficulty using traps, since you guys have to act slightly like the engineer, and we all know how hard actually thinking and preparing ahead of time is for the engineer. With this, the demoknight can actually do his job. I can only see this game improving with the demoknight nerf. The nerf will make this game much more fun, and I can see engineers having fun until the tyrannical soldier appears or if the sad time comes where even airviching heavies can take him down.

The Axtinguisher was also overpowered, and the nerf encourages diversity. Instead of seeing the Axtinguisher everywhere, we're going to be seeing the Powerjack everywhere. You bad pyros need to stop relying on the Axtinguisher and learn how to kill people with other weapons that actually require skill. It previously took no skill to use the Axtinguisher before, since it was easy to run up against someone and use the Axtinguisher. Seriously, it was incredibly easy. I could probably run up to the best scouts, heavies, and soldiers in the world, set them on fire, airblast them, and hit them with the Axtinguisher. They have no way to stop me from hitting them with the Axtinguisher once I get close to them. There's a reason why heavies consider the pyro a major threat when they're not supporting their teammates of spamming flares. Don't forget that the pyro is meant to be an ambush class, and we all know how effective the pyro is at ambushing.

The Wrangler rework also appeals to those who wanted it to be nerfed, so stop complaining. It addresses the problems that people had with the Wrangler perfectly. For you bads complaining about how you can't use the Wrangler at long range, stop complaining for a moment and consider the positive. Now, it's slightly harder for spies to backstab you, and we all know how the spy hard counters the engineer, even when the spy has no teammates.

The heavy rework actually makes the heavy require more skill now, which makes him much more complex and interesting. This heavy rework was perfect and solved all of the problems with the heavy. I already had faith in Valve that they would be able to save the heavy, but this rework further proves that they are indeed dedicated to save the heavy. Overall, this change is good and makes the heavy more fun to play as and against. I can see how fun it is to play against a defensive team full of camping demoknights, engineers, and heavies. I enjoy the challenge and new change, and I hope everyone else does too.

However, there's one thing that would have made this update much better than it already is. The medic needs to be nerfed. As we all know, the medic has oppressed us engineers and heavies. These arrogant medics need to be knocked down their throne. Really, I'm sure everyone hates medics and their skillless M1 and M2. I could just select medic, leave to do whatever, and when I come back, I would find that the air would have been playing medic and win the game for me. But seriously, medic requires no skill at all and is too powerful like the demoman. The medic needs to be nerfed. I suggest that when uber is used, you first only have a 25% damage resistance, and it will start to ramp up. Four seconds later, you'll gain full invulnerability.
I agree.
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Date Posted: Jun 19 @ 8:48am
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