Team Fortress 2
Random™? Aug 1, 2019 @ 11:03am
Why do we have random bullet spread in casual?
as the title implies, i see no point in having random bullet spread in casual. it serves no benefit other than to annoy shotgun users with inconsistancy.

Pros: more chip damage when firing outside of ideal range??

Cons: inconsistancy, the saddened feeling of being robbed a 1v1 win due to said inconsistancy, newer players feel their aim isnt improving becuase the damage they deal outside of point blank isnt consistant enough to judge skill
Originally posted by dat_potatoe:
One can at least somewhat argue random crits add a goofy "fun" factor to the game.

Random Spread adds absolutely nothing at all. It's just a pointless nuisance.
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Showing 1-15 of 31 comments
Emurinus Aug 1, 2019 @ 11:25am 
I've always found it annoying to be landing 21 damage meatshots pointblank because the pellets were too spread out while the enemy can hit me with a 45 from mid range because they were tightened. Problem just escalates whenever you play Scout which is why I don't play him often.
Random™? Aug 1, 2019 @ 11:32am 
well i decided to make this post after playing Revengineer, having those crits stored up to just have my shots do 140 at midrange, and ~120 at point blank becuase random bullet spread.

if anyone has an agruement of why we should KEEP random bullet spread. i would love to hear it.

random crits have their ups and down.. mostly downs but the part of the community swears by them... but ive yet to see a single person defend random bullet spread
GhastlyGhostJr Aug 1, 2019 @ 11:41am 
For "realism" i guess. But it still makes Scout the least fun class to play in casual, that and random crits make playing scout even worse
The author of this thread has indicated that this post answers the original topic.
dat_potatoe Aug 1, 2019 @ 11:49am 
One can at least somewhat argue random crits add a goofy "fun" factor to the game.

Random Spread adds absolutely nothing at all. It's just a pointless nuisance.
El viejo de la bolsa (Banned) Aug 1, 2019 @ 12:02pm 
To make people use the Panic Attack. Seriously use it, it's good
SimplySmiley Aug 1, 2019 @ 12:45pm 
I never found it annoying. Especially in close range.
El viejo de la bolsa (Banned) Aug 1, 2019 @ 12:48pm 
Originally posted by SimplySmiley:
I never found it annoying. Especially in close range.
HoBoMiKe Aug 1, 2019 @ 12:51pm 
Originally posted by Emurinus:
I've always found it annoying to be landing 21 damage meatshots pointblank because the pellets were too spread out while the enemy can hit me with a 45 from mid range because they were tightened. Problem just escalates whenever you play Scout which is why I don't play him often.
that's the most fun part of the game AND shotguns, you don't lose a fight just because player A fired at player B first


you still have a chance to win an encounter you didn't initiate, similarly to how real shotguns work (shotguns don't fire in a "fixed" pattern they spread out)
Last edited by HoBoMiKe; Aug 1, 2019 @ 12:52pm
Solo Pk'er Aug 1, 2019 @ 1:36pm 
wait, is cl_interp slot specific or class ? .033 for shotugns and .0152 for rockets might help, or start using Panic attack ?
trash Aug 1, 2019 @ 1:56pm 
Originally posted by Solo Pk'er:
wait, is cl_interp slot specific or class ? .033 for shotugns and .0152 for rockets might help, or start using Panic attack ?
it's set on spawn
you used to be able to set it at any time so you could have slot specific, but there was an exploit where you could toggle it between normal and some insanely high value to 'freeze' enemies for a split second and lag compensation would still give you the hit if you shot them, so they locked it down to only being changable while not actively alive, so now it's pretty much class specific at best
Random™? Aug 1, 2019 @ 1:56pm 
Originally posted by HoBoMiKe:
Originally posted by Emurinus:
I've always found it annoying to be landing 21 damage meatshots pointblank because the pellets were too spread out while the enemy can hit me with a 45 from mid range because they were tightened. Problem just escalates whenever you play Scout which is why I don't play him often.
that's the most fun part of the game AND shotguns, you don't lose a fight just because player A fired at player B first


you still have a chance to win an encounter you didn't initiate, similarly to how real shotguns work (shotguns don't fire in a "fixed" pattern they spread out)
a real shotgun may not fire in a fixed pattern, but their spread also isnt NEAR as large as the one in tf2. .. ive never seen a shotgun shot only hit on 1 side of a target when youre aiming dead center.

and as for your example of "player A and B".. if both are equally skilled, player B should lose every time (assume same class) yes its less punishing for newer players who didnt see their opponent right away.... but on the flip side it PUNISHES (which is never a good word) the player who got the drop but got trolled becuase rng said "nah you were aiming to their right"

all in all, i feel like random bullet spread is like using the beggars bazooka, you have 0 way of predicting the shot. but you know its typically not going to go where you want it.
Emurinus Aug 1, 2019 @ 3:13pm 
Originally posted by HoBoMiKe:
Originally posted by Emurinus:
I've always found it annoying to be landing 21 damage meatshots pointblank because the pellets were too spread out while the enemy can hit me with a 45 from mid range because they were tightened. Problem just escalates whenever you play Scout which is why I don't play him often.
that's the most fun part of the game AND shotguns, you don't lose a fight just because player A fired at player B first


you still have a chance to win an encounter you didn't initiate, similarly to how real shotguns work (shotguns don't fire in a "fixed" pattern they spread out)
I shouldn't be doing less damage at close range if I had my crosshair over them when I fired, nor should I be able to "shotgun snipe" people when they could otherwise get away.

It's not an issue of who fires first, it's an issue where you're either doing less damage or more damage without any additional input from anyone.
trash Aug 1, 2019 @ 3:21pm 
reminder that random fall damage variance is a thing and should be removed
Tramuntana Aug 1, 2019 @ 3:29pm 
Originally posted by Random™:
a real shotgun may not fire in a fixed pattern, but their spread also isnt NEAR as large as the one in tf2. .. ive never seen a shotgun shot only hit on 1 side of a target when youre aiming dead center.
A real shotgun with a modern slug shell has an effective range of 50-70 feet, about as large as the Sniper Rifle in TF2 (wich in case you know, it stops headshotting after 81 feet).

As you can probably guess, making it realistic would probably be a bad idea. Or any other weapon for that matter, a direct hit from a real explosive weapon, either a grenade or a rocket, won't leave anything of you to even bury, no matter how fat you are, and a single revolver and pistol shot might very well be fatal, especially if it hits a vital organ.

If you want an idea of how stupid the game would be like, try out the 2005 Star Wars Battlefront 2, who has all of it's weapons "balanced" like that. Have fun being killed in one shot every six seconds by a random grenade, random spam from a rifle, an unscoped shot from a sniper or a headshot from a pistol.
Last edited by Tramuntana; Aug 1, 2019 @ 3:30pm
SimplySmiley Aug 2, 2019 @ 5:19am 
Originally posted by Random™:
Originally posted by HoBoMiKe:
that's the most fun part of the game AND shotguns, you don't lose a fight just because player A fired at player B first


you still have a chance to win an encounter you didn't initiate, similarly to how real shotguns work (shotguns don't fire in a "fixed" pattern they spread out)
a real shotgun may not fire in a fixed pattern, but their spread also isnt NEAR as large as the one in tf2. .. ive never seen a shotgun shot only hit on 1 side of a target when youre aiming dead center.

and as for your example of "player A and B".. if both are equally skilled, player B should lose every time (assume same class) yes its less punishing for newer players who didnt see their opponent right away.... but on the flip side it PUNISHES (which is never a good word) the player who got the drop but got trolled becuase rng said "nah you were aiming to their right"

all in all, i feel like random bullet spread is like using the beggars bazooka, you have 0 way of predicting the shot. but you know its typically not going to go where you want it.
From my own experience random pattern of shotguns isn't THAT bad even in the slightest. Of course it can be annoying in the longer ranges but in closer range it's not really anything bad. You hit the shot, you hit the shot. You miss the shot, you miss the shot. If you aimed at the enemy then the shot surely landed.
Last edited by SimplySmiley; Aug 2, 2019 @ 5:19am
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Date Posted: Aug 1, 2019 @ 11:03am
Posts: 31