Team Fortress 2
mr mayonnaise May 14, 2017 @ 11:59pm
Fed up of brain-dead teammates.
It's a pain seriously. I pick a class, get set up, then forename.surname.number joins and immediately picks the class I'm playing. I ask him to switch, he pretends the chat doesn't exist, not even so much as acknowledging my statement. I ask again, still no response. I change to a different class, seeing as he won't change. We fail.

I ask again for him to change what he's doing, still no response. Getting pissed now, initiate a vote kick, he gets kicked (then probably goes to reddit to complain "hurr MvM community so toxic") and gets immediately replaced by a similar person. Rinse and repeat.
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Showing 1-15 of 15 comments
Dispentryporter May 15, 2017 @ 12:05am 
What's wrong with two people playing the same class?
76561198199727671 May 15, 2017 @ 2:13am 
Nothing matters as long as you win. Provided everyone did something productive.
Originally posted by Communist Dispentryporter:
What's wrong with two people playing the same class?

If you got a role that is not fulfilled, it can be a problem.

And some duplicate classes tends to mess with each other (see Scouts or Engies for example)
Radioactive Panda May 15, 2017 @ 10:22am 
Originally posted by Quenquent the babysitter:
Originally posted by Communist Dispentryporter:
What's wrong with two people playing the same class?

If you got a role that is not fulfilled, it can be a problem.

And some duplicate classes tends to mess with each other (see Scouts or Engies for example)
Nope. Multi-engies that actually help build is quite good as most people know how to repair ♥♥♥♥. They just never wrangle. And honestly some sentries are better than heavies.
Deathrowboat May 15, 2017 @ 10:24am 
Multiple scouts, pyros, engineers, medics, and spies are the most annoying to have multiple of.

Scouts mean less survive-ability, and glitchy money mechanics.
Pyros mean harder time to really do the job for one.
Engineers mean sentry busters more often.
Medics can result in slower uber/shield build rate for both.
Spies are annoying because ♥♥♥♥♥♥ sapper/stab coding and aggro.
Radioactive Panda May 15, 2017 @ 10:27am 
Originally posted by Deathrowboat:
Multiple scouts, pyros, engineers, medics, and spies are the most annoying to have multiple of.

Scouts mean less survive-ability, and glitchy money mechanics.
Pyros mean harder time to really do the job for one.
Engineers mean sentry busters more often.
Medics can result in slower uber/shield build rate for both.
Spies are annoying because ♥♥♥♥♥♥ sapper/stab coding and aggro.
Not really for pyro. If both are back burner then they won't be noticed. If they are circle then just sandwich the giant and run in circle if have to.

Duo medic is fine. Just heal the other med for charge or saw. Duo med in a non brain dead pub is fun.
Deathrowboat May 15, 2017 @ 10:43am 
Yes for pyro, they can be annoying to work around even if both back burner.

Less so ubercharge on medic, though it's noticeable, and more so shield charge.

Again, not impossible. Just annoying.
Originally posted by Radioactive Panda:
Originally posted by Quenquent the babysitter:

If you got a role that is not fulfilled, it can be a problem.

And some duplicate classes tends to mess with each other (see Scouts or Engies for example)
Nope. Multi-engies that actually help build is quite good as most people know how to repair ♥♥♥♥. They just never wrangle. And honestly some sentries are better than heavies.

That would imply there's some sort of cooperation in the team. Here, we are speaking about a pub scenario. I don't think they will cooperate enough to compensate the increase in sentry busters.

Originally posted by Deathrowboat:
Multiple scouts, pyros, engineers, medics, and spies are the most annoying to have multiple of.

Scouts mean less survive-ability, and glitchy money mechanics.
Pyros mean harder time to really do the job for one.
Engineers mean sentry busters more often.
Medics can result in slower uber/shield build rate for both.
Spies are annoying because ♥♥♥♥♥♥ sapper/stab coding and aggro.

Multiple medics mostly depends on the number of power classes to me. Like, if there's enough to heal for every medics, it should be fine. Heck, I'm sure 2 Medics + 2 Pyro + Medic picker + Engie could work well.
Deathrowboat May 15, 2017 @ 11:15am 
Again, I didn't say unplayable, just annoying.

But no, in my experience I'd rather just have one medic than two in basically every scenario possible. There's always that jackass that maxes overheal on wave 2 and makes shield building a pain.
Radioactive Panda May 15, 2017 @ 12:09pm 
Originally posted by Deathrowboat:
Again, I didn't say unplayable, just annoying.

But no, in my experience I'd rather just have one medic than two in basically every scenario possible. There's always that jackass that maxes overheal on wave 2 and makes shield building a pain.
Build shield with crit charge use. Build shield by healing other medic.
Deathrowboat May 15, 2017 @ 1:00pm 
Only works so well.

Again, annoying, not unplayable.
Radioactive Panda May 15, 2017 @ 1:39pm 
Honestly I really didn't find it annoying other than the normal loss of dmg class.
miniWHEAT May 16, 2017 @ 8:33pm 
I feel like as a MVM medic main I have to carry my incompetent team mates more then they can fire single pistol shots at the tanks
Dispentryporter May 16, 2017 @ 9:37pm 
Originally posted by dj.miniwheat:
I feel like as a MVM medic main I have to carry my incompetent team mates more then they can fire single pistol shots at the tanks
Please don't main classes in mvm. You need to be able fill any role if the team needs it.
Solarmech May 17, 2017 @ 4:20am 
No, brain dead team mates are the ones that don't buy any upgrades even after being told to do so. On an Expert map :cfacepalm: sm
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Date Posted: May 14, 2017 @ 11:59pm
Posts: 15