Taking a break from TF2

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CknSalad
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Taking a break from TF2

Post by CknSalad » Mon Mar 24, 2014 12:38 pm

After playing TF2 for a long time, I have decided that it's time to take a good month or so long break from it. I had good times playing the game and met and befriended many cool people while playing competitive TF2 as well as in pubs. TheVille has definitely been one of the few go to pub servers I played on, even back when I was a mere pubber. TheVille has been a great pub community to be part of and just entering in the server felt great as people would recognize me and respect my skills.

To all the newer TF2 pub players in general, just have fun with the game and you'll get better at it with time. I remember when I first started, I was so bad that I went heavy and got more kills going 'fist' heavy than with the minigun :p. Anyway, I would like to thank TheVille for keeping up the servers especially 24/7 dustbowl as I had hours of fun playing in those servers.

cam
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Re: Taking a break from TF2

Post by cam » Mon Mar 24, 2014 12:53 pm

come back soon ckn! you'll be missed

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Re: Taking a break from TF2

Post by ADevilishPotato » Mon Mar 24, 2014 12:56 pm

Indeed, hopefully we will see you again soon.
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Re: Taking a break from TF2

Post by The Domer » Mon Mar 24, 2014 12:58 pm

Enjoy your break. The real world always comes first; but, don't forget your friends at the purple place!

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Re: Taking a break from TF2

Post by prang » Mon Mar 24, 2014 1:38 pm

Enjoy your time off. See you later :D
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Re: Taking a break from TF2

Post by Scorch » Mon Mar 24, 2014 4:33 pm

I'll save you some kritz for when you return, CknSalad.

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Re: Taking a break from TF2

Post by Snidely Whiplash » Mon Mar 24, 2014 7:30 pm

without CknSalad TheVille will be a hungrier place
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Re: Taking a break from TF2

Post by belak » Tue Mar 25, 2014 9:39 am

I had to do this about a year ago, so I definitely understand. Hopefully everything works out and that we'll see you soon!

CknSalad
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Re: Taking a break from TF2

Post by CknSalad » Fri Jun 20, 2014 5:11 pm

Played some TF2 again just two days ago. What have they done to my stickies!!!! :/

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Re: Taking a break from TF2

Post by The Domer » Fri Jun 20, 2014 7:00 pm

CknSalad wrote:Played some TF2 again just two days ago. What have they done to my stickies!!!! :/
OMG you and me both man, I hate it.

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Re: Taking a break from TF2

Post by Gizanked » Fri Jun 20, 2014 7:40 pm

The Domer wrote:
CknSalad wrote:Played some TF2 again just two days ago. What have they done to my stickies!!!! :/
OMG you and me both man, I hate it.
As I said in the shout box... Thankfully I am not able to play or else I would be screaming a lot.
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Re: Taking a break from TF2

Post by Vi Deo » Sat Jun 21, 2014 12:31 am

The Domer wrote:
CknSalad wrote:Played some TF2 again just two days ago. What have they done to my stickies!!!! :/
OMG you and me both man, I hate it.
They made shields and ScotRes relevant? I don't feel so bad for not using stickies anymore at least.

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Re: Taking a break from TF2

Post by CknSalad » Wed Jun 25, 2014 5:59 pm

Well they reverted the sticky nerf just recently again. That was fast! Though, as a demoman main, I do believe that demoman stickies still need to be nerfed. The following are my suggestions to Valve for how to nerf demoman stickies better:

1. Limit the stickies in main clip from '8' to '6'.
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This I believe is the easiest solution to implement as well as being quite effective to lower the sticky spam that players call "left-click right-click". 6 stickies will be more than enough to put up 2 decent separate traps and force better ammo management in initial fights depending on the map. Overall, I like this because there is no worry about fiddling with damage numbers and demoman can still do the full damage albeit less sticky spamming.

2. Somehow lower blast radius/damage for air stickies
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The first solution as written above still does not cover the problem for aggressive scouts or roamers (aggressive soldiers that basically bomb you - think Ma5ta from TheVille lol.....). The blast radius/damage is effective at denying soldier bombs or weakening the roamer that he cannot do significant damage to the medic combo. By implementing this change, roamers at least have a good second to do some decent damage to the medic combo if they are skilled enough and time their bombs well. Currently, even well-timed bombs can still be denied well by the current stickies.

3. Nerf the sticky damage to no more than 15% or so
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This is a solution that a lot of competitive/pub veterans suggest. As mentioned earlier, I like this ideal the least based upon the fact that this requires a lot of beta/play testing to work out the appropriate sticky damage reduction. However that being said, it would address the sticky spamming doing too much damage as well as aggressive scouts and roamers being able to make 'the big play' for a good second or so.

Anywho, it's good to be back and it was nice having warm welcomes from theVille community yesterday night.

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Re: Taking a break from TF2

Post by Maple Man » Wed Jun 25, 2014 10:01 pm

Personally, I say just reduce the sticky bomb damage by 20% if the sticky bombs detonate 2 seconds or less after launching. (120 - 24 = 96) It can still deny a certain area, but at the same time, it won't gib a squishy so quickly by a blindly fired sticky.
But...there's always the tide-turner if valve dun goofed and made stickies into crap again. Pair it w/ a caber and you can instantly deal about 300dmg to a group of enemies. :3 (405 if direct contact).

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Re: Taking a break from TF2

Post by trilobite » Sat Jul 05, 2014 10:52 am

I support the reversion of stickies back to full power. Mainly to compensate demomen for other significant vulnerabilities.

For example:

demomen have somewhat low health: 175

As a result, they are not hard to kill. Scouts and snipers can one-shot ‘em. Pyros can burn ‘em quickly, or puff and sting (from behind only now that the axtinguisher and postal pummeler have been nerfed). Heavies, snipers can render ‘em quick.

Demomen are slow: 93%

All classes except soldiers and heavies can chase them down. Laying down a sticky trail helps but not always.
True, the shields help them cope with the speed issue and the burning issue, but at the cost of the sticky loadout. Is that correct?

Pipes are sloppy ranged weapons. Practiced demomen can nail close targets, but the farther the target, the lower the accuracy. As a result, many classes can outmatch the demoman at medium-range and long-range distances.

As pyro, when I encounter a demoman one-to-one, the MAIN thing that worries me are stickies. Otherwise, I see them as exceptionally vulnerable.

So, I see the demoman as very powerful when protected behind friendly front lines, or with a medic in-tow at the front. But unescorted and alone in the enemy back country, they are slow and very vulnerable.

Weakening stickies removes that “Mutually Assured Destruction” deterrent which is one of the main attributes that keeps the demoman alive a bit longer.

This is my short take. There are lots of other scenarios you can imagine for arguing one way or the other. But I have played demoman and against demomen for many years, and I think nerfing stickies would have many, many unforeseen and disruptive consequences to the game. Not least of which would be frustration and betrayal of the thousands of expert demomen who, after many years, have fashioned and refined their gameplay style on the basis of full-power stickies.

My question regarding the sticky nerf argument is, “What is the problem to which this is a solution?”
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