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-   -   TF2 Thread (https://www.miataturbo.net/gaming-91/tf2-thread-63080/)

blaen99 09-06-2012 11:38 AM

The rainblower is functionally identical to the stock flame thrower, Sam. It's just reskinned.

Joe Perez 09-06-2012 12:01 PM

Airblast is a little tougher in the MvM rounds, I think. It seems as though robots are heavier than their meat-based counterparts insofar as the airblaster's effect is concerned, thus the need for the airblaster upgrades.

As for backburner- it is amazing. 100% crits from behind with no ammo penalty (well, airblast costs a lot more ammo, but it's worth it.) This is why, in the MvM rounds, I always start out right at the jumping-off point, so than when the bots enter the arena I'm already behind them. I just wish that the crits were also effective against tanks, which they don't seem to be.

blaen99 09-06-2012 12:07 PM


Originally Posted by Joe Perez (Post 923712)
Airblast is a little tougher in the MvM rounds, I think. It seems as though robots are heavier than their meat-based counterparts insofar as the airblaster's effect is concerned, thus the need for the airblaster upgrades.

As for backburner- it is amazing. 100% crits from behind with no ammo penalty (well, airblast costs a lot more ammo, but it's worth it.) This is why, in the MvM rounds, I always start out right at the jumping-off point, so than when the bots enter the arena I'm already behind them. I just wish that the crits were also effective against tanks, which they don't seem to be.

I wish that the heavy's minigun was effective against tanks. wtf@12-13 damage a hit at minimum range!

Joe Perez 09-06-2012 12:39 PM


Originally Posted by blaen99 (Post 923717)
I wish that the heavy's minigun was effective against tanks. wtf@12-13 damage a hit at minimum range!

This is another reason why I prefer Pyro over Heavy in these rounds.

Pyro has two big advantages. With Backburner, he can crit normal bots at will. And in waves where you have large numbers of relatively weak bots swarming the battlefield, Pyro can just run around like a madman setting everybody on fire, and provided that he's upgraded his burn time and damage, many of them will die from just the afterburn alone. Those who don't will be sufficiently softened up that the second-wave defenders (heavies, engies, etc) will have a much easier time picking them off, and will be able to spread their bullets around much more effectively.


That said, I did play as engie a bit the night before last, and his wrangled sentry sure is a thing of beauty against massive, slow moving opponents such as the tank and the "large" bots.

sixshooter 09-06-2012 12:49 PM


Originally Posted by Saml01 (Post 923656)
Just to clarify, you cannot airblast the bomb as it lays on the ground. You have to airblast an enemy carrying the bomb. This is why sometimes you want to lure the enemy onto a bridge or equivalent to buy us more time. Its risky but if done right really helps.

I needed to know this.


Originally Posted by Saml01 (Post 923656)
Do you have The Back Burner? I got one in the haul last night, ill trade you.

I don't have the Back Burner. I'll gladly accept the trade, although I don't know if I have anything of value to you to trade back.


Originally Posted by Saml01 (Post 923656)
As for the error, you should have been given the option to either keep whats on the cloud or push local data. Did you check your back pack and confirm the items are missing?

I don't know what I got from the haul because it burped and kicked me off last night before I could see what was there. There are a few new items in my backpack but I think I acquired them along the way yesterday before going over to mvm and not at the end of the mission.

Originally Posted by Joe Perez (Post 923744)
and provided that he's upgraded his burn time and damage, many of them will die from just the afterburn alone.

There are two types of damage to choose from under the flamethrower tab, "damage" and underneath that "burn damage". Which is the one I should concentrate on and what is the difference?

blaen99 09-06-2012 12:54 PM


Originally Posted by sixshooter (Post 923749)
I don't have the Back Burner. I'll gladly accept the trade, although I don't know if I have anything of value to you to trade back.

A couple of us have a spare backburner we can just give you no problem, Six.


There are two types of damage to choose from under the flamethrower tab, "damage" and underneath that "burn damage". Which is the one I should concentrate on and what is the difference?
Burn damage is afterburn.

Saml01 09-06-2012 12:58 PM


Originally Posted by sixshooter (Post 923749)
I needed to know this.

I don't have the Back Burner. I'll gladly accept the trade, although I don't know if I have anything of value to you to trade back.

I don't need anything of value back for it. Though I did use my soda popper in a craft, would be cool if you had one.

Otherwise, I want the team better equipped the next time we play.

I also have a brass beast for someone if they want to double as heavy.

Joe Perez 09-06-2012 01:01 PM


Originally Posted by blaen99 (Post 923754)
Burn damage is afterburn.

And "damage" is the immediate damage caused to someone while you are actively standing there firing at them.

Both are important, but which one is more important depends somewhat on your style of play.

If you tend to simply "fire and forget", lighting up large numbers of enemy and letting them scatter, then you will want to increase both Burn Time and Burn Damage, so that they stay on fire longer, and take more damage in the process.

On the other hand, fur the purpose of making a sustained assault on a single enemy, such as going nose-to-nose with a tank or circling around a Giant Heavy and hitting him continuously, this where where regular Damage comes into play.

sixshooter 09-06-2012 01:59 PM


Originally Posted by blaen99 (Post 923754)
A couple of us have a spare backburner we can just give you no problem, Six.

Thank you! What are the advantages of the backburner?

Originally Posted by Saml01 (Post 923758)
I don't need anything of value back for it. Though I did use my soda popper in a craft, would be cool if you had one.

Otherwise, I want the team better equipped the next time we play.

Thanks to you as well. No soda poppers here, but I got a juicy ribeye steak the last go-around for some reason.

Originally Posted by Joe Perez (Post 923760)
And "damage" is the immediate damage caused to someone while you are actively standing there firing at them.

Both are important, but which one is more important depends somewhat on your style of play.

If you tend to simply "fire and forget", lighting up large numbers of enemy and letting them scatter, then you will want to increase both Burn Time and Burn Damage, so that they stay on fire longer, and take more damage in the process.

On the other hand, fur the purpose of making a sustained assault on a single enemy, such as going nose-to-nose with a tank or circling around a Giant Heavy and hitting him continuously, this where where regular Damage comes into play.

Thank you for the thoroughness of your explanation. It helps to know what and why for the sake of strategy on so many levels. BTW, I can certainly tell when I am up against noobs like myself or seasoned players in some of the other games. They know the tricks to playing smart that only come with time in the game.

I hope we start earlier next time because getting finished at 12:30am and waking up at 5:30 for work is kicking my ass today. Let's just say that my mental acuity is a bit weak today.

blaen99 09-06-2012 02:06 PM


Originally Posted by Joe Perez (Post 923744)
This is another reason why I prefer Pyro over Heavy in these rounds.

I don't think tanks are necessarily a good reason to go for pyro over heavy. I may bitch about it, but a heavy with brass beast, even on a tank, is still good damage.


Originally Posted by sixshooter (Post 923805)
Thank you! What are the advantages of the backburner?

If you hit something from behind, it auto-crits 100%. It can't crit otherwise though.

shuiend 09-06-2012 02:22 PM


Originally Posted by Joe Perez (Post 923744)
That said, I did play as engie a bit the night before last, and his wrangled sentry sure is a thing of beauty against massive, slow moving opponents such as the tank and the "large" bots.

When you have 2 engineers it is amazing. You have 1 of them using the wrangler and the other repairing the sentry so that it has infinite ammo.

I may be on tonight. It depends if coworkers try to get me to play sc2 or not and how late I want to stay up.

Saml01 09-06-2012 02:29 PM


Originally Posted by blaen99 (Post 923811)
I don't think tanks are necessarily a good reason to go for pyro over heavy. I may bitch about it, but a heavy with brass beast, even on a tank, is still good damage.



If you hit something from behind, it auto-crits 100%. It can't crit otherwise though.

I carry the brass beast mostly and switch to natasha for missions with big scouts. If there is a second heavy playing usually with Virant, I could play Natasha the whole time. Its invaluable against sentry busters as well since it slows them to a crawl.

I also gave up the sandvich for family business to handle enemies after ammo runs out and its great against spies and snipers. I also carry warriors spirit gloves for a lot more melee against tanks. With the warriors spirit the third punch crit is 253 damage. Yea I lose the run speed from the gloves of urgency but the extra damage is nice.

Though yesterday we had a nice time with the medic before I crashed out, a part of me almost wants to give it a try and see how it lends itself.

Anyone wanna trade me a direct hit?

Joe Perez 09-06-2012 04:00 PM


Originally Posted by blaen99 (Post 923811)
I don't think tanks are necessarily a good reason to go for pyro over heavy. I may bitch about it, but a heavy with brass beast, even on a tank, is still good damage.

Yeah, a Heavy is definately the best class (after the Wrangler Engineer) for going face-to-face with a tank. However the Pyro is a more well-rounded class than the Heavy when you consider all of the non-Tank enemies, especially given the fact that you can't really upgrade two different characters effectively in a single round.

At lest, for me it is. I grant you that I've seen some players who can use the Heavy very effectively in close-quarters combat. I'm just not at that skill level.

blaen99 09-06-2012 04:07 PM


Originally Posted by Joe Perez (Post 923873)
Yeah, a Heavy is definately the best class (after the Wrangler Engineer) for going face-to-face with a tank. However the Pyro is a more well-rounded class than the Heavy when you consider all of the non-Tank enemies, especially given the fact that you can't really upgrade two different characters effectively in a single round.

At lest, for me it is. I grant you that I've seen some players who can use the Heavy very effectively in close-quarters combat. I'm just not at that skill level.

I'm going to have to agree-yet-disagree. I think it depends *a lot more* on class balance as to what class is better.

The best team we've had (IMO at least) was 2x engi, 2x heavy, pyro, and something else.

If you asked me to swap a pyro for a heavy, I'd go fuck no. A heavy for a pyro? Fuck no again. An engi for a pyro or a heavy, or vice versa? Fuck no.

The reality is you can't have everyone, or even 3 people be the same class, or it seriously penalizes you. I'm slightly confused as to an argument relating to "which is better?" when the argument should be (at least IMO) "which class composition is best?"

Joe Perez 09-06-2012 04:27 PM

That's a fair assessment, and I'm largely biased by which classes I'm most skilled at.

I like playing Heavy as offense in payload maps, or in payload races. It's an easy class to play, since you have essentially infinite health and ammo. You just stay behind the cart and kill anything that moves.

By contrast, I'm not very good with Heavy in maps like CTF. I don't know why, I've just not developed the skill for it. I'm much better as Engineer in those.

In some maps, I love Pyro. Special Delivery is a good example here. That game mode tends to attract a lot of snipers who hang back and pick off the opposing team on the elevator, so I can have a ball spending the whole game just ambushing snipers and eliminating them.

Some classes I've never found a use for. Demo, for instance. He's a valuable character in the right hands, but I just seem to suck at playing him. Same goes for Scout.

blaen99 09-06-2012 04:33 PM

Oh man, I love demo. I fucking love demo.

I can play every class to a certain extent of skill, but Demo and Soldier are my standout favorites. But I never play soldier in MVM typically, and only play Demo rarely.

Demo is incredibly useful in certain situations in MVM, but it's also incredibly dependant on overall class balance on whether it's even worth it to have the demo or not. That's kind of the issue with class balance in MVM - at least 4 classes are totally worthless (Spy, soldier, sniper, medic), and 2 are only situationally useful (Demo, Scout). A soldier can be played in place of a scout if necessary, but a properly equipped scout blows a soldier out of the water.

blaen99 09-06-2012 08:44 PM

I may spend the cash to equip a Scout for MT MVM.

Pen2_the_penguin 09-06-2012 09:05 PM

want a smooth gaming experience? go buy my graphics card in sales area

triple88a 09-06-2012 11:02 PM

Link it beyotch.

Pen2_the_penguin 09-06-2012 11:24 PM


Originally Posted by triple88a (Post 923997)
Link it beyotch.

BAM!
https://www.miataturbo.net/stuff-sal...200-obo-68246/


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