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Furril 28 Sep, 2010 @ 11:02am 
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daniel 22 Nov, 2009 @ 3:40pm 
I don't know, Naruto punching a nuke into Kakuzu was pretty good, imo. It's just when real plot stuff that isn't cool fights is happening with him, that's when it gets overbearing and retarded.
daniel 14 Sep, 2009 @ 9:41am 
Ugh, #46, if you really don't understand comp tf2 that much I will to my best to explain why stuns are broken.

First, let's talk about the operation of the sandman. It's faster than most projectiles with a very gracious hitbox, meaning that, in the hands of any mid tier scout or higher, you'd hit the majority of your sandman volleys. Hopefully you agree with this so I can continue.

Secondly, the stunning mechanic itself. 6v6 has a penchant for coordinated spam that kills players very easily if they can't evade projectiles -- you can tell by anytime someone lags a bit and gets caught mid jump or such, because they usually die that instant, as the other team is more than happy to capitalize on a stark still enemy. Here's why the sandman's broken:
daniel 14 Sep, 2009 @ 9:41am 
Every single pick in TF2 is incredibly important. If you kill a scout and both of yours are up, you now control the flanks. If you pick a soldier, their medic is now vulnerable as the other soldier has to stay with him and there's no one to put pressure on your medic (typically dubbed the roamer, but the jobs are interchangeable). Pick the demo and, well, if you've ever played 6v6 you'll understand how big a relief it is to not have to worry about sticky traps or the most powerful damage output class in the game. We all know the consequences of picking a medic -- more often than not a momentum swinging move.
daniel 14 Sep, 2009 @ 9:40am 
The Sandman not only has the capability to force an unstoppable instant pick on connection, but it suddenly turns the fastest, hardest to chase down and finish off class into an instant kill class that does so with a spammable projectile. Go reread #15 if you want to understand the problems therein, as the game becomes more scout centric than it already is (and the scout duo is probably the most powerful team force in 6v6 with the exception of an ubered pair, but that only lasts 10 or less seconds) -- this is bad for class balance. While in team vs team balance, anything both teams can use is technically balanced, it creates an imbalanced dynamic between classes.
daniel 14 Sep, 2009 @ 9:40am 
If you ever played the old Battlefield games, think about how useless or situational the Assault and Anti Tank classes were with Medics and Engineers around. Whenever a medic came into 1v1 with an assault class, there was an instant disadvantage because the medic's gun was arguably better (better accuracy, slightly less damage) and he could heal himself mid combat, as well. There's a scout cap in 6v6 that I hope you don't contest (otherwise everyone would go 4 scouts for mid fights), but that means there's four players on the other team who are at a massive disadvantage against scouts because they're faster, have stronger firepower (hitscan>projectile any day), and if you implement the sandman, they now have an instant win attack tucked away at the cost of a few hit points, which is frankly negligible because most scouts go into fights either overhealed or already hurt anyhow (the consequence of playing the easiest to roam with class).