Being a heavy main feels like masochism most of the time, oh yippie my weakness, corners and sight lines. Whats that? They have a competent sniper? No playing the game for me
I feel the frustration of being on the attacking team, post payload maps are defense favored anyways. Really hoping that the idea of a bigger cart that gives you more cover from snipers like on frontier will be used on more maps in the future
That's a really good idea. I like how the cart in Embargo lets you hide behind it through those vulnerable chokepoints, more map creators should include unique payloads like that. I much prefer KOTH or attack/defense because you have more freedom to go around the point rather than being forced to push it through shitty chokes
I find Snowcoast to be fun on defense but offense is another story entirely lmao. I remember playing an Uncletopia competitive version of this map and it was a lot more fun due to extra flank routes and less chokey chokepoints
@@morfufo Defense is honestly pretty fun until the last point, unlike most Payload final points it's one where it's not really fun for the defending team either, the spawn is still easy to spawncamp if the attacking team is on a roll and almost necessary to win? I really should check out the competitive version as well, I like it's more sunny as well, I think we need more maps with grass lol
My biggest issue with TF2 is the MYM servers. they're just bad. like unbelievably awful. the 2-round limit KILLS any mode that isn't Payload or A/D. the lack of team scramble or team switch leads to one-sided stomps. and queueing in general is a massive waste of time that you just have to sit through. I end up sticking to the furry servers, even for as weird as they are, they have actually decent servers with the traditional Quickplay rule set. a close second is how hard the game is for newer players. They're shown nothing and are being thrown to the wolves (as in getting their shit pushed in by Veterans). The official tutorial only has 4/9 classes all of which are incredibly bare bones (the Soldier segment doesn't have rocket jumping, you know, ONE OF HIS DEFINING ABILITIES). so players are being taught nothing and are tossed into a server full of veterans. no wonder the game never took off, people leave before they can get to the good parts. it wouldn't be that hard to fix, the TF2 wiki is full of information to help the player learn about weapons, maps, strategies, etc. You just have to connect the Wiki to TF2 somehow and tell the player to look there.
This is such a good idea, it's a shame TF2 doesn't get anymore support from Valve in meaningful ways.. This game isn't very friendly to new players and it kinda requires an active interest in the lore, characters, gameplay, SFMs, etc. for players to get hooked and not leave from the steep learning curve.
@kingkrool94 as a newish player (150ish hours) I can confirm this game is incredibly painful to try and play. I feel like everyone I play with is a god with aimbot-like accuracy and a script that makes their character dodge any time my crosshair gets even close to then, with instant acceleration making it almost impossible to time shots. There are some days when I just want to give up from that alone, go say nothing of the particular challenges of being my most played class (spy).
tfp almost consistently has really strong players, it's kind of unreal, even if the servers can have problems with sprays. always been that way for the last eight years at least
i play medic. and the amount of fun i have i have in your average match is completely dependent on whether i have a competent team or not. and it sucks because i love playing medic but the class just isn't fun when your team would rather treat the match like a dm fest. im sure heavy players understand that pain all too well..... also based heavy main? subbed.
We Heavies appreciate you guys. There are more Medic mains than Heavy mains in my Efficient Heavy Discord server which goes to show the mutual respect we mains have for each other 🫡
@@veryheavyalan Its more like heavy's udder complete lack mobility makes you more aware of your surroundings and more likely to care about the lil medic dood following you around begging for sandviches
@@CollynsTV To be fair for demoman players, well good ones at least know that sticky jumping is very costly of health so they usually use it to reach to the frontlines faster or when they have overheal to spend to be safe and they'll just forget about it to look out for you, or just completely use the Sticky Jumper which obviously isn't a type of demo you should pocket. In other words please uber me as demo please please I'm reliable for an uber I can protect you please
@@yoursonhaspassedaway3330 Less risk when doing short burts of speed and on the rare occasion I melee someone I can choose whether to run away or reposition with the extra speed
Being a heavy main feels like masochism most of the time, oh yippie my weakness, corners and sight lines. Whats that? They have a competent sniper? No playing the game for me
There's a sick satisfaction we Heavy mains get from being the underdog
I tried being a heavy main some time ago. Being a spy main somehow feels less painful. Respect *gives heavy a baguette*
@@morfufo It's all worth it for the occasion you wipe down enemies with an uber like a lawnmower and help the team push 😎
I feel the frustration of being on the attacking team, post payload maps are defense favored anyways. Really hoping that the idea of a bigger cart that gives you more cover from snipers like on frontier will be used on more maps in the future
That's a really good idea. I like how the cart in Embargo lets you hide behind it through those vulnerable chokepoints, more map creators should include unique payloads like that. I much prefer KOTH or attack/defense because you have more freedom to go around the point rather than being forced to push it through shitty chokes
A fun Snowycoast game is incredibly rare in this game lmao
I find Snowcoast to be fun on defense but offense is another story entirely lmao. I remember playing an Uncletopia competitive version of this map and it was a lot more fun due to extra flank routes and less chokey chokepoints
@@morfufo Defense is honestly pretty fun until the last point, unlike most Payload final points it's one where it's not really fun for the defending team either, the spawn is still easy to spawncamp if the attacking team is on a roll and almost necessary to win?
I really should check out the competitive version as well, I like it's more sunny as well, I think we need more maps with grass lol
Matchmaking be like:
Let me put all the decent players on one team, and all the brainless f2ps on the other :D
Fix heavy by giving him an extra equip slot just for lunchbox items, and 450 HP
My biggest issue with TF2 is the MYM servers. they're just bad. like unbelievably awful. the 2-round limit KILLS any mode that isn't Payload or A/D. the lack of team scramble or team switch leads to one-sided stomps. and queueing in general is a massive waste of time that you just have to sit through. I end up sticking to the furry servers, even for as weird as they are, they have actually decent servers with the traditional Quickplay rule set.
a close second is how hard the game is for newer players. They're shown nothing and are being thrown to the wolves (as in getting their shit pushed in by Veterans). The official tutorial only has 4/9 classes all of which are incredibly bare bones (the Soldier segment doesn't have rocket jumping, you know, ONE OF HIS DEFINING ABILITIES). so players are being taught nothing and are tossed into a server full of veterans. no wonder the game never took off, people leave before they can get to the good parts. it wouldn't be that hard to fix, the TF2 wiki is full of information to help the player learn about weapons, maps, strategies, etc. You just have to connect the Wiki to TF2 somehow and tell the player to look there.
This is such a good idea, it's a shame TF2 doesn't get anymore support from Valve in meaningful ways.. This game isn't very friendly to new players and it kinda requires an active interest in the lore, characters, gameplay, SFMs, etc. for players to get hooked and not leave from the steep learning curve.
@kingkrool94 as a newish player (150ish hours) I can confirm this game is incredibly painful to try and play. I feel like everyone I play with is a god with aimbot-like accuracy and a script that makes their character dodge any time my crosshair gets even close to then, with instant acceleration making it almost impossible to time shots. There are some days when I just want to give up from that alone, go say nothing of the particular challenges of being my most played class (spy).
@@herec0mestheCh33f Do you have mouse acceleration enabled? It should be disabled
tfp almost consistently has really strong players, it's kind of unreal, even if the servers can have problems with sprays. always been that way for the last eight years at least
@@morfufo nope, just raw inputs. Trying different sensitivities to see if it helps some tho
i play medic. and the amount of fun i have i have in your average match is completely dependent on whether i have a competent team or not. and it sucks because i love playing medic but the class just isn't fun when your team would rather treat the match like a dm fest. im sure heavy players understand that pain all too well..... also based heavy main? subbed.
We Heavies appreciate you guys. There are more Medic mains than Heavy mains in my Efficient Heavy Discord server which goes to show the mutual respect we mains have for each other 🫡
Is this why medic players like to stick with heavies, cause they usually seem like the players who know what they're doing lol
@@veryheavyalan Its more like heavy's udder complete lack mobility makes you more aware of your surroundings and more likely to care about the lil medic dood following you around begging for sandviches
if i had a penny for every time a scout, demo or soldier straight up left me for dead... id have alot of pennys
@@CollynsTV To be fair for demoman players, well good ones at least know that sticky jumping is very costly of health so they usually use it to reach to the frontlines faster or when they have overheal to spend to be safe and they'll just forget about it to look out for you, or just completely use the Sticky Jumper which obviously isn't a type of demo you should pocket. In other words please uber me as demo please please I'm reliable for an uber I can protect you please
If I was there as medic it might be less infuriating. Sadly I cant have 1000 ping on uncletopia
We would have won instantly if you were there 😔
Don't you hate it when you die just before the health pack
why the eviction notice over the gloves of running urgently?
@@yoursonhaspassedaway3330 Less risk when doing short burts of speed and on the rare occasion I melee someone I can choose whether to run away or reposition with the extra speed
2:08 AWE fuck smh >_< so close.
Have you tried using the shot gun?
Yeah it's fun with all stock loadout