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Hi, i am ukrainian and like tf2, give me invite in this group:)

I think I may quit while I'm ahead. I have killed ukick 50 times and he has killed me 49. My K:D ratio is 1.02. I doubt it is going to go up from here.

EvilHomer3k wrote:

I think I may quit while I'm ahead. I have killed ukick 50 times and he has killed me 49. My K:D ratio is 1.02. I doubt it is going to go up from here.

Boo it changed. That killstat tracker only counts the last 28 days. I actually checked the list yesterday and Queueball was the only one on it that had me more times than I killed him.

How can we bribe Queueball to play more often, guys? Let's brainstorm here

MyBrainHz wrote:

How can we bribe Queueball to play more often, guys? Let's brainstorm here

Wasn't Queueball taking donations to slap ukick in the head everytime you gave him 5 bucks or something? What's the paypal address?

First time on our own server I really couldn't care less if I died or not lol
Was just too tired to do any good. Even playing lousy spy, turned out
more lousy than expected. Just to figure out I had to be up early
morning as well for work. So quit and headed to bed.

EvilHomer3k wrote:

I think I may quit while I'm ahead.

+1

Also the offer to slap ukick has ended since I moved out of the apartment he was living in.

Queueball wrote:
EvilHomer3k wrote:

I think I may quit while I'm ahead.

+1

Also the offer to slap ukick has ended since I moved out of the apartment he was living in.

What if we pay for gas to drive over there?

ukickmydog wrote:
EvilHomer3k wrote:

I think I may quit while I'm ahead. I have killed ukick 50 times and he has killed me 49. My K:D ratio is 1.02. I doubt it is going to go up from here.

Boo it changed. That killstat tracker only counts the last 28 days. I actually checked the list yesterday and Queueball was the only one on it that had me more times than I killed him.

I am positive with everyone but Mex (22 and 23), sinkwater, ericthered, and evilseed. Most pyros I have good luck with but for some reason evilseed finds a way to ambush me with the phlog several times a night. Eric and sink are great with their normal grenades and that is tough for me. Most demos use stickies and those are not that difficult to avoid (even for a fatty).

Sparhawk wrote:

First time on our own server I really couldn't care less if I died or not lol

What? But... your stats!

EvilHomer3k wrote:
Queueball wrote:

Also the offer to slap ukick has ended since I moved out of the apartment he was living in.

What if we pay for gas to drive over there?

EvilHomer3k wrote:

Most demos use stickies and those are not that difficult to avoid.

Reeeally...? I really should go back to playing Demoman, as annoying as one can be with a soldier+medic, a demo is the ultimate destruction machine in TF2.

Mex wrote:
Sparhawk wrote:

First time on our own server I really couldn't care less if I died or not lol

What? But... your stats!

You made me check now! But...still on lucky number 13 position. So no damage there.
Was 12 last week. Will enter top 10 coming week

EvilHomer3k wrote:
Queueball wrote:
EvilHomer3k wrote:

I think I may quit while I'm ahead.

+1

Also the offer to slap ukick has ended since I moved out of the apartment he was living in.

What if we pay for gas to drive over there?

ukickmydog wrote:
EvilHomer3k wrote:

I think I may quit while I'm ahead. I have killed ukick 50 times and he has killed me 49. My K:D ratio is 1.02. I doubt it is going to go up from here.

Boo it changed. That killstat tracker only counts the last 28 days. I actually checked the list yesterday and Queueball was the only one on it that had me more times than I killed him.

I am positive with everyone but Mex (22 and 23), sinkwater, ericthered, and evilseed. Most pyros I have good luck with but for some reason evilseed finds a way to ambush me with the phlog several times a night. Eric and sink are great with their normal grenades and that is tough for me. Most demos use stickies and those are not that difficult to avoid (even for a fatty).

Hrmp. I figured as many times I have exploded your fat heavy head I would have a positive k/d on you. I'm off by 2 kills.

My worst enemies are spies and random demo spam. Even when I'm sniping I like to move close to the action and getting hit with random demo nades is just part of it. The spy part is killer for me. Most of the time I know the spy is coming after me (brainz, ukick, psych, evilseed) but I'll stay scoped to kill a really important heavy or medic and let them stab me instead of wasting time chasing them. Plus if I worry about them too much I just get really paranoid and my aim goes to complete sh*t.

Also I have a little alarm in my head that if ukick or brainz are playing a different class other than spy, I headshot them several times in a row and then I don't see them for a while....I know I'm fixing to get stabbed.

Gumbie wrote:

Also I have a little alarm in my head that if ukick or brainz are playing a different class than spy, I headshot them several times in a row and then I don't see them for a while....I know I'm fixing to get stabbed.

Instill Paranoid Fear in Your Enemies.... ACHIEVEMENT UNLOCKED

Playing medic just about all the time shows as everyone has a pretty high killed me to me killing them. As does my 0.35 k:d overall ratio.

double post

Is our record against other individuals something I'd find on the HLstatsX site, or is that something else?

HLstatsX. Click a player to see their info page, then choose "Killstats" along the top.

Medmey wrote:

Playing medic just about all the time shows as everyone has a pretty high killed me to me killing them. As does my 0.35 k:d overall ratio.

That's why K:D is good for seeing who's better in a 1:1 fight (although in TF2 it's not really that accurate of a measure), but medics are better measured by points/time, since they obviously are not doing a lot of killing.

Mex wrote:
Sparhawk wrote:

First time on our own server I really couldn't care less if I died or not lol

What? But... your stats!

EvilHomer3k wrote:
Queueball wrote:

Also the offer to slap ukick has ended since I moved out of the apartment he was living in.

What if we pay for gas to drive over there?

EvilHomer3k wrote:

Most demos use stickies and those are not that difficult to avoid.

Reeeally...? I really should go back to playing Demoman, as annoying as one can be with a soldier+medic, a demo is the ultimate destruction machine in TF2.

Single demos that rely on stickies are not much threat to a heavy. Stickies to a base of 120 damage. So it takes 3 stickies to kill a full health heavy. Stickies have an attack interval of .6 and it takes .92 seconds to arm the sticky. So if you layed out 3 stickies and let them arm it would take you .6+.6+.92 (assuming no startup time for the first sticky). Total of 2.12 seconds. At medium range the heavy does 50-300 damage per second. At close range it is 500-540 dps. The windup time is .87. So at close range the demo is definitely dead before they can put out enough stickies to kill the heavy. At medium range he is probably dead (again before he can even detonate all three). If you shoot a sticky, detonate, shoot a sticky, detonate, shoot, detonate you are looking at 1.52 seconds per sticky. That takes you over 4.5 seconds. Even a pubbie heavy is going to come out of that on top.

Contrast that with the grenade launcher. Damage at close range for a direct hits is 123. The delay is .6 between shots. So you are looking at 1.2 seconds to get out 3 regular grenades (again assuming no delay on the first shot). The heavy will do some damage but if all three hit the heavy dies. Plus, you can get out four in 1.8 seconds. If you are accurate with regular grenades you can own heavies.

Compare that with the rocket launcher. It has a delay of .8 and will do 112 damage at point blank range on a direct hit. So it takes the soldier 1.6 seconds to kill a heavy at point blank range with three direct hits. For a heavy at point blank with 1.6 seconds they'll do 250 damage in 1/2 second. Add the .87 spinup and it takes less than 1.6 seconds for the heavy to kill the soldier. At medium range the soldiers damage drops off significantly and it requires 4 direct hits (max 90 damage per hit).

A demo who relies on stickies has to get the sticky close to you and has a delay in when they can detonate. That gives you time (.92 seconds) to move away. I can jump spin away from a sticky, start firing the mini-gun, land, and kill the demo before he can shoot and detonate another sticky. At best he will get off a second sticky if he surprises me. A demo that can hit you with regular grenades gives you no chance to dodge and can hit you twice before you finish spinning up the minigun.

So, yeah, if you want to increase you K/D ratio with heavies go demo and learn to use the regular grenades. Of course buff banners, medics, etcetera have a big effect on k/d ratios. So does knowing when to get out of there and being able to do it quickly. Once a heavy commits he's in for the long haul. A soldier can get out of a fight really fast by rocket jumping. Anyway, my math above is probably suspect but my experience mirrors the math. The short of it is if you play demo use your grenades for more than just spam.

EvilHomer3k wrote:
Mex wrote:
Sparhawk wrote:

First time on our own server I really couldn't care less if I died or not lol

What? But... your stats!

EvilHomer3k wrote:
Queueball wrote:

Also the offer to slap ukick has ended since I moved out of the apartment he was living in.

What if we pay for gas to drive over there?

EvilHomer3k wrote:

Most demos use stickies and those are not that difficult to avoid.

Reeeally...? I really should go back to playing Demoman, as annoying as one can be with a soldier+medic, a demo is the ultimate destruction machine in TF2.

Single demos that rely on stickies are not much threat to a heavy. Stickies to a base of 120 damage. So it takes 3 stickies to kill a full health heavy. Stickies have an attack interval of .6 and it takes .92 seconds to arm the sticky. So if you layed out 3 stickies and let them arm it would take you .6+.6+.92 (assuming no startup time for the first sticky). Total of 2.12 seconds. At medium range the heavy does 50-300 damage per second. At close range it is 500-540 dps. The windup time is .87. So at close range the demo is definitely dead before they can put out enough stickies to kill the heavy. At medium range he is probably dead (again before he can even detonate all three). If you shoot a sticky, detonate, shoot a sticky, detonate, shoot, detonate you are looking at 1.52 seconds per sticky. That takes you over 4.5 seconds. Even a pubbie heavy is going to come out of that on top.

Contrast that with the grenade launcher. Damage at close range for a direct hits is 123. The delay is .6 between shots. So you are looking at 1.2 seconds to get out 3 regular grenades (again assuming no delay on the first shot). The heavy will do some damage but if all three hit the heavy dies. Plus, you can get out four in 1.8 seconds. If you are accurate with regular grenades you can own heavies.

Compare that with the rocket launcher. It has a delay of .8 and will do 112 damage at point blank range on a direct hit. So it takes the soldier 1.6 seconds to kill a heavy at point blank range with three direct hits. For a heavy at point blank with 1.6 seconds they'll do 250 damage in 1/2 second. Add the .87 spinup and it takes less than 1.6 seconds for the heavy to kill the soldier. At medium range the soldiers damage drops off significantly and it requires 4 direct hits (max 90 damage per hit).

A demo who relies on stickies has to get the sticky close to you and has a delay in when they can detonate. That gives you time (.92 seconds) to move away. I can jump spin away from a sticky, start firing the mini-gun, land, and kill the demo before he can shoot and detonate another sticky. At best he will get off a second sticky if he surprises me. A demo that can hit you with regular grenades gives you no chance to dodge and can hit you twice before you finish spinning up the minigun.

So, yeah, if you want to increase you K/D ratio with heavies go demo and learn to use the regular grenades. Of course buff banners, medics, etcetera have a big effect on k/d ratios. So does knowing when to get out of there and being able to do it quickly. Once a heavy commits he's in for the long haul. A soldier can get out of a fight really fast by rocket jumping. Anyway, my math above is probably suspect but my experience mirrors the math. The short of it is if you play demo use your grenades for more than just spam.

In short, go spy.....

EvilHomer3k wrote:

If you shoot a sticky, detonate, shoot a sticky, detonate, shoot, detonate you are looking at 1.52 seconds per sticky. That takes you over 4.5 seconds. Even a pubbie heavy is going to come out of that on top.

I'm going to have to disagree here. No one is going to take 1.5 seconds for each sticky. While one is arming, you are firing others. So in other words you fire one off at time = 0, while that one is arming the second sticky fires at .6, then the first sticky blows up at .9, the third sticky is fired at 1.2, then the second sticky blows up at 1.5, with the third sticky blowing at 2.1. So instead of taking 4.5 seconds to kill the heavy, it only takes 2.1 and you can be dodging and hiding around corners, unlike with the nade launcher where you have to aim properly and in a straight line.

Also, the damage is 138 per sticky starting out if they are blown up within 5 seconds, not 120. It has a higher dmg capability and a narrower spread if you are accurate than the nade launcher. Sticky spread is 103-138, nade spread is 84-123. The nade is too random, you can do as little as 84 dmg on a direct hit which would make it so you need 4 instead of 3 pipes to kill the heavy.

I'll put it like this: In ideal circumstances with all 4 nades loaded, if you come across a heavy where you are between 4 and 15 feet away from him, the grenade launcher is the more effective weapon since if 3 nades doesn't kill him you have the 4th loaded already and you are far enough away not to do self damage from the pipe while being close enough to aim the arcing nades. In any other circumstance where you are fighting someone else and dont have a full 4 nades or if you turn a corner and are right in the heavies face or farther than 15 feet away, the sticky is better. If you meet a heavy at a corner and fire a nade at him you hurt yourself just as much, thereby negating your time advantage since you have to wait to fire, that makes firing stickies and backpedaling away more efficient since you can get out of the blast radius without sacrificing time. Anywhere past 15 feet or so, and I don't care how good you are, you aren't going to consistently hit every grenade with a heavy shooting at you and will lose more often than not. One final point is crits & mini-crits. Crit sticky does 353 dmg while crit nade does 270-330. One crit sticky will kill a heavy while one crit nade is a 50/50 proposition. Mini-crit stickies do 162 dmg while mini-crit nades do 114-165. Two mini-crit stickies will kill a heavy while you likely still need 3 mini-crit nades to do the trick.

/rant

I finally caved and checked out my stats. Some of the information is correct (favorite map: pl_upward; favorite weapon: world suicide; location: almost the US but not quite) but some of it is mind-boggling, like being ranked #19 overall with a K:D above 1. This doesn't jive with my self-perception of "consistently middle-of-the-pack".

I just use crit rockets...

Archangel wrote:

HLstatsX. Click a player to see their info page, then choose "Killstats" along the top.

Thanks, that wasn't nearly as depressing as I thought it might be.

Queueball wrote:
Medmey wrote:

Playing medic just about all the time shows as everyone has a pretty high killed me to me killing them. As does my 0.35 k:d overall ratio.

That's why K:D is good for seeing who's better in a 1:1 fight (although in TF2 it's not really that accurate of a measure), but medics are better measured by points/time, since they obviously are not doing a lot of killing.

Am I correct in assuming that medics get no points on HLstatsX for just healing? That just doesn't seem fair.

ukickmydog wrote:
EvilHomer3k wrote:

If you shoot a sticky, detonate, shoot a sticky, detonate, shoot, detonate you are looking at 1.52 seconds per sticky. That takes you over 4.5 seconds. Even a pubbie heavy is going to come out of that on top.

I'm going to have to disagree here. No one is going to take 1.5 seconds for each sticky. While one is arming, you are firing others. So in other words you fire one off at time = 0, while that one is arming the second sticky fires at .6, then the first sticky blows up at .9, the third sticky is fired at 1.2, then the second sticky blows up at 1.5, with the third sticky blowing at 2.1. So instead of taking 4.5 seconds to kill the heavy, it only takes 2.1 and you can be dodging and hiding around corners, unlike with the nade launcher where you have to aim properly and in a straight line.

Also, the damage is 138 per sticky starting out if they are blown up within 5 seconds, not 120. It has a higher dmg capability and a narrower spread if you are accurate than the nade launcher. Sticky spread is 103-138, nade spread is 84-123. The nade is too random, you can do as little as 84 dmg on a direct hit which would make it so you need 4 instead of 3 pipes to kill the heavy.

I'll put it like this: In ideal circumstances with all 4 nades loaded, if you come across a heavy where you are between 4 and 15 feet away from him, the grenade launcher is the more effective weapon since if 3 nades doesn't kill him you have the 4th loaded already and you are far enough away not to do self damage from the pipe while being close enough to aim the arcing nades. In any other circumstance where you are fighting someone else and dont have a full 4 nades or if you turn a corner and are right in the heavies face or farther than 15 feet away, the sticky is better. If you meet a heavy at a corner and fire a nade at him you hurt yourself just as much, thereby negating your time advantage since you have to wait to fire, that makes firing stickies and backpedaling away more efficient since you can get out of the blast radius without sacrificing time. Anywhere past 15 feet or so, and I don't care how good you are, you aren't going to consistently hit every grenade with a heavy shooting at you and will lose more often than not. One final point is crits & mini-crits. Crit sticky does 353 dmg while crit nade does 270-330. One crit sticky will kill a heavy while one crit nade is a 50/50 proposition. Mini-crit stickies do 162 dmg while mini-crit nades do 114-165. Two mini-crit stickies will kill a heavy while you likely still need 3 mini-crit nades to do the trick.

/rant

I mentioned math. I understand detonating and arming as you mention and how it takes much less time. The problem I have with that scenario is that you have to get the timing perfect. Then, the heavy is still able to move away from the stickies so the only way you will get full damage is if you detonate them in the air or the heavy walks over them for some reason. With the delay you have to predict their movements much more accurately and you have to time things very well. Perhaps they are balanced or favor stickies but I just dont get worried when I see someone shooting stickies at me in a 1v1 situation. I am the ninja heavy, though.

I'm not reading all that math, but it sounds to me like Evilhomer wants to see more demo men in his games, and I shall oblige u_u

Wakim wrote:

Am I correct in assuming that medics get no points on HLstatsX for just healing? That just doesn't seem fair.

Welcome to my world.

Medic Assists are valued very highly on the stats, ubers less so, and healing not at all. I'm not sure how else it could be, though; the game is filled with tons of little unquantifiable intricacies. Otherwise we'd have points for making players flee in terror (ukick, tboon) or awesome team-captaining skills (Brainz, Sam), etc.

So sitting back helping everyone stay alive and healthy is a thankless job, even according to the stats. On the other hand, everyone loves you for making them not-die and for ubering at the right times.

Except FlamingPeasant, of course. He eats Medics for breakfast.

Nuean preparing to conduct the symphony. Of DEATH.

IMAGE(http://cloud-2.steampowered.com/ugc/595870716617034098/E0FC619A530DE6FE09DA05A2FDC1825CB051DA74/)

Archangel wrote:
Wakim wrote:

Am I correct in assuming that medics get no points on HLstatsX for just healing? That just doesn't seem fair.

Welcome to my world.

Medic Assists are valued very highly on the stats, ubers less so, and healing not at all. I'm not sure how else it could be, though; the game is filled with tons of little unquantifiable intricacies. Otherwise we'd have points for making players flee in terror (ukick, tboon) or awesome team-captaining skills (Brainz, Sam), etc.

So sitting back helping everyone stay alive and healthy is a thankless job, even according to the stats. On the other hand, everyone loves you for making them not-die and for ubering at the right times.

Except FlamingPeasant, of course. He eats Medics for breakfast.

Healing is to easy to exploit for stats. You could have two people sitting in a far off corner just healing each other to build their stats.

EvilHomer3k wrote:
ukickmydog wrote:
EvilHomer3k wrote:

said some stuff

said some stuff

said some more stuff and

Kaboom!

KUThunderchief wrote:
EvilHomer3k wrote:
ukickmydog wrote:
EvilHomer3k wrote:

said some stuff

said some stuff

said some more stuff and

Kaboom!

Are you trying to say kaber demo is best demo? I think ragin would agree.