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Everything posted by Stackbabbin' Bumscags
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I wonder how the Jars will affect the stoboR.I'd imagine that they wouldn't be sealed against liquids..
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Ees gud!
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Doctor Defragger. Do eet.
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I am now Hackbabbin' Bumbot.Heehee.. Bumbot.
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:lalalala:
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MEDIC PETTING ARCHIMEDES OH MY GOD THAT IS ADORABLESomeone get me a .gif of that. NOW.
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Jump scares and the like are going to kill me somehow, I just know it.
Stackbabbin' Bumscags replied to Simon's topic in Digital Gaming
Goddamn this.It also doesn't help that when you're warned that you should go slow to approach it, they meant crouch AND use the "walk" function. Not just walk, or just crouch. So I tried disarming one by just walking and KA-BLOOIE!I always knew when one was near because that damn red flash would annoy the piss outta me, but jeez they were a pain in the ass until I learned to either:1) Just shoot the fuckers and then anyone else who runs to the explosion.Or2) Disarm and save them for my revenge. -
Nuu Medigun! Preferably the Grodbort Medigun. Or new Needlegun. Poor Medic with such limited options.
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Shoosh, I just woke up half an hour ago.
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Whoa woah woah
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Huff's Capacitator is making its rounds. I've currently got it and will pass it on to Silent next once I get my message submitted tomorrow.
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fasdflj; I want to know what is up with this tank that's appearing on a few maps.
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Barely-Melted Capacitor can now be...
Stackbabbin' Bumscags replied to Buddhazilla's topic in Team Fortress 2.5
WRONG LEVEEEERRR!!!!!!!!!! Why do we even have that lever?! -
So in that vein, let's get rid of the Heater minigun because it makes it harder to backstab a Heavy.Let's get rid of the Medigun's Ubercharge, too! You can't backstab people when they're invulnerable! That's unfair!And it could go on. I mean, really. "It's harder to do (x)!", well, lots of things make certain things harder. I don't get why Pyro mains get to bitch about the Heater.
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That's only if you find a Pyro who plays defensively, most Pyros I see walk around a small area of our base once, and then run off to go burn shit on the other side of the map. But even then it's not as blatantly unbalanced as you make it sound.
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Okay... So let me see if I've got this..You're pissed because the Pyro has a (Now 2.) melee weapon that can remove Sappers. Meaning that there are now 2 Classes that can remove Sappers, Engi and Pyro, mind you, the Pyro must have either of the 2 weapons equipped or he's useless for Sapper removal.Sapper removal on the Homewrecker and the Neon Annihilator is a completely optional feature that you don't have to use if you don't want to.Considering that Pyro is the Anti-Spy class, it makes sense that to help thwart Spies, he has a weapon or two that can remove Sappers. However the process of Sapper removal takes a few swings, leaving the Pyro open to backstabs and other surprise attacks for a few seconds.Both weapons have a damage penalty versus players, 25% for the Homewrecker, and 20% for the Neon Annihilator, and have situational buffs. The Homewrecker gets additional damage versus buildings, and the Neon Annihilator crits players who are covered in Jarate/Mad Milk and those who are in/recently exited any source of water.Sapper removal abilities for another class is helpful because an Engi can't always be tied to his nest. Things happen that require him to move out or away from his nest. A few seconds away from the nest is all a Spy needs to take it down, or cause a momentary distraction to let an ally through elsewhere, while people search for a Spy.tl;dr: It's only 2 damn weapons, hardly anyone uses the Homewrecker, and the Neon Annihilator is only good on maps with water, or when you know you have someone with Mad Milk/Jarate in their loadout.
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And what, pray tell, is this so called "retarded thing"?
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People are bitching because the new Pyro melee can remove sappers now? Really?
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I still haven't played that one yet...
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Yeah, same here. :headdesk:
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I only got it semi-recently. D:
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Pfft. I've been wearing mine for weeks!
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Great, Uncharted Fortress 3, also with Unusual effects!