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Wild_Rumpus
Приєднався 25 жов 2011
Team Fortress 2 metagame philosophy and information delivered by a calm competitive player
Why Spam Is Good, Actually
In casual TF2, spam is attributed a very negative connotation. Let's take a look at where spam damage fits into the competitive metagame and see what strategies it enables, as well as the counterplay to it, and answer the question of how healthy it is for TF2.
Переглядів: 1 890
Відео
Should The Crusader's Crossbow Be Banned?
Переглядів 2,6 тис.2 дні тому
The Crusader's Crossbow is in competition as the most powerful unlockable weapon in the game, and as it found a foothold in the competitive metagame, some felt as though it were unhealthy for the game. Let's take a look at the crossbow and ask the question of how healthy it is for TF2.
What Are Demoman's "Big Three"?
Переглядів 2,5 тис.4 дні тому
Demo is a unique class in competitive play in that he has a multitude of viable primaries. All three of the Iron Bomber, Grenade Launcher, and Loch-n-Load all see competitive play which asks the questions: how are they different, and when would you rather use one over another?
The KOTH Situation
Переглядів 2,8 тис.6 днів тому
KOTH is a favorite gamemode for many, and has been a staple of competitive play for a while, but with relatively recent additions such as Clearcut and Bagel, the question arises of what makes a King of The Hill map good?
What Is Medic's Best Loadout?
Переглядів 2,1 тис.8 днів тому
Medic is the backbone of a TF2 match and the center of attention, both good and bad. With such a powerful tool as an Ubercharge and healing output that no other class comes close to, your loadout selection for medic is extremely important. Let's look at what weapons medics use at the highest level of competition and why.
Why Do Respawns Matter?
Переглядів 2,3 тис.10 днів тому
A unique characteristic of online video games is respawning, and TF2 is no different. As you might expect, an ages-old and well-understood metagame such as 6s revolves a lot around spawning mechanics, whether it be trying to deny players from spawning, avoiding extending your own spawns, or using temporary spawn rooms as cover for an offclass play.
The Demoman Rollout Tier List
Переглядів 2,3 тис.12 днів тому
Not all rollouts are created equal, some are more skill-intensive, others are more fun. Let's take a look at these rollouts and rank them to see which is the best.
A Soldier's Best Friend
Переглядів 2,8 тис.14 днів тому
As a soldier one of the most important things to do is coordinate with your other soldier. From last holds to stalemates to offensive bombs, two soldiers are better than one and soldiers that work together patch up each others' weaknesses.
The Fast Rollout Meta
Переглядів 2,6 тис.16 днів тому
The rollout is an important stage of a midfight for teams to start off the fight on the right foot. Let's talk about a common roamer strategy for early pressure, a potential free pick, and an attempt to get the upper hand on the opponents.
Is RED Or BLU the Better Team?
Переглядів 2,7 тис.18 днів тому
TF2 is well known for its symmetrical gameplay, leading to neutral footing between RED and BLU. But is it possible that one team might have an advantage over the other? What are some of the ways that each team has advantages or disadvantages?
What If The Community Balanced TF2?
Переглядів 4,9 тис.20 днів тому
Promod discussion is a pretty niche but certainly heated discussion in the competitive TF2 scene. Let's talk a bit about the current and commonly accepted plugin tweaks that competitive players use, as well as some of the more dubious balance adjustments, while asking the question of which changes go too far?
What Are All the Ways to Avoid Fall Damage in TF2?
Переглядів 3,9 тис.22 дні тому
Unlike death and taxes, fall damage in TF2 is not so inevitable. Whether it be intelligent decision-making or Source Engine jank, there are plenty of ways that players can avoid taking this gravity-induced damage
How do Scouts Counter Soldier?
Переглядів 4,7 тис.24 дні тому
Scout is commonly known as a "counter" to soldier, but with soldier being such a powerful class this requires some legwork from the scout. How do scouts effectively deny bombing soldiers and what skill and considerations go towards protecting a medic?
This Is Where it All Began... | Defunct Maps
Переглядів 2,3 тис.26 днів тому
cp_process is a staple map in the competitive scene, and one that shaped how maps are made today. Let's take a look back at old versions of process to see just how different they are and perhaps learn more about the intention behind today's design.
What's The Most Powerful Class In Lower Divisions?
Переглядів 3,2 тис.28 днів тому
Competitive TF2 is played across a wide range of skill levels, but at different levels sometimes the interactions between classes and the relative strength of classes changes, why is that and what changes are there?
idk how this is even a point of contention for anyone lol unless u literally go in like a dm server and all u do is mindlessly spam projectiles instead of actually trying to play then yeah spam is bad? like whats the point of playing like that? but casual (as in valve casual) is already so horrendously mindless and so u cant expect people to literally put their brain on 100% for every person on their screen instead of just holding m2 and clicking m1 with stickies lol
Demo and Soldier are my favorite classes so Ill make sure to save this one to reference every TF2 game I play theae classes
Casual and comp are just different games. Spam is literally unavoidable in casual sometimes. Especially if a sniper is denying your counterplay options
That first mid tho. Holy slow. I do find spam to be a little annoying, cuz dying to some cheap bullshit isn't all that fun, but mostly in highlander. Engie naturally creates the two worst spam magnets: sentry spot and dispenser pocket. And by pure miracle of coincidence, you tend to play around these areas quite a lot. So yeah, it's usually -100 metal, or you're sent to respawn queue. Oh, and also payload carts... Yeah, they sure do exist.
quick question regarding competitive: are resolutions wider than 16:9 allowed? it gives you a bigger FOV over others
probably i havent heard otherwise
Awnser: Cope, but fuck the vaccinatior. Also the base jumper was just a parachute that being changed was upsetting.
Explosive spam is the only counterplay many classes have against sniper and the only real interaction they have except getting shot in the head.
Me when I send mail:
Demo main trying to justify spam
Another video from the relaxing video game analysis king 😌 much appreciated.
random question from the uninintiated: why does the medic hit their medic bind so much, even when not damaged?? is it just a joke or does it have real tactical purpose
usually just to let teammates know where you are without having to look back for you
low skilled players think the only thing to be skilled at is mechanical skill and doesn't conceptualize skill of strategy or making decisions based on situation
Casual players claim to not like spam, yet Dustbowl remains a popular map in Casual mode...
I'm a chad sticky spammer.
i cannot believe u would support the wrong spam®
spam haters when they find out about WW1 (1 million bomb shells per week)
I obviously agree, but its a bit more important/frustrating in 12v12 casual matches, which is most of what the tf2 community plays, having 3 demos and 2 solds per team can get very stalematy even without the typical 3 engi setup you often see in casual mm. love your content btw, I'd love to play some comp but unless ure in the scene and know ppl here in south amercia it isnt the easiest lol
on a different note, hawaiian style marinades for spam the food are actually really tasty. I like to marinade cubes of spam and then fry them and add them to some rice and thats just a good time
I'll just leave it here: dust *cough cough* bowl
M1 go brrrr (skillfully)
What does he mean with "the gun" ? in the bonk speech about the new meta?, does he mean the sentry?
yes
As a "mostly casual" player, spam was never the issue more than distribution of damage in relation to player count and class distribution. There's many, many factors from health, player and damage numbers minimizing the factor of skill/knowledge. To make it simple: more spammable classes, less effective counter-play options per player. It's a lot easier for one player to dodge spam when there's 2 demos, 1 soldiers revolving around 1 medic than 3 soldiers, 2 demos with 2 medics. With double the players, there's double the flank coverage, likely double the explosive damage. Similarly there's the problem with Snipers and Spy with more players. Spy has an exponentially easier time to slip by when there's more players involved (especially with less available communication) due to the amount of distractions and false-flags teammates can raise. Sniper has twice the meat shield in teammate health and damage done to flankers trying to stop them, hence why people also say Sniper is overpowered. Heavies too are less played in 6s due to the fact there's less available healing for him from medics and health kits and amplified focus due to less additional teammates providing immediate cover/support damage. Aside, I love Demo and Soldier especially for the silly movement play, but it's safe to say their damage potential is exponential compared to anyone else due to just how explosives work (able to hit multiple targets for less precision and large amount of enemy movement luck). Spam is a core way to suppress and stifle enemy movement, and a valid tactic, but definitely annoying to play against when the team happens to have fairly high number of explosive classes. Needless to say, there's no real way to balance a team game for 6s, 12s and 100 player lobbies. Spam isn't bad, the attitude and over-reliance on it is stale and bad.
Spam is one of the biggest pieces of evidence that sniper is a fundamentally unhealthy character design outside of The Classic and The Huntsman. Sniper basically fulfills most of the things spam does but hitscan with more damage, less positional commit, and without the downtime spam has due to ammo management.
can you make a video about the competitive viability of drinking and driving?
demo is old sagat
As a casual player, I bounce between so many different maps that I never know where my positioning is because I'm totally lost half the time. A smaller map roster might be one of the reasons it's more nuanced in competitive than casual.
in casual, stickytraps are usually laid randomly. in comp the locations are predictable to a point. in casual you can walk through a door completely unaware of a demoman around the corner on your side of the map and die instantly, in comp you usually see it coming.
As time goes on youll get an idea where to stand and where everything is. Soldier needs to be high up, heavy does good close up with walls/cover to dance behind, demo does good if he can stand where he can accurately lay down the most traps and grenades. Generally staying near medium health packs or bigger is a good idea too.
Hmm. This means the more map knowledge I get, the less random being blown up with seemingly no warning will be. I can't see it coming yet, because I don't know which spots are dangerous yet. The problem for me is that developing map knowledge and awareness is really difficult with all the other things I'm preoccupied with as I try to learn the game.
Honestly, accept the random funny deaths for the first 300 hours. When someone said that number to me I thought they were crazy, but that's honestly when you start to get used to the game and can start trying to learn more stuff actively rather than passively. During that initial 300 hours, just try to learn where health and ammo packs are on different maps and where spawns are at, then maybe where people commonly hold
Hot take turbo babyyyyyyyyyyyy
wild rumpus: if you die to spam its your fault for bad positioning and not dodging me playing 100 player tf2, when all 3 flanks are being constantly spammed by enemy demomen and soldiers who are kept healed and resupplied by level 3 dispensers: 💀(i still love 100 player btw)
if you have your army of 10 medics and 15 engineers backing you up, you probably wont die to spam
say what you want about spam but a med getting 2-piped by blind cross-map loch pre-fire spam is extremely annoying and unfun. imo there has to be limited reward associated with spam because as you say it isn't very risky to do and less exciting than other kinds of combat. spam has its place but im fairly certain no sixes player would want the meta to revolve entirely around spam.
if you rolllout faster you can reach the area before they pre fire, or your team can counterplay their focus on you if their rollouts are optimal: if he pre fires 2 pipes then your scouts can take him out pretty easily, because he only has one pipe left in his clip, and stickies have too long of a cooldown for closer range fights
@@Capiosus imo the problem is specifically with the loch because there are some situations where a demo can just blindly pre-fire a choke from really far away and it feels a bit like a guessing game where if the demo guesses right or the other team guesses wrong then someone dies. for a specific example, say a team has either player or uber add on sunshine 2nd and wants to push into mid, a demo can stand in their main and spam into the pushing team's valley or main and in those instances it really can just feel like you're rolling a die to see if anyone dies.
there is a reason why there can only be one demo in any competitive game mode. though getting 2 piped with the loch from halfway across the map would be really unlucky, if you think the other demo is capable of such then keep out of chokes and areas where it's likely to happen until you use or force them back. think of it like a sniper sightline but the bullet arcs. either way the likelyhood of the loch getting banned is never and it's still more of a secondary to demo over the stickyspammer. by then it would really be up to the demo's skill and "luck" on if he kills you with it.
gotta love that thumbnail
my crouch jumps are way too weak compared to what other demos do, like kaidus on his rollout... what do i do to fix this?
Nice arrows my guy!
maybe hero shooters in General shouldn't be eSport
Hilarious how you proceed to yap for 20 mins after answering the clickbaity question title in the first 7 seconds of the video, peak Wild Rumpus it is :D
33:25 probably because of the Uber charge glitch. Healing a heavy with the fists of steel out charges Uber twice as fast as normal, and this effect persists even when they switch weapons unless you break your beam
it is interesting how TF2's competitive bans things that threaten its META while other games would embrace these changes or just learn to adapt to them
At this rate, just go stock only
Well, to the people who want the Crossbow removed. Play Team Fortress 2 Classic. There is NO Crossbow, nor any alternatives to the Syringe Gun. It still has the Ubersaw, but, with a 10 health penalty. The closest thing to the Crossbow is a melee that has a meter like Jarate. When it's full and you hit a teammate. They get fully healed. (Or if they already have full health, a full overheal instead.) The downside? Slower swing speed? Reduced damage? No, it actually does 100 damage when fully charged. (And uses that charge. And does 1 when not charged.) The two major downsides is. It makes your Medigun have 15% less heal speed. And it heals disguised Spies.... The latter hurts more. Because the 15% slower heal speed can help build Ubers faster. Especially with the Kritz. But... yeah... the lack of Crossbow does, as you said. Make Medic less fun overall. I find myself missing the crossbow when I'm playing TF2C. (And when I play vanilla TF2. =V)
Buff syringeguns by giving them healing utility instead of nerfing the crossbow
what is this cope video thats trying to make tf2 relevant again??
I wanted to see you cast the grand final because I saw you on the game before but it's okay😔😔
Rumpus, do you think any scout secondary should be unbanned? Scout has many banned secondaries
Crossbow shouldn’t be banned simply because it allows the least versatile class in the game some fun skill expression :) Nothing like hitting a clutch bolt across map! One of the most satisfying weapons in the game for me!
I agree, I wish syringeguns were updated or modded to allow similar skill expression and healing utility to rival the crossbow
I think that at this point the crossbow has become a fundamental part of tf2 as a whole you can't remove it from the game in any way without messing something up
Should it be banned in competitive? Those nerds can do whatever they want, they essentially want to bring TF2 as close to Quake 2/3 as possible. I think their ideal game would be a modded Quake 2 with 4 classes: Soldier, Demo, Scout and Medic. With no unlocks, and CC as the Medic's primary. As for casual, AKA REAL TF2, so many fun stuff has been nerfed to death already, I dread if Valve ever listens to competitive players again. If anything, it's not the Crossbow that should be nerfed, it's the Syringe guns that should be buffed. I dunno, give them all a heal on hit stat, so you can heal teammates 1 HP per syringe, leave everything as is. The Crossbow would be still the best in terms of damage/healing, but Syringe guns would have more fun stats.
i mean as a healing focused medic, (crusaders, quick fix, the emote heal saw i blank on the name of) there is alot that can be done to make medic a nightmare to deal with because his team wont die
ngl, super depressing to watch your demo of you being absolutely destroyed, it's kinda ptsd triggering pls put some nicer demos love your vids <3
Is there anyway to make Heavy more viable without neutering his weapons to "fit the meta" like how they did with the Eviction Notice.
Personally I think the wrangler is cope. Since double stacking engi is not allowed with enough direct fire one of two things is gonna happen, the sentry gets out gunned or the engie dies from sustained fire.