User talk:HitlineMiamo

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Revision as of 07:08, 8 July 2021 by HitlineMiamo (talk | contribs) (Certain Soldier weapons.: my response)
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Hello, HitlineMiamo!

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-- WelcomeBOT (talk) 02:35, 5 June 2017 (PDT)

There is no guideline

like the title says, only thing that's maybe a guideline is that you shouldn't use "item infobox" but "user infobox" GrampaSwood (talk) 13:23, 21 July 2019 (UTC)

Okay, thank you. HitlineMiamo (talk) 13:28, 21 July 2019 (UTC)

Void parameters

Void parameters aren't anything bad. Just ignore them. (That's what I was told) GrampaSwood (talk) 16:53, 23 July 2019 (UTC)

Oh, okay. HitlineMiamo (talk) 17:08, 23 July 2019 (UTC)

Good job

Hey man, I noticed that you were doing quit a lot of edits on the Mercinary Park strategy and the Badwater strategy. I was wanting to rework my old edits on these strategy guides as i realized that they are quit clunky but you did it for me since i didn't have the time to do it myself. Thanks :D

Oh, it's no problem. The "Community strategy" pages as a whole are kind of outdated, so for the moment i'm focusing on flagging the ones that are stubs before going back and improving what I can. HitlineMiamo (talk) 18:28, 14 April 2021 (UTC)

Looks like you've taken up the mantle for the match-up pages!

Heyo. I wanted to drop by and say your expanding of those pages is great, cause I've been the only big editor there. You're able to elaborate on the existing points while keeping the paragraphs flowing, which you'd know is a rare trait. Do you plan on hitting all 9 class match-up pages?

Either way, please don't mind me dropping in your workspace for bits! -- InShane (talk) 01:18, 26 June 2021 (UTC)

Hi, thanks the words of support. Ideally I'd like to hit all 9 pages eventually; I have at least a basic knowledge of most of the classes, although my weakest points are probably Sniper and Spy. And your additions to my edits are also appreciated. HitlineMiamo (talk) 05:58, 26 June 2021 (UTC)

Certain Soldier weapons.

I need convincing about certain weapons. Please do not re-add them without further discussion. I take very little from my personal experience, as my time in Highlander and 6s is over, and instead reference social media, competitive forums, and content creators.

  • Direct Hit vs. Scout - General opinion for skilled play is that it's annoying, but dodgeable. Additionally, the Direct Hit cannot one-shot an overhealed Scout.
  • Direct Hit vs. Pyro - See previous comment. Also, if we have to also state downsides of a weapon, it's likely not a counterpick.
  • Direct Hit in general - It may be the dueling rocket launcher, but losing splash damage means no zone control, so its user is likely forced into duels in unfavorable areas.
  • Black Box and Concheror vs. Pyro - Not significant enough. Not taking the Shotgun is a huge factor in deathmatches vs. the Pyro. Some Soldier players will rocket jump away and immediately force a Shotgun duel.
  • Mantreads in general - No one recommends the Mantreads. Seriously, I can't find a serious source.

-- InShane (talk) 04:30, 8 July 2021 (UTC)

Amending. The Mantreads have been bugged till around a year ago, so bleeeh there's less discussion than I'd liked over the years. Mantreads are anti-Pyro and anti-Sentry Gun when charging in while Übercharged, a niche use case that leads into the meta discussion of the Pyro defending a Sentry Gun and suddenly we're in Community strategy. There's also an argument that Mantreads prevent other classes from knocking the Soldier back when he dive-bombs the enemy Medic. It's most synergistic with the Market Gardener as a weapon than against certain classes. -- InShane (talk) 05:16, 8 July 2021 (UTC)
Hello. Thanks for discussing this directly instead of having us start a back-and-forth edit war. Pretty much all of my experience with TF2 is in casual 12v12, so I'll deflect to your final judgement on weapon balance, but it's worth noting that this article is for casual and competitive players alike, so strategies that don't see too much use in comp play shouldn't avoid mention entirely.
  • Direct Hit vs. Scout - I see this one as sort of a trade-off, in that you lose the leeway of splash damage but can annihilate a (non-overhealed) Scout at close range. It's a good option to pick if there's a Scout on the enemy team that constantly gets in your face, but in that case it's very much one of those picks like the Darwin's Danger Shield or the Spy-cicle that you're choosing because one specific player/class is annoying you.
  • Direct hit vs. Pyro - Same as above, it's a pick-this-if-you're-getting-annoyed-by-one-person weapon. It's worth mentioning the downsides because even though I feel like the Direct Hit is a "good" choice against Pyro (again, in my non-competitive experience), it's still worth mentioning that you might eat mini-crit rockets if their reflecting skills are on point.
  • Direct Hit in general - The Direct Hit is probably the dedicated 1v1 rocket launcher, yeah. On the other hand, I guess every section of every "[Class] match-ups" article assumes a 1v1 scenario (except for maybe Medic sections, which off-handedly mention some patient). I feel like it's worth mentioning the weapon for the sections of the classes it has a notable advantage towards (i.e, Scout, Soldier, Pyro, and Heavy). If we're going to go into a more detailed analysis of its strengths and weaknesses, though, I feel like that's best placed on its section in the Community Soldier strategy article.
  • Black Box and Concheror vs. Pyro - Having an extra health boost helps prevent those scenarios where you burn to death the tick before a health kit respawns. While the Shotgun is obviously the dedicated anti-Pyro pick, the Concheror does have some utility in this regard (and the Black Box uses a different weapon slot, so that's a moot point).
  • Mantreads in general - I feel like saying "these heavily reduce knockback in general" is something best placed on the Community Soldier strategy page, given how even classes like Scout and Heavy have caused me to die a couple times due to the knockback from basic, non-critical attacks, but I feel like it's worth mentioning in Pyro's section because the effective immunity to airblast knockback can heavily throw off the gameplan of a Pyro who's used to airblasting people into corners and following up with a different weapon.
  • Additionally, the Market Gardener in general - Once again, I don't have any personal experience with competitive play, but I feel like even in more "serious" settings it's definitely possible for a roamer to see an opening on a distracted team, jump in, pick someone off, and jump away. I originally only mentioned it as a specific anti-Sniper weapon because Snipers are prone to standing far away from their team and having tunnel vision, so they're the "easiest" target. Other than that, there's probably a range of difficulty levels between "also easy-ish to hit" (Demoman, Engineer without Sentry, Medic, Spy), "has mobility or knockback that makes them hard to hit" (Scout, Soldier, Pyro), and "will shoot you out of the sky with no effort" (Heavy, Engineer + Sentry). That being said, any class is hard to MG if they're paying attention to you (or if their nearby teammates are paying attention to you). This kind of in-depth analysis of MG difficulty is probably best suited to the Community Soldier Strategy page, though, so a quick mention of Sniper being the "easiest" target is enough for the match-ups page.
Once again, thanks for bringing this up on my talk page. Feel free to bring up any other concerns. Additionally, I'll probably be starting to take a look at the Pyro match-ups page sometime in the next few days; I don't play Pyro as often as I play Scout or Soldier, so feel free to mention any changes I make to that page that look off to you. HitlineMiamo (talk) 07:08, 8 July 2021 (UTC)