What weapon/strat is guaranteed to make you rage quit?

Nothing because I am powerful man and you all just babies.
 
My strategy as scout is that I use the three necessities for an air scout The force of nature a gold one if you want to be a troll like me a pretty boys pocket pistol and the atomizer. the reason for the Fan is that it can air stun allowing swift decision making choices to run or kill then what I do is I usually kill and fly around and in addition I use the high jump a lot to preform ambushes and air runs. the pretty boys pocket pistol takes away fall dmg so no worries if I fall from my high flying hights. in addition it adds extra HP. only down side is that im more flame venerable. but it is a minor problem I work around because I am almost to high for pyros to get me and moving constantly. I also am starting to use it for finishing off tatics. so its HP and Negates fall dmg I look for. and the atomizer I rarely use melee so I use something that adds to my jumps now cause of my pistol I have an extra pool of HP and no Fall DMG so meaning very limited accidental death as a result of jumping. I use that to dodge enemy fire and to get behind enemy lines to throw em off.
 
Skill. It's annoying as heck.

I had no idea my 19k kill backburner annoyed you so much. I can rename it if it really upsets you.

And let the jimmies rustle over the reserve shooter, ah yea.

Let's see. Things that drive me crazy.

Loch n load, sandman, wrap assassin, all scout primary weps, scouts, medic crits (just kidding, love those), market gardener, caber (it should automatically kill the demoman too), that's about it for now.
 
Market gardener, hands down. I find it difficult to track an enemy that is above me, so that makes it difficult to kill said enemy. Most other irritations can be countered (which is why I like this game), so simply changing class works. I could change to scout to outrun the market gardener, but ultimately I want to kill the market gardener so that's not really completely effective...
 
Market gardener, hands down. I find it difficult to track an enemy that is above me, so that makes it difficult to kill said enemy. Most other irritations can be countered (which is why I like this game), so simply changing class works. I could change to scout to outrun the market gardener, but ultimately I want to kill the market gardener so that's not really completely effective...
lern 2 airsh0t scrub.
 
What weapon makes me rage? Easy, any one that is used to kill me.
 
Vaccinator I HATE AND I MEAN I HATE THAT WEAPON. I love playing as backburner pyro and that one weapon ends any hope for my kills. That thing is the reason I CANT SLEEP AT NIGHT. No worries though I'm developing a plan to defeat this weapon ONCE and FOR ALL!!! (Evil laugh) HAHAHAHAHAHAHAHHAHAHAHAHHAHA
 
One thing........................Tide Turner nuf said. actually I HATE THAT STUPID WEAPON ITS TOOO GOOD AND I WISH VALVE WOULD DELETE EVERYTHING ABOUT THAT DUMB OVERPOWERED WEAPON
im sorry about the caps but i needed it to express how i feel about that STUPID weapon
 
Ditto on what darksoul said... Everything should have a counter, and there's just no counter to the flippin' thing.
 
Ditto on what darksoul said... Everything should have a counter, and there's just no counter to the flippin' thing.

Well, you can always use it too! Tide Turner counters itself! Wait, no, that still means it is broken. The tide turner is bad for tf2 (although the vacc and the spycicle come realllllly close).
 
There is a counter for the vacc, but you have to be ready for it and coordinate with your team, like in the name TEAM fortress 2. You have a sniper ready for when they are blocking explosions and a demo/soldier ready for when they are blocking bullets. The Heavy won't work as well because a good medic can switch almost before the heavy gets spooled up.

The tide turner? A good pyro to blow him away, but I just try to stay away from demos that are playing with the TT - it is a menace and it makes no sense at all in the whole of the game, IMHO. The charge and the splendid were fine, and had limits that made them reasonable. There are no reasonable limits with the TT. At least I could headshot a charging demo before the TT as they were stuck in a fairly straight line.
 
the dead ringer, as a fellow spy, it just makes the enemy more weary when you die and i get the fallout on it. that and the razorback, like im going to kill you anyway, but i want to leave a ice statue where you were!
 
The dead ringer is an abhorrent tumor on the side of TF2 and should be removed with all haste.

You mean you don't like it when people have 1000+ hours as spy using nothing but dead ringer/spycicle combo and tell everyone how pro they are? :biggrin:
 
You mean you don't like it when people have 1000+ hours as spy using nothing but dead ringer/spycicle combo and tell everyone how pro they are? :biggrin:
IT'S A VIABLE STRATEGY

Dr. Enforcicle is the best class in the game.
 
I never seem to run into any difficulty going against Tide Turner :P

It's really not over powered. Rather than writing a large and detailed analysis on what specifically makes it not OP, I'll summarize why it's not as good as what I'm reading on here. It's extremely difficult to use effectively. A Rocket Launcher in the hands of a new player is nowhere near as effective as it is wielded by a pro. Same thing goes with the Tide Turner. If it is really OP then new players using it would have a much easier time getting kills- which is not the case.

A good example of a truly overpowered weapon was the original Short Circuit buff. To use it effectively it did not take much skill at all, it simply required you stand in front of your sentry gun, spam M1, and refresh your ammo every few minutes. A new player using the Tide Turner would find it extremely difficult to control his/her charge effectively and navigate towards players to decapitate them.

Obviously an experienced user of the Tide Turner knows how to use the charge control effectively and gain otherwise impossible frags.

All in all the Tide Turner is not overpowered and does not require any re-balancing. It still pales in comparison to the ease required to effectively use the Stickybomb Launcher and Mini-sentries.
 
Noble you should ask Jonny how I do with the Tide Turner.

Also my problem with the DR isn't people claiming to be pro, it's when I shoot you in the head with a full charge sniper shot, then you magically aren't dead and backstab me.
 
A Rocket Launcher in the hands of a new player is nowhere near as effective as it is wielded by a pro. Same thing goes with the Tide Turner. If it is really OP then new players using it would have a much easier time getting kills- which is not the case.

I don't think there's a requirement for something to be good in the hands of a new player for it to be OP. Yes, the tide turner has a definite skill component, but if you have that skill, then it becomes insanely powerful. As I mentioned, there's no real counter to it. You can't escape because of how fast it can charge, you can't dodge because they can turn on a dime, and it one-shots most classes. Plus there's the resists to fire and explosive, as if it weren't bad enough already.

There's a reason most demoknights have switched away from chargin' targe/splendid screen - and that's because the tide turner is (almost) unarguably better.
 
The Tide makes the booties and the other shields worthless. Medieval mode is just a nightmare of chain-charging demos now. Even if you aren't using it offensively, and just use it to retreat, it offers far better utility than, say, the escape plan.

As Bhruic said, there is really no way to avoid a good tide demo. The other insta-kills in the game, backstabs and headshots, can be avoided by situational awareness (check for spies, avoid headshot lanes, ect). That is not something that is feasible with the tide. A demo can blind charge you around corners or obstacles and there is no way to prevent that. It isn't a fun way to die.
 
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