Head: Manusya Visor of Scouting - dark purple
Body: Augmented Lunar Envoy's Gambison of Scouting - dark purple
Hands: Rinascita Armguards of Scouting - dark purple
Legs: Omega Trousers of Scouting - regal purple
Feet: Shishu Obutozori - dark purple
Earring: The Emperor's New Earrings
Neck: The Emperor's New Necklace
Wrists: The Emperor's New Bracelet
Right Ring: The Emperor's New Ring
Left Ring: The Emperor's New Ring
probably scythe. like i know it's not really good at all for like. combat. but like look at that shit. pretty dope blade while i hold the stick. sooo cool.
Back in late 2017, the Atomizer was reworked, its triple jump restricted to only when the bat is out. This was a fair change. Understanding why it was fair, however, requires an understanding of the double-jump and why it’s so incredibly powerful.
Valve’s in-game tips tend to focus on the double-jump as a way to reach new locations on the map. This is entirely true: most maps have ledges or gaps that you can only clear by double-jumping. But this doesn’t compare to the importance of the double-jump in combat.
No human can keep their mouse cursor on a moving player all of the time. We’re not fast enough. So what we do is we try to predict where they’ll go, right? This is why a player moving constantly in one direction is a lot easier to hit than one who’s zigzagging. Double-jumps, which change your direction instantly without any deceleration beforehand, are basically vertical zigzagging.
Moreover, it’s usually easier to hit a player who is at the same vertical height as you: if you’re looking at them from above or below, you can only hit their head or feet, which are smaller targets than the whole length of their body. Moreover, if you’re looking at them, they can only move to the sides; moving forwards or backwards means they’re still under your crosshair.
So what I’m saying is that double-jumps are very unpredictable because they disrupt your movement pattern and allow you to move in more directions than you would on the ground. Regular jumps do this too, but because you can’t change direction midair, you follow a predictable trajectory. (If you’re against a good Sniper, don’t jump - it will let them hit you much easier than if you keep shifting around on the ground.)
To add to the power of the double-jump, we have to remember that the Soldier and Demoman are common combat classes, and both fight at a disadvantage when they can’t catch enemies in their explosions. To hit a double-jumping Scout, your rocket will have to be dead-on rather than just hitting the ground at their feet. This is even more pronounced with the Atomizer, because you become even more unpredictable and can maintain your airtime for far longer.
Next time you’re playing, try an experiment: play Soldier or Demo, or even a bullet-using class like Heavy, and have your friend equip the Atomizer and jump around you. See how long it takes you to kill them. And this is with the post-2017 Atomizer; before then, users could triple-jump at any time provided they sacrificed a very small amount of health. Imagine your friend bouncing around, but with a scattergun that they are actively trying to kill you with. That made even the best players feel like hapless fools who had never held a rocket launcher before - and that’s why it was changed.
Of course, even sans the Atomizer, the double-jump is still a very powerful asset, transforming the Scout from just “fast guy” to “highly unpredictable fast guy.” A concise tip for those aspiring Scout players: use the double-jump to your advantage. When you’re in combat, never double-jump in the same direction as your first jump. It works best if you jump one way and switch direction midair. Watch as enemies shoot in the place you were going to be, but not where you are!
Head: Little Lady's Crown - default
Body: Lakeland Longcoat of Scouting - default
Hands: Molybdenum Armguards of Scouting - loam brown
Legs: Martial Artist's Slops - wine red
Feet: Valentione Emissary's Dress Boots - default
Earring: Platinum Lone Wolf Earrings
Neck: The Emperor's New Necklace
Wrists: The Emperor's New Bracelet
Right Ring: Omicron Ring of Aiming
Left Ring: Omicron Ring of Aiming
actually yeah i think i will continue that ted talk actually
Lamb's primarily a melee user with a penchant for the godly axe. they never quite got the hang of curses and as a result don't really use them much. Narinder prefers ranged attacks, and relies heavily on curses when he used to have his crown.
Post-game Lamb is more about straightforward violence, while Narinder likes the political intrigue of setting up networks of spies and debts and misinformation that messes with the mind.
There's a popular heretic saying in the years following their marriage: "They say death has two hands: the one that breaks your body, and the one that slips inside your mind before the fight's even started."
They each account for the other's weaknesses--Lamb has a wider vision to detect threats but poor depth perception, while Narinder's eyes are excellent at depth perception at the cost of peripheral range. When working together, it is often Lamb that first catches wind of something. They point it out to Narinder, who tells them in more detail what they're dealing with.
Sheep, at their core, are still a prey animals that feel nervous outside of their flock. A lot of Lamb's aggression is redirected fear from being alone. Offense is the best defense; maybe if they lash out enough, they'll forget that nobody's watching out for them.
This clashes with Narinder's stubborn independence. He likes to scout ahead, sometimes, and it causes Lamb no small amount of anxiety and panic. The two of them get into fights about this often. Lamb, unable/unwilling to explain the abandonment issues that they have, berates Narinder for endangering himself. Narinder, on the other hand, is insulted they think him so incapable that he can't handle danger.
They're both ruthless and reckless with a need to run themselves ragged pursuing ambitious goals, so they need to act as checks for each other. Narinder can see all the symptoms of his self-destructive tendencies in Lamb, and helps hold them back from hurting themselves. Same goes vice versa.
Narinder taught Lamb almost everything he knows. All their battle skills are an extension of his. From the countless drills he subjected Lamb to as a vessel, they learned about his technique, his tendencies, his train of thought. It's what allowed them to predict and defeat The One Who Waits using his own crown.
History taught Narinder to value strength in combat, value power displayed through destruction. He respects Lamb most on the battlefield; this is the vessel he honed from a weapon, the monster he created with his own time and power. This is the godkiller that defeated his siblings, and he never chose wrong.
Maybe it was okay that he lost, if he lost to this.
I'm really excited for the Viper class in Dawntrail. I've got a favorite in most roles (Warrior, Sage) but in melee DPS specifically I've never really gotten comfortable. Ninja and Reaper were okay, but I always struggled with getting Ninja's hand signs right, and Reaper's aesthetic didn't appeal to me. Having another "scouting" melee job with an extremely appealing aesthetic really has me excited. I fully intend to go in with Viper as my main, probably leveling it alongside Warrior.
i've been playing a lot of it as of late actually, mostly been trying to practice playing pyro better, though i just don't really talk about it. really been trying to master the detonator.
my only real exposure to the game currently through playing it is just playing casual, i don't really play any community servers these days.
[Sponsored by @martyslittleusedblog, another creature from the Oddworld games. The series' interest in ecology helps when converting its monsters to give me something to pull from with regards to flavor text. So I'm not just making this up!]
Paramite
CR 3 N Magical Beast
This eyeless creature’s head is shaped like a hand, with three clawed appendages above its mouth, one on each side, and one below. It walks on four legs, its forelimbs larger and more muscular than its hind limbs, each tipped with a single claw.
Paramites are forest dwelling carnivores found on alien planets. Their ecology is somewhere between that of a giant spider and a hyena—they are social ambush predators that typically hunt in groups. A single paramite is usually a scout for a larger group, and may attempt to lead curious passerby closer to the nest or to an ambush site where more paramites are waiting. Paramites are excellent climbers and fight three-dimensionally, attempting to surround prey from the trees. Their facial appendages are their primary weapon, being used to slash, jab and grab prey in order to crush and tear it apart. They have no teeth in their mouths, instead shredding their victims with their facial appendages before ingesting them.
Paramites are sapient, albeit not very smart. They have their own language, a series of grunts, squeals and clicks, produced both vocally and through rubbing and snapping their fingers together. Paramites lair in the canopies of large trees or in the upper reaches of forest caves. There, they build nests out of webbing; their webs are not sticky, but sturdy and weatherproof, and last long enough to sometimes be utilized by other creatures once the paramites have moved on or died. Paramites do not collect treasure intentionally, but some useful or valuable items may be left as debris in their nests.
Paramite CR 3
XP 800
N Medium magical beast
Init +2; Senses blind, blindsight 30 ft., Perception +6
Defense
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 26 (4d10+4)
Fort +5, Ref +6, Will +3
Offense
Speed 30 ft., climb 30 ft.
Melee claw +6 (1d6+3 plus grab)
Special Attacks constrict (1d6+3)
Statistics
Str 14, Dex 15, Con 13, Int 4, Wis15, Cha 6
Base Atk +4; CMB +6 (+10 grapple); CMD 18 (22 vs. trip)
Feats Power Attack, Precise Strike (B), Stealthy
Skills Climb +22, Escape Artist +5, Perception +6, Stealth +8 (+12 in forests); Racial Modifiers +16 Climb, +4 Stealth in forests
Languages Paramite
SQ expert climber, webbing
Ecology
Environment warm or temperate forests or underground
Organization solitary, pair, pack (3-6) or nest (7-24)
Treasure incidental
Special Abilities
Blindsight (Ex) A paramite’s blindsight is based on hearing and scent. If it is deafened or in an area of silence, or if it cannot smell, it is treated as having blindsense. If both are true, it is considered to be blind.
Expert Climber (Ex) A paramite’s racial bonus to Climb checks is doubled to +16. It can climb on vertical surfaces or ceilings as if under the effects of a spider climb spell.
Webbing (Ex) Although a paramite’s webs are not sticky, they can be used to build structures. In addition, as long as a paramite starts a fall from a solid surface, it is treated as being under the effects of a non-magical feather fall spell, as it uses a tether to lower itself to the ground.
Mark-for-death is a rarely-seen but deadly debuff, causing its bearer to take full mini-crits for its duration. Only a few weapons cause it, and it’s usually self-inflicted - with one exception.
Here, it’s not the concept itself I have issues with, but that one aforementioned exception: the Fan O’War, a Scout melee that marks its targets for death.
Fan O’War
(+) On hit: Mark target for death for 15 seconds
(+) Crits when it would normally mini-crit
(-) -75% damage
(-) One target marked for death at a time
What’s my problem with this weapon?
Well, 15 seconds is a long time in the heat of battle. And while you’re marked, you’re at such a significant disadvantage that entering a fight would likely be fatal. This forces you to play passively for the duration, especially if the enemy has sentry guns or wide-area weapons like rocket launchers, miniguns, or flamethrowers. Not even touching a resupply locker can cure a mark for death, so you’ll be forced to wait it out. That isn’t very fair or fun, even if it doesn’t happen often.
The best way to fix this would be to change how Mark-for-Death works (when inflicted on enemies; self-inflictions such as the Escape Plan aren’t discussed here). I’d recommend the following tweaks:
Reduce duration to 4 seconds, but multiple hits will stack duration (up to 12 seconds);
Can be removed by healing from a Dispenser or Medic, by shield charging, or by touching a resupply cabinet;
If the Marked-for-Death target kills an enemy, the debuff is removed;
If the Marked-for-Death target hits an enemy with a melee weapon, the remaining duration of the debuff is transferred to that enemy.
Now, players can be proactive, transferring the debuff to a hapless foe and using it to kill them. Or they can just kill their attacker to be free of the curse. Alternatively, if they seek solace from their team’s healers, they can remove the mark much quicker.
Of these tweaks, the only one I’m not sure about is the “transfer via melee hit” change, as that could make Fan O’War Scouts a liability for their own team. I included it here because the mechanic is interesting and there’s a significant element of risk, but if community consensus or playtesting says that it’s not a good mechanic, I’m more than willing to yield. All four of the suggestions here work in any combination, and I’d hope that any or all of them work to make this uncommon debuff more fun to play against! By changing the debuff, we open the Fan O’War up to rebalancing and also pave the way for more weapons that use similar effects.
This is my default Googoo loadout. I use it by far the most. Some of the lower stats like the "Burning players killed" on the Yaoi paddle, and the "projectile reflected" on the Part-Time Rocket Launcher are newly added strange parts, so they don't reflect on the actual lifetime stats.
Additionally, I try to only have one strange cosmetic per set, since having more than one is overkill. "Ain't She Sweet?" is something I traded for a few months after I came out, so that reflects lifetime kills with this set as Scout and not Chase.
Chase's longest-running strange cosmetic was this pink painted Apparition's Aspect.
The other set I've been using a lot lately is this one:
The Stinker is my favorite weapon I've been playing with recently. I think I've actually used it for fewer than 15 hours total, so the stats aren't massively impressive yet.
I also reuse Aint She Sweet? for this set, and for the melee I've just got a normal Powerjack (I don't use that thing very often).
Depending on the map I switch between shotgun or detonator for long-range poking and better mobility.
Another set I recently acquired was one that I set up after unboxing a gold-centric unusual and deciding to make it its own whole thing.
Premium Toaster was a gift from Van from when we were still dating (never gettin rid of that one).
Cruelty Squad is a strange field-tested Jazzy warpaint, which if you know anything about the TF2 economy might be more impressive to you than anything else. I was able to pick one up right after the paint came out so I didn't get charged a bajillion dollars for it.
The newest item, and the only one that I traded specifically for this set (aside from the filamental which is a normal unique cosmetic and therefore worth less than 5 cents) is the Axtinguisher. It came pre-named when I traded for it, and I haven't been able to think of a more interesting name for it. Frankly, I think the American Psycho name is cute, but I don't know that it really fits me perfectly. When I think of somethin' better I'll change it.
Those are my most Googoo Signature loadouts summarized, but here's all of my pyro loadouts: