That's all for WAR!
That's all for WAR!
demo! don't distract soldier
‘hello, ladies! let me apologize in advance. ‘cause i’m taken.’ ‘i have a girlfriend now!’
forgot to post the pride thing I made for @waterwindow
also this moment omg am i weeping
this one’s great
He's talking about his smiley face crotch plate.
Offense | Defense | Support
Pyro might need a bit of supervision themself, but with the right partner they can really shine as a parent. Their own sense of childlike innocence makes it so that they easily get along with their kid(s) and never grow tired of playing with them. Pyro will absolutely pass down any of their toys and trinkets and would absolutely adore if their kid(s) took as much of an interest in it as they did. Pyro won't pressure their child to "grow up" or act "mature", quite the opposite actually. They never want their child to lose their sense if childlike wonder and very much instills the importance of imagination and positivity in their life.
Scout is the kind of guy that fatherhood would be a huge wake up call to. The moment he brings that child into the world he's 100% dedicated to them. Dad Scout, while still a goofball at heart, is noticeably more mature, and he's fully aware it's because of his kid(s). He says stuff like about how his kid(s) made him a better man, or "put things in perspective" for him. You can always see a bit of the good ol' Scout come through however with how desperately he tries to be the "cool dad". The way he boasts about his kid(s) accomplishments is also very reminiscent of how Scout used to talk about himself. He can't help being a bit too proud of them. At the end of the day, he just wants his kid(s) to think the world of him and to be everything he wanted in a father.
Soldier is extremely enthusiastic about bringing a child(ren) into this world and raising them in the "land of opportunity" with Zhanna. For that reason, should they stray away from how he wants them to be, he wouldn't be too upset. As far as he sees it, in the land of the free you can be anything, and who is he to spit in the face of the American way?
That being said, Soldier would do his damnedest to prepare his child(ren) for anything the world could throw at them. This of course includes enduring the Russian winter to see Zhanna's side of the family. Zhanna of course instilled her own family beliefs onto Soldier and their child(ren), and makes a point of making raising them a team effort. Between aunties, uncle Heavy and their godfather, Demoman, Soldier never has to worry about his kid(s) being unprepared for whatever life has to offer.
-Medic was exiled from the Icewing tribe for obvious reasons. -Sniper has an Australian accent instead of a British one because he hatched and grew up in the rainforest with the rainwings. -Spy tries to conceal the emotion in his scales, but occasionally a little orange/red (Annoyance/anger) will slip out. Mostly because of Scout. -Spy disguises himself by changing his scales to look like dragons from different tribes. In his kit he has other stuff to look more authentic, For example: A fake scorpion tail for a sandwing look, Fake Icewing spikes, fake gills, and so on. -Sniper is slightly insecure about not having any special Nightwing powers. He gets annoyed when someone asks if he can read their mind. He doesn’t know that Nightwing powers are actually uncommon, and there are actually a lot of other Nightwings like him. -Scout, because he’s an idiot, hasn’t figured out he’s a hybrid yet. He thinks the multicolored scales along his neck are just there and don’t mean anything. Meanwhile all the other Mercs know he’s a hybrid. Along with the scales, there are some less obvious signs he’s part rainwing: He’s very skilled with his tail, and he has a long neck. (But then again, Skywings have very long necks, too.) He can’t shoot venom. -Medic is VERY interested in the Nightwing he works with, but even more so in the Rainwing-Skywing hybrid. He doesn’t have anything against the Nightwings, so he has nothing personal against Sniper. -Sniper does his sniping usually hanging from his tail. -Demoman is a little water-deprived from his work, so don’t be alarmed is you see him dumping a tub of water over himself. As a seawing, he needs more water to survive than the others. -Demo also has a slight fear of Animus-related things, ever since the eye incident. -Soldier lost his wings from an accident with the rocket launcher. He occasionally forgets he has no wings and will try to launch himself into the air, only to come tumbling down again. -Heavy is the Bigwings among his sisters. (Not that I needed to say that) And also the Bigwings to the team. (Found family go brrrr) -Spy and Sniper are both from the Rainforest, though they have never interacted prior to joining the team. -Nobody in the team is used to seeing so many different dragons from so many different tribes at the same time. It takes a while for them to adapt to eachother’s different customs and lifestyles. -Spy rarely gets any sun time other than the sunlight he gets when on the battlefield, so his colors are a little dull. This may also be an explanation for his bad mood. And yes, he only eats the Ripest fruit. Not one brown spot on his bananas. -They also have to get used to the different diets (Spy especially). For example; Demo eating raw fish, Spy eating fruit, Sniper eating whatever, Scout eating bird, Engineer eating camel, and heavy eating a motherfucking alligator. -Sniper lacks the superiority complex some Nightwings have. -Sniper has adopted a lot of Rainwing behaviors, like hanging from his tail. -Engineer is still the smallest, smaller than the average Sandwing. And Heavy may be the biggest Mudwing any of them have ever seen. -Engineer isn’t used to having to actually be careful with his tail barb, because other Sandwings know naturally to avoid it. -Instead of doves, Medic just has a bunch of Scavengers running around. (I’ll get more ideas eventually)
Scout: No, I ain’t doin it, I don’t care if you call me a sissy
Soldier: That doesn’t sound very American to me
Pyro: don’t pour carefully, scald yourself/it reminds me of my youth
Demo: When I’m done with work tonight, I’m going to teach a bottle of vodka a lesson it’s never going to forget
Engie: If you use a pool pipe to fix your sink, you just might be a redneck
Sniper: It’s fun to piss
Spy: c a, plane, pour, m o i, which means “eh, it’s alright with me”
everyone when they kill someone: haha fucker
So for this post, I wanted to go into a weapon that was tested in the official Team Fortress 2 Beta program - basically a beta branch of the game open for public testing. This particular weapon was never added to the main game, and I’m here to explain why.
It started like so:
Beta Pocket Rocket Launcher (+) When the medic healing you is killed, you gain crit boost for 8 seconds (-) -10 health on hit
For reference, a “pocket” is usually used to reference a player that gets most or all of the team Medic’s healing. Sometimes it’s derogatory, but it’s also a legitimate position in 6v6 competitive play - the pocket soldier’s job is to receive heals and protect the Medic and Demoman, acting as the core of the team. Because of the way linguistics be, it can also refer to the Medic themselves, e.g. “pocket medic.” It’s also a verb - “to pocket” your teammate.
By invoking this pocket dynamic in the name, Valve presumably intended to make a rocket launcher designed for the pocket soldier. This launcher does not fulfill that job - it works best with a Medic present, yes, but it does not promote team play with that Medic. To win an engagement against another combo, you must have some tactical advantage (e.g. teammates, or just being a better shot) or sacrifice your Medic. Medics are incredibly important, and sacrificing them should not be a decision that teammates get to make - it means that, in exchange for the (admittedly powerful) crit boost, your entire team goes without real healing for a long time.
On the flipside, in public servers, this weapon can quickly become too much. Imagine three Medics rotating on a single Soldier, allowing themselves to be killed (or using self-killing commands) to grant eight-second crit boosts.
Critical rockets are feared, and for good reason. In addition to the massive damage they deal - enough to kill any class at base health on a direct hit - they can hit multiple targets at once and are not affected by damage falloff. Even a single clip of four critical rockets can wipe most of a team. Actually, this rocket launcher was eventually tweaked to only deal mini-crits for six seconds, but mini-crits are still very powerful courtesy of working at any range.
Added to that, acting as a sacrificial aide to your Soldier is not a particularly entertaining way to play. It leaves the rest of your team high and dry, so it’s not fun for them either.
They then tried another version:
Beta Pocket Rocket Launcher 2 (+) +15% Ubercharge rate for the Medic healing you
Whoa there. Ubercharge is the most powerful force in the game, and having an Uber advantage (i.e. charging faster than the enemy doctor) is one of the most powerful things a team can have. In competitive play, Medics will actually count the seconds since the enemy doctor respawned just to monitor when they may have a charge.
Getting Uber advantage by healing a single player, and only a single player, basically means that that player is the only one you can heal. If you don’t, the opposing Medic can get Ubercharge before you, and when they use it, they will likely go directly towards you. This launcher’s design ensures that 1) a team without it will be at a massive disadvantage and 2) only the player carrying it can be healed.
On to the third iteration.
Beta Pocket Rocket Launcher 3 (+) +50% reload rate while being healed
The Soldier has a small clip of four rockets and his reload is done one-by-one, meaning that he has to take time away from battle after firing a salvo. This launcher dramatically changes that by making him reload much faster, allowing much quicker, longer-lasting pushes. It’s not as powerful as, say, guaranteed criticals, but it’s still disruptive to the flow of the game.
More problematic than that is the basic idea behind this launcher - no matter what attributes you put on it, it’ll have the same problem. It incentivizes healing a single target and, in doing so, disincentivizes healing everyone else. The rest of your team is left feeling abandoned and not getting what they need to perform at their best; your only asset is this (admittedly uber-powerful) Soldier-Medic combo. In 6v6 competitive, the Medic gives most of the heals to the pocket, but that doesn’t mean you’re punished for spreading out the healing. Enemies, too, feel weak; if they’re alone, they will likely lose to this duo, requiring a substantial rush - or a combo of their own - to deal.
The point here is that, no matter the other problems with this weapon, its basic issue is that it promotes a style of gameplay that just isn’t fun for most of the players on the server. Two players do not and should not make a team, and that’s what this game is about. My best guess is that Valve realized this early on, and that’s why this rocket launcher was never formally added. I doubt it ever will be, either.
I really like doing these larger print type drawings
in which Heavy gently tries to convince Soldier to demand a pay rise, and Soldier insists on taking a pay cut instead
Blunders into an old Fandom and chooses an old underrated character like the jingling fool I am
‘ we will eat all of their garbage until there is no garbage left for them to enjoy! do i make myself clear? ‘
Soldier takes a nap