Players you dont want on your Team Fortress 2 Team - Complainers
It seems that about 10% of the time, I’ll join a server only to have someone complain that the pyro needs to be nerfed, that the demoman is overpowered, and that critical hits should be removed. 80% of the time the game goes on without complaints. The remaining ten percent, I find, is occupied by people that pine for the nostalgic feel of good old TFC. One person went as far as to say that TF2 is not a shooter because it “doesn’t have grenades”. But the main problem TFC is the blatant lack of balance. Valve decided to remove grenades for the reason that they can cause balance issues. TFC can be fun, but the grenades, in my opinion, detract from the experience.
In TFC, you could alter people’s vision, stack 3 different types of flame damage, lay instakill detpacks with a huge blast radius, and spam excessive amounts of grenades. Thankfully, Valve realized what this did to game balance and made the appropriate changes for TF2. The lack of grenades in TF2 appears to have startled many players and that is shown by the number of people who still play TFC.
But some people who switched to TF2 from TFC seem to think that Valve is going to put grenades back in the game. These people are the reason why we needed a new game. The people who want Valve to put grenades in TF2 are the people who perfected using them and alienated newer players. TF2 games go much more smoothly because Team Fortress is, for the first time since 1996, balanced. Imagine, if you will, what grenades would do to TF2. The demoman’s MIRV grenades, shown in an early TF2 trailer would have made it much more difficult to be an engineer. Can you imagine the pyro, who people are already calling to be nerfed, with incendiary grenades? Even normal frags would make the game terribly unbalanced. The people who want grenades back are the reason that grenades will never be brought back.
On the issue of balance, there are also the people who think that some classes, namely the pyro and demoman, need to be nerfed. I can’t understand why though, the pyro is supposed to be the best at close quarters combat, and the demoman is supposed to be able to blow people to bitty bitty pieces. I’ve noticed a lot of people think that the Backburner is overpowered and that the extra critical hits make it a much better weapon than the standard flamethrower. Let me respond to their complaints in the following way:
1. The Backburner requires the target to be directly in front of you. If you are even 2 or 3 degress off, the crits stop. And as for the 50 health bonus, it doesn’t add any more survivability than the air blast does.
2. The demoman’s stickies are not overpowered. A carpet of stickies is not supposed to be survivable, so stop walking through them. It’s like stepping on a bear trap and complaining that the jaws close to quickly.
3. The grenade launcher is not overpowered. The grenades are affected by physic so it’s not as easy to hit you as you think. It also doesn’t fire that fast so stop saying that demomen hide behind cover and spam grenades. It’s also not like you couldn’t dodge them.
4. PULL YOUR HEAD OUT OF YOUR ASS AND STOP COMPLAINING.
Some people also think that critical hits are cheap and should be removed. These people are clearly wrong. Critical hits are random chance and make the game more interesting. Many of the people that I’ve seen complaining about crits are the people who obsess over stats; I suppose that having a stray crit rocket end your killing spree would be frustrating (if you’re the OCD type). They’re just numbers, get over it. People can’t control how often thing crit (except with the kritzkrieg) but in the big scheme of things, are a few deaths that big of a deal?
In short, I think all of these people are, to quote the immortal Yahtzee, “snooker-loopy”. As such, I would like to make one last comment to them in a language that I think that they will understand:
SKCIRP UOY GNINIALPMOC POTS.
clubtheseals on July 25th 2008 in demoman, heavy weapons guy, pyro, rants, tactics, team fortress 2, ubercharged



Aldrenean responded on 25 Jul 2008 at 12:14 pm #
If you honestly think that the Airblast adds as much survivability as +50 health, you are either retarded, or the only enemies you face are soldiers who don’t know what a shotgun is. The BB is a total replacement weapon, much like the Blutsauger.
Anonymous responded on 25 Jul 2008 at 12:35 pm #
Anyone else notice the irony?
sigma83 responded on 25 Jul 2008 at 1:05 pm #
/irony
Tim responded on 25 Jul 2008 at 1:56 pm #
Aldrenean, not only is that untrue, but neither the Backburner nor the Blutsauger are total replacement weapon’s.
LaZodiac responded on 25 Jul 2008 at 2:27 pm #
I don’t see irony in complaining about complainers. Its justified.
The only thing I have to comment other then that is, in the SniperVSPyro picture, if by “win” you mean “kill the pyro then die a horrible death because flames” then yes, the Sniper would “win”
Not that thats winning.
General Balls responded on 25 Jul 2008 at 3:06 pm #
>>”If you honestly think that the Airblast adds as much survivability as +50 health, you are either retarded, or the only enemies you face are soldiers who don’t know what a shotgun is.”<<
The airblast is one of the most useful and versatile tools in the game. The very fact that you can force Soldiers to switch to their weaker side-weapon is a testament to a part of that. But on top of that, the sticky-clearing, uber-dominating, and sheer mayhem that it can be used for are not something to turn from lightly, and a reason why a lot of Pyro’s stick with the air-blast today.
Whether either choice is ‘better’ is totally situational, and a Pyro with good timing, who also knows how to influence the deflected rockets to go where he wants them, can survive a lot of situations where a backburning Pyro wouldn’t, and can score some kills in the process.
The Backburner incorporates the old style of ambush Pyro play with an improved coat, while the Air Blast adds an incredible amount of versatility to the class. That is the choice, when considering flamethrowers.
Josh responded on 25 Jul 2008 at 3:50 pm #
>>The Backburner requires the target to be directly in front of you. If you are even 2 or 3 degress off, the crits stop. And as for the 50 health bonus, it doesn’t add any more survivability than the air blast does.
You’re a fool. 225 hit points is huge. A demoman, for example, who wants to kill a pyro charging at him will have to hit him directly with each of his 4 grenades. The pyro, on the other hand, just has to hold down the trigger and run forward.
>>The demoman’s stickies are not overpowered. A carpet of stickies is not supposed to be survivable, so stop walking through them. It’s like stepping on a bear trap and complaining that the jaws close to quickly.
Valve certainly thinks they’re overpowered, that’s why they’ve stated that stickies are getting another nerf soon. And it’s not just a matter of not stepping on the stickies. In case you haven’t realized, there are these things called choke points and control points, where you have no choice but to walk if you want to win the game.
>>Some people also think that critical hits are cheap and should be removed. These people are clearly wrong. Critical hits are random chance and make the game more interesting.
Critical hits are Valve’s way of dumbing down the game for casual players, so that even the worst can occasionally kill a much, much better player by pure luck. It’s not that it ruins stats that’s frustrating, it’s that you’ve died, not through your own mistakes, but because the random number generator decided it doesn’t like you.
derhimmelstoss responded on 25 Jul 2008 at 4:10 pm #
50 health != Air blast.
GET THAT IN YOUR HEAD, CLUBTHESEALS.
They’re completely different game mechanics! Seriously. The only thing that is equal to 50 extra health is… 50 extra health!
As josh said, 225 HP is HUGE. 225 health combined with a fast class that also does immense damage over time? The pyro already has such great advantages over all classes but the heavy (they can harass snipers, the only good long range class at range with their flare gun)! Wayyy too strong there. Full pyro defense is unbelievably strong in most scenarios.
Valve can either remove the health bonus and simultaneously increase the crit angle, or they could make the backburner ONLY crit from the back (and not get regular crits from the front, a la butterfly knife).
Dark Master responded on 25 Jul 2008 at 4:29 pm #
Mmm, 50 extra health, or the ability to make enemy ubers useless… Both weapons are perfectly viable, it just takes a little practice to master the air blast. If you think the air blast is not as good as +50 heath, go play Pyro tenis for awhile, then see if that still holds true.
Notger responded on 25 Jul 2008 at 6:29 pm #
Josh, probably, you are one of the persons adressed by clubtheseales.
Besides, you have got it wrong: A demoman now does not need to hit with all four of its grenades to kill a Pyro equipped with the Backburner. He needs to hit with two to four, depending on the damage one nade does (65 - 125 or something like that). In the average, you will need three direct hits, where the second direct hit will leave the pyro at about 30 health. So the 50 extra-health translates into the ability to survive one extra-grenade and this translates into the Pyro being the nemesis of Demomen.
I as full-time-Demo-player have experienced the following: Encounter a pyro in close-quarters as Demoman and you are as good as done. It has improved a little bit with the reintroduction of the damage fall-off, but the message is the same: Pyros kill Demomen.
But on the other hand, when you are running into a Pyro unprepared, you are a bad Demo player or the Pyro player was just better. Then it is ok for him to win.
The 50 extra health do not sound much, but they translate into a huge advantage when playing the traditional pyro style of ambushing. Even soldiers now run the risk of losing against a Pyro and that definitely is a good thing.
I personally think that the Pyro is a tad too strong. But actually, I can live with the balance like it is now.
BTW: The Pyro is not meant to be the king of close-quarters combat, the Heavy is. In close quarters, a Pyro stands no chance against an equally skilled Heavy.
Notger responded on 25 Jul 2008 at 6:35 pm #
On a side-note: Regularly, a Pyro would have died to two to three stickies. Nowadays, a Pyro with Backburner can even survive three-sticky-traps.
But I have to admit, I sometimes got killed by a reflected sticky and sometimes a Pyro has pushed my stickies away and rendered a sticky-trap useless, so the Airblast has its merits.
The Airblast is a tool for clan-wars and the Backburner is useful when playing public and more or less on your own, I think.
FunkyB responded on 25 Jul 2008 at 9:15 pm #
I am so tired of anti-crit moans. I love crits, and let me explain why.
I play poker. This has taught me to *manage* luck as an integral part of the game. In poker it is impossible to win every hand or even every game because sometimes you do it all right and your opponent just lucks out and gets the perfect card. However, good poker players always beat poorer players *over time*. Not every game, not every hand, but over a series of games. The randomness of poker can be infuriating, but it is also the source of the game’s superb drama and suspense. I love it because anything can happen, even though you know it probably wont. Players who bet on the appearance of a lucky card lose.
Crits are exactly the same. Sure it is annoying when you get the drop on someone and have them completely on the ropes before a lucky crit kills you, but if crits make a bad player dangerous, they make a good player indestructible. The benefit is equal to all players. (Or more to good players if the crit chance increases with kills.) The simple truth is that TF2 is *exactly* as skilful with or without crits. You just have to have a slightly wider field of view than a single life or a single game. Over time, better players win.
Suraj responded on 25 Jul 2008 at 10:11 pm #
Most people don’t realize that when you dodge a grenade, DON’T backpedal. It is where the grenade is!! However, the instinct to back off is so overwhelming that everybody just walks into the trap.
And a sticky carpet does nothing if not backed up by a good team (or at least an engineer).
supremesonic responded on 25 Jul 2008 at 10:43 pm #
So, which are better? Those who complain about the Pyro and the updates, or those who do not? There’s only one way to find out…
FIIIIIIIIIIIGHT!
BigJugs69 responded on 25 Jul 2008 at 10:48 pm #
“Re: FunkyB responded on 25 Jul 2008 at 9:15 pm #
I am so tired of anti-crit moans. I love crits, and let me explain why.”
A very good post and I agree in principle, that said I don’t play competetively and in that circumstance, as a participant, I might feel differently. It’s all good for the spectator though
(btw, if it was up to me I’d drop the crit percentage for scouts)
CaptainPepsi responded on 26 Jul 2008 at 1:02 am #
How can anyone think demos are balanced? I come up to one as a pyro and he just backs up and shoots stickys at the ground. Then i have to forget about him or chase him and die. They can also use stickys as air burst rockets, detonating them in the air(witch is the main problem with them)Then they have a bomb launcher that does more damage a rocket. I come around a corner as scout or something and i just get insta killed by the bomb launcher no stickys are even layed down. And the fact that the bombs are affected by physics is an advantage. You can lob them over walls, over houses, around corners etc. Anyone who thinks that is balanced needs to have their head examined ^^
FunkyB responded on 26 Jul 2008 at 2:35 am #
CaptainPepsi: As a pyro, if the demoman has seen your approach in time to run away laying stickies then you’re doing it wrong. Pyro is an ambush class, get behind the demo and he is toast before he can even turn around. If you must run into his face, use the airblast to knock his stickies/pipes out of the sky and back at him.
Sanns responded on 26 Jul 2008 at 3:30 am #
Clubtheseals: I can only assume you are not a very good demoman. Good demomen do not lay a carpet of stickies and then sit back and wait for some idiot to run over them, rinse & repeat. Don’t get me wrong, it’s an effective strategy in certain situations, but this is not going to break an offensive push or demolish a forward base. Good demomen work their way to the front line and slowly encrouch with stickies. They apply constant suppression, continuously detonating small clusters of stickies so as to optomize their damage to multiple targets rather than dedicating all eight to a single target. And if they get a lucky crit sticky, the detonate it immediately mid-air to insta-gib everyone in the area before they realize their impending doom.
Saboteur responded on 26 Jul 2008 at 3:35 am #
I personally, really hate the demoman. Each class in tf2 is supposed to have its own specialty.
Scout-Supposed to be good at capping bases and flags, however, isnt.
Soldier-Good at mid range combat, and killing sentries at long range.
Pyro-Close range combat.
Demoman-Area denial, and killing sentries.
Heavy-Defense.
Engineer-Defense.
Medic-healing.
Sniper-I really shouldnt have to explain this one.
Spy-Sapping and backstabbing.
Now lets look at the demoman again.
Area denial, and killing sentries. So in theory he should be capable of three things. Defense, traveling with a group and putting down stickys when enemies start attacking, therefore not allowing them to advance. And finally, killing sentries when the demo comes upon them. He can do all this, however, he is also quite good at mid range combat.
Perhaps you havent noticed but thats the soldiers specialty. The sticky launcher effectively becomes a rocket launcher with 8 rockets that explode whenever you want them to explode. All you have to do is shoot em, and make them explode in mid air, or at the enemie’s feet. Sure they dont have the same range to firing speed ratio as the rockets, however, were talking about mid range combat here, which the demoman shouldnt be able to do better than the soldier. This is of course, coming from a guy that plays mostly soldier, and a little spy on the side. I can actually do my job better as a demo than a soldier.
Question is, why dont I use demo then? Well i have no knowledge of trigonometry so im not very effective with the grenade launcher whatsoever. Also, i like having the extra health, and i like the soldier himself because of the character he is. I.E. the giant manly man frolicing around with his rocket launcher generally reducing all breathing organisms in sight to piles of giblets.
On the subject of crits and the back burner, i like crits personally. However i dont like the back burner, why not? Well, i specifically remember, on the day of the achievements, after spending an hour or two in achievement servers, and getting the flare gun and the back burner, i naturally tried both out, and i enjoyed it, then i went back to playing soldier and spy as usual. The map is badlands, we just took the middle point, i grab the hp on the way to the fourth point, and i see a pyro below me, down the stairs. Naturally i shoot at him, a crit, right in the middle of the feet, for some reason he decided to jump before i shot, not that it made a difference in the damage of the crit. The problem is that when the crit hit the jumping pyro, instead of being reduced to giblets, he instead was able to fly away to safety, a medic then started healing him and i was pwned quite hard. Then the beautifal kill cam came up and i realize he’s holding the back burner. Naturally i got pissed, said fuck it, and played some CS:S.
Ted responded on 26 Jul 2008 at 4:41 am #
50 extra health doesn’t add to survivability. Can someone explain that to me?
Aldrenean responded on 26 Jul 2008 at 6:34 am #
The Airblast isn’t useless, it just doesn’t nearly compensate for the advantages of the Backburner. The BB is always useful, in every situation. The Airblast can be quite useful if you happen to be in a position to blast a medic off an edge, or if you’re one-on-one with a soldier or demo, but most of the time it’s just a novelty.
Consider that the Backburner has no disadvantages whatsoever over the pre-patch pyro, only advantages. In my opinion, the BB should not crit from the front, and probably do ~10% less damage from the front (like the Butterfly Knife,) and the 50 hp bonus should be removed entirely, replaced by an overall +25hp bonus regardless of weapon choice.
b4dboyz- responded on 26 Jul 2008 at 6:39 am #
/me still wants to see Spooners next post and see if it causes this much commotion…
neau responded on 26 Jul 2008 at 9:01 am #
The Backburner (BB) it NOT overpowered. People say that it almost instantly kills the oponent from behind. Well, the spy also kills instantly from behind, so what? Nerf anything that kills instantly? I don’t think so.
Quote from Notger:
“Nowadays, a Pyro with Backburner can even survive three-sticky-traps.”
I REALLY want to see that happen. I play a lot of demoman and I know that the only one who needs more than 2 stickys is the heavy (or maybe a buffed soldier).
Spooner responded on 26 Jul 2008 at 9:04 am #
@b4dboyz- Man, seals has set the bar pretty high here. I’ll still kick ass though.
@FunkyB - Good post about the poker. I totally agree.
Pinko responded on 26 Jul 2008 at 12:38 pm #
Even Valve admits that stickies are OP. Robin Walker said himself that they call them win-bombs inside of Valve.
Pad See Ew responded on 26 Jul 2008 at 3:25 pm #
Put my vote in for the airblast.
And for the fatty - I want my bandana and goggles.
Sanns responded on 27 Jul 2008 at 5:31 am #
@ Saboteur:
It’s a cute story, but crit rockets do 270 damage at point-of-impact. Even with the bonus, pyros only have a base HP of 225.
Fail.
Josh responded on 27 Jul 2008 at 6:48 am #
FunkyB-
Maybe we should give every player a random 1% chance of dying every second? Sure, it’s infuriating when your character dies for no reason, but it adds to the drama and suspense. Or something.
The simple fact is, if something in a game is annoying, it should be removed. I don’t play games to be made angry. When a game makes me angry, I stop playing.
Josh responded on 27 Jul 2008 at 6:50 am #
Sanns- with the medic nearby, maybe the pyro was already overhealed. That would have given him 300+ hp.
Anonymous responded on 27 Jul 2008 at 7:57 pm #
Josh:
I agree that games shouldn’t be annoying, but it is annoying when you get killed by a generic lucky shot, crit or not. Luck and fluke are always an enormous part of games. Look at pool or snooker, is it a ‘crit shot’ when someone just aimlessly bashes the balls around and pots one? It seems to happen with a similar regularity for my opponents
Crits annoy when they kill you and elate when you kill others with them. They amplify in both directions equally. They increase the highs and lows of a match, which is exactly their stated goal (see commentary). I can understand people wanting a more … predictable … experience, but it they do not affect skilful play in any way if your viewpoint is over a suitable time frame.
Your argument for auto deaths is silly, as I am sure you are aware, and it does not address my points at all. I respect your choice not to play, just remember that it is a matter of preference, one that I feel is viewed overly-critically (pun) because people concentrate on when a crit kills them and not when they kill others with crits.
FunkyB responded on 27 Jul 2008 at 7:58 pm #
Damn, anonymous post above is me
Thom responded on 28 Jul 2008 at 1:13 am #
Here’s a quick math lesson, to those who don’t seem to understand this yet: The Air Blast can technically give you and your team mates much more than just 50 health.
How much damage does a rocket do? According to TF2Wiki a direct hit does 92-112 damage. So let’s work with that low number.
Huh, hold on a second. 92? Is that more than 50? Does that mean that if a Pyro manages to reflect even one rocket hit, he just saved himself more health than he would have lost getting hit with it while carrying a Backburner? WOW!
What about the Demoman?
Again, let’s look at TF2Wiki: Pipe Bomb - 65-125.
Let’s use the lowest number again. Is 65 more than 50? YES. So once again being able to reflect even one grenade is worth more health than the Backburner. And you don’t even have to reflect those directly, if they missed and roll towards you it still takes less skill and timing to knock it away.
Stickybombs - 108-160. How much damage can a sticky trap do without a single crit? Let’s say you use 4 stickies (even though if any Demo has enough time he’ll gladly use all 8). Assuming no crits, and each sticky somehow manages to do the lowest possible damage, that’s 432 damage. Not only is that damage you can nullify to yourself with the Air Blast, but if you’re actually playing with your team you just saved the same amount of health to any and all team mates near you.
Is it situational? Sure. If you get caught by a Heavy or a Scout, the Air Blast isn’t going to be as effective as against Soldiers and Demos. But this is the sort of situation any experienced player can control for the most part.
That’s the trade off for the extra 50 Health on the Backburner. While it’ll help against any weapon out there, it won’t help as much as the Air Blast does against certain weapons. Not by a long shot.
Sanns responded on 28 Jul 2008 at 6:45 am #
Yes, one possible explaination is that there was a medic overhealing the pyro. Except, the medic would have had to have been overhealing within 10 seconds of the impact or else the HP would have ticked off.
Another, MORE LIKELY explaination is that he missed by a large margin. Splash damage decreases quickly once you get more than 3″ away from the impact, even for crits. Then, having failed miserably, he jumped on the good ol’ “Backburner iz OP!” bandwagen, even though that extra 50HP didn’t have nearly as large as an effect as his poor aim.
clubtheseals responded on 28 Jul 2008 at 7:28 am #
HAHA I GOT COMMENT #34!
Josh responded on 28 Jul 2008 at 2:57 pm #
FunkyB-
Killing an enemy with a crit shot does not lead to any sense of elation. It’s a cheap kill, and it robs both you and your opponent of the opportunity to have a fair fight. Crits aren’t a zero-sum game, where their inclusion makes no difference in aggregate- they are wholey, 100% annoying. There’s already enough randomness in the game that you don’t need 5% of your shots to be instant kills to make it more interesting, and if you do, well, you must not like the game very much in the first place.
And despite their stated purpose, crits don’t lead to memorable moments with one kill after another. They lead to steamrolls.
McBillybob responded on 28 Jul 2008 at 8:26 pm #
I think the backburner HP bonus should at least be lowered, maybe to 25 or something. Josh, you’re obviously one of the people the article is talking about. Crits just make the game more fun. I’ve had several moments as a Scout when I’ve scattergunned a soldier at point-blank range after turning a corner and killed him because of crits. But I don’t complain when someone takes me down quicker than I expected. Crits make the game less predictable (like FunkyB said). They stop situations where it’s absolutely certain the Scout won’t take the Soldier down, and that’s a good thing.
5yewy5r responded on 29 Jul 2008 at 3:38 am #
@ Josh
Don’t you dare start a flame war about crits vs. no-crits
BAAAWWWW PYR0 CAN KILL ME NAO NERF PL0X
Josh responded on 29 Jul 2008 at 3:02 pm #
McBillybob-
Maybe you should just learn to play scout better instead of relying on lucky crits? You can dodge his rockets easier than any other class and he runs slow enough that he might as well be a sitting duck. But if you really can’t kill a soldier as scout, don’t charge right at them! How hard is that?
5yewy5r-
Oh please. Pre-update I was always talking about how the pyro needed a buff. Valve just took it a little too far with the +50hp backburner. I don’t stick to any one class or favor one over the other, and I call nerfs and buffs where ever an imbalance exists.
sQUEAKYfOAMpEANUT responded on 29 Jul 2008 at 5:19 pm #
“Critical hits make the game more interesting.”
Ha ha ha ha-no.
Critical hits certainly do NOT make the game more interesting. And no, despite what you assumed, my opinion is not based upon stats. I don’t give two watery shits what people think of how I do in a game.
I just find it frustrating to be enjoying a heated battle when some talentless dope that barely has the hand-eye coordination to manoeuvre his reticule splatters me into several blood-spewing giblets with a critical rocket. So, instead of being able to contribute to my team and be involved in the fight ( THE REASON I BOUGHT THE FUCKING GAME >:[ ), I’m forced to wait to respawn and make my way back to the battle, and with my boundless luck, by the time I’ve made it back to whatever scuffle that may have been occurring is long over. The point or intelligence has been capped, or the time has run out or something.
If anything, critical hits only contribute an un-needed layer of monotony of the game.
Now, I’m not protesting crits entirely. The use of critical hits with the Kritzkrieg is a perfectly valid tactic, if the medic has the patience (or the Ubersaw) to build his Kritz, he and his partner deserve a bit of a boost. But it’s frustrating to see random crits on the battlefield. They were designed to diminish the effects of talent and skill. And, hey, I’m not claiming to be a master of the battlefield, I have my off days and on days. But it’s frustrating to have a good day, only to have either one of the teams be decimated by some crit-spewing monstrosity.
Despite this, I’m not suggesting Valve should remove critical hits from the game. That’s an option that’s left up to the people who run all those servers in TF2. So, who cares what I think. NOT ME!
Pie21 responded on 03 Aug 2008 at 12:24 am #
Wow, that’s a lot of comments, and they’re all complaning, either about TF2 balance or each other (go figure), so I’ma just skip to the end and say one thing about stickies.
The thing I think most people complain about, including myself on occasion, is not the carpets or the annoying but fair ambush tactics, but the fact that a single sticky can do 160 damage, more than any other weapon bar the sniper, and it’s far easier to hit with than the grenade launcher. I think it’d be fairer if the damage of the grenade launcher and sticky launchers were switched, but I’m sure Valve knows what they’re doing.
Also I like that my picture was renamed madeofepicwingoodsir.jpg