Declined [JB] Changes to AFK actions (2 Viewers)

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l.a.w.

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AFK exists to keep reds idle whilst regrouping or to keep them easier to control, however several actions that the reds can perform whilst still remaining perfectly still are considered "KOS." This is pointless, and results in needless confusion for newer players / encourages kill-hungry behaviour from blus, a few actions I propose to be considered AFK are;

  1. Swinging your melee - an extremely common action that poses no threat of disruption to blues, also a mouse action.
  2. Throwing projectiles - An again common "stim" action, if projectiles aren't specifically restricted, there's no reason for it to not be considered AFK.
  3. Non-looping taunts - Taunts that don't loop continously aren't considered AFK, which is immensly odd considering it literally cements you to the ground.
These are all harmless actions that can easily be restricted should it be required, but have no reason to be restricted as non-AFK
 
My take on the suggestion:
  • Swinging your mellee
    That was recently suggested (around the end of October 2025) by Pistol. The vote was 35,4 in favour and 64,6 against it.
    The link: https://www.panda-community.com/threads/jb-make-swinging-melee-afk.36982/
    Voted no there, voting no again
  • Throwing projectiles
    I'm not against it, but I'm not specifically a fan of it either. I'm Neutral on that. I'll let the community decide on that one and I'll be joining the majority.
  • Non-looping taunts
    If this only applies for taunts which don't move (Schadenfeude, shred alert, etc.) I'm actually on board with this.
    What's the difference between a loop and a non-loop. We still press the same G button. One has a one time use, the other various times.
 
Yeah I’m all for non-looping taunts to be considered afk just so long as it remains the case that taunts which actively move you forward like conga are still not afk. I think the way things are now is too pay to win especially since most f2p players don’t know about !tp, and being able to look around a bit by taunting can be a big advantage for rebellers. I don’t have a strong opinion either way regarding the other two, the only real advantage I see of making them afk is that most people don’t really kill for swinging melee and projectiles anyway so it might prevent favoritism to just consider swinging melee and projectiles to be afk.

Also with this suggestion it seems like wardens can still prohibit swinging melee, throwing projectiles and taunting so I don’t really see the harm.
 
 
Added a poll.
 
No opinion on the other ones cause they kinda have their own argument, but i couldn't help but notice people voted more on NOT to allow swinging melee to be considered afk, This one is weird because of all 3 different topics, the melee has the shortest range to possibly kill any guard, projectiles can travel great distance to hit warden, along with some kill taunts that non-loop. This just feels weird that people are saying no to that one but yes to the topic of NOn looping taunts which pose far greater threat to the blu team. idk
 
Just to point out: Non looping taunts also means lethal taunts. So if you guys want it to not be considered afk, lethal taunting while afk will not be restricted unless the warden specifies it to be.
 
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I absolutely don't want to be required to say no lethal taunting

Every.

Single.

Time.

That i order afk freeze to keep from 10 heavies spam lethal taunting.
ordering it once at the start of the round completely bans it for the rest of the round
 
Personally dont see the need for a change here. No to all, from me
 
I've tried this one before and yeah, I just don't think it'll come to pass.

Swinging melee being AFK makes sense, then projectiles kinda has to come with that.
So yes for those two.

The non-looping taunts is an insane curveball that has way more support than it ought to.
For me like yeah the other two are mouse inputs, which we allow mouse movements.
Hitting your taunt button over and over is just yeah, not afk.
It's moving too far in the other direction for me.
Instead of 'X' thing isn't AFK (swinging melee), it's now AFK and 'Y' thing (taunting over and over) is allowed.
It's a weird stipulation that makes no sense to add, and frankly shouldn't even be an option.
Extremely hard no on that.

While the above might seem semantics definition stuff, it's the thing I want clear for new players that join our servers.
AFK is a common term that many people outside of TF2 know, so when we subtract or add to that definition is causes confusion for them.
 
No because I want those scouts who keep hitting me with the crit ball 2 seconds after cells open to kill themselves.
 
Lets see... Uhuh... Uhuh... No, no, and no.
This whole thing is pointless, I wouldn't want to have to restrict swinging melees and get some random guy killed because he accidentally swung it mid round. I also don't wanna give an extra order just to stop lethal taunts, which AFK freeze already does. The non looping taunts seems kinda pointless. Projectiles are just annoying and if you choose to throw it out, that's on you. It shouldn't be considered "AFK". AFK freeze already stops people from doing lethal taunts, swinging melee's (even if it isn't the most threatening thing), and throwing out projectiles. Why use other commands to do what one already does?
 
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Lets see... Uhuh... Uhuh... No, no, and no.
This whole thing is pointless, I wouldn't want to have to restrict swinging melees and get some random guy killed because he accidentally swung it mid round. I also don't wanna give an extra order just to stop lethal taunts, which AFK freeze already does. The non looping taunts seems kinda pointless. Projectiles are just annoying and if you choose to throw it out, that's on you. It shouldn't be considered "AFK". AFK freeze already stops people from doing lethal taunts, swinging melee's (even if it isn't the most threatening thing), and throwing out projectiles. Why use other commands to do what one already does?
everyone already restricts lethal taunting anyways, it's barely an issue and is incredibly easy to prevent. melee swinging isnt an issue because blus should realistically never be in a position where a red can hit them whilst AFK, ill admit projectiles is a little iffy but its a mouse action and again, very easy to prevent by just banning projectiles
 
everyone already restricts lethal taunting anyways
one in ten wardens restrict this. All of these are just things that require you to give specified and more specified orders which 2 in 3 reds forget after a new order has been given so yeah no thanks. It isn't that hard to sit still and not be a maniac with swinging/throwing etc.
 
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