View Full Version : It's that TF2 update time again.
Revising Ocelot
04-28-2010, 09:49 PM
And it's a big one. No engie update, but I like that because sentry spam already annoys me enough when only half the enemy team are engineers, let alone all of them.
Team Fortress 2
* Added new community map cp_freight
* Added missing physics models for several items
* Added jiggle bones to the Sam & Max items, and The Buff Banner
* Added Crit-a-Cola
Dedicated Server
* Linux optimizations.
* Fixed Linux servers not relisting correctly after a master server restart
* Fixed a case where servers could have "ghost" players consuming player slots
Engine
* Marked the "snd_show" convar as a cheat
Gameplay Changes
* Pyro changes
o Flamethrower direct damage reduced 20%.
o Burn duration reduced (10 -> 6 seconds).
o Airblast re-fire delay reduced by 25%.
o Airblast ammo usage reduced by 20%.
o All reflected rockets/grenades/arrows now mini-crit.
o Airblasting enemies into environmental deaths now awards the death credit to the Pyro.
* Heavy changes
o Minigun spin-up/down time reduced by 25%
o Minigun firing movement speed increased to just under half-normal (from 80 to 110).
o Throwing a sandvich to a teammate now earns a full bonus point (was half a point).
* Bonk! changes
o Post-use movement penalty removed.
o Now has a re-use cooldown time, like The Sandman.
* The Chargin' Targe changes
o Direct charge hit now does 50 damage + 10 per head (up to 5 heads).
o Capped the turn rate from +left and +right while charging.
* The Huntsman changes
o Removed restriction that arrows need to be aimed before they can be lit by a Pyro.
o Bow can now be lowered without losing the lit arrow.
o Changed bow so you can start charging it while you're jumping, but you can't fire until you're on the ground.
o Fixed bug where flame effect would get stuck on if you change weapons with a lit arrow.
* Backpack changes
o Moved Crafting button out to the root class/backpack selection panel.
o Dragging and dropping items in your backpack now makes appropriate sounds.
* Bot changes
o Bots don't retreat to gather health as readily if they are in combat.
o Bots no longer retreat when moving to block a point capture.
o Bots should now equip an appropriate combat weapon and fight while moving to collect health.
o Bots who are roaming the map and hunting now chase down their victims, following them around corners.
o Bots That fire projectiles (ie: rockets/grenades/etc) don't hold down their fire button for a minimum time. This was causing Soldier bots to fire rockets into nearby walls as they strafed, killing themselves.
o Soldiers bots now switch to their shotgun after firing all four rockets when engaging an enemy.
o Added a few more bot names from community suggestions.
o Fixed a behavior loop with Engineer metal gathering.
* The Sandman change
o Added a slight speed reduction to stunned players.
* Community requests
o Added ConVars log_verbose_enable and log_verbose_interval to report player positions in the server log at regular intervals
o log_verbose_enable default: 0
o log_verbose_interval default: 3 secs
o "Last-weapon" initialization on respawn now sets itself to be the melee weapon if you don’t have a selectable secondary weapon (like The Razorback).
Bug Fixes
* Fixed an case where The Gunboats didn’t apply their damage reduction properly.
* The amount count in the HUD now flashes red when you’re low on ammo.
* Extinguishing a burning teammate now earns a full bonus point (was half a point).
* Fixed a permanent overheal exploit involving dispensers.
* Fixed a bug in spectator mode where the user aborted out of freezecam, setup a spec mode (like IN_EYE), and would then have the setting stomped after the freezecam timer expired.
* Fixed bug with disguised spy sometimes seeing his own name in the disguise status HUD.
* Fixed a client crash that could result from players with arrows embedded in them.
* Fixed items that can be worn by any class having the wrong model when worn by a disguised Spy.
* Added missing map prefixes to server browser game types.
* Killing yourself with your own sentry no longer increments the sentry's kill counter.
* Fixed dropped hats sometimes having the wrong team color.
* Fixed crit-boosted players not getting critical hits if their weapon has custom no-crit behavior.
* Fixed the achievement dialog taking a long time to pop up, and completed achievements now sort to the bottom of the list.
* Fixed Spies disguised as Medics hearing the autocaller sound.
Pyro changes are interesting. Reduces the whole W+M1 factor, but increases the potential for skilled air blasters to... blast.
Crit-a-Cola is apparently a Kritzkrieg version of Bonk - after drinking it the scout gets minicrits for a duration, but at the cost of everything becoming minicrits on him. Emphasising the glass cannon aspect.
Art of Hilt
04-28-2010, 10:05 PM
Crit-a-Cola sounds fantastic for when a Scout can snipe a sentry from afar with the pistol, or against any enemy that could kill him with one hit anyway so he might as well drink it.
Viridis
04-28-2010, 10:09 PM
I like the Heavy changes
Pyro: That's a mixed bag there. I think I'll try airblasting more, but I do sort of count on the enemy to burn to death while retreating. Hm.
Flarecobra
04-28-2010, 10:22 PM
I dunno about the Pyro changes...I'll have to see it in combat before I decide.
mauve
04-28-2010, 10:23 PM
Pyro: That's a mixed bag there. I think I'll try airblasting more, but I do sort of count on the enemy to burn to death while retreating. Hm.
Same here. My pyro strategy often involves jumping in, setting everything on fire, killing anyone with low hp, and then retreating from stronger enemies and leaving the fire to finish them off. This kind of pushes people even farther away from using the backburner.
Kerensky287
04-28-2010, 10:29 PM
Crit-a-Cola sounds fantastic for when a Scout can snipe a sentry from afar with the pistol, or against any enemy that could kill him with one hit anyway so he might as well drink it.
...Doesn't the drink replace the pistol though?
Flarecobra
04-28-2010, 10:30 PM
Or making the Pyro more sneaky, making people burn them up from the back with the Backburner.
Jagos
04-28-2010, 10:37 PM
* Pyro changes
o Flamethrower direct damage reduced 20%.
o Burn duration reduced (10 -> 6 seconds).
o Airblast re-fire delay reduced by 25%.
o Airblast ammo usage reduced by 20%.
o All reflected rockets/grenades/arrows now mini-crit.
o Airblasting enemies into environmental deaths now awards the death credit to the Pyro.
...
)(*&%&*^%$&%$
So, we the Pyro do less direct damage. Ok... Cool... NOT! Burn duration is down. (*^%ing NERF!
CB blast is stronger... Hmmm... Not bad...
Minicrits? Great, now the pyro takes some skill.
The last one is just retarded. That should have been in there from the first day.
All in all, the Pyro is even weaker than he was before for little benefit.
* The Sandman change
o Added a slight speed reduction to stunned players.
Wow... The Sandman may be useful yet.
Aerozord
04-28-2010, 10:53 PM
how do you toss sandvich?
and I'm sure I'm not the only one that realized while this makes pyros a deeper class. Backburner is now even more useless
Viridis
04-28-2010, 10:59 PM
how do you toss sandvich?
and I'm sure I'm not the only one that realized while this makes pyros a deeper class. Backburner is now even more useless
Alt-fire (Right-click). Use it to heal the medic healing you.
Hm, does the update apply to the Backburner? Wouldn't really be a nice trade-off if so.
Aerozord
04-28-2010, 11:16 PM
thats what I was talking about. flame is weakened but airblast gets a boost. but that just straight weakens the already inferior backburner
mauve
04-28-2010, 11:23 PM
See, I love the backburner. It's a lot of fun popping up out of nowhere and taking out everybody who didn't notice you. But the fact that the fire burned for so long really helped that work. Not having the air blast means your options against soldiers and demos was A) hug them until they die (works best against demos) or B) set them on fire until they get ready to counterattack and then make a retreat. They'll get distracted by other people or a search for health kits, and you've got a chance to get a kill from the fire damage after you've left, or get an assist with whoever finishes them off.
Flarecobra
04-28-2010, 11:26 PM
Hm, does the update apply to the Backburner? Wouldn't really be a nice trade-off if so.
Well, seeing as the Backburner doesn't have the air blast...and it's for the Pyro overall...
Doc ock rokc
04-29-2010, 05:12 AM
...
So, we the Pyro do less direct damage. Ok... Cool... NOT! Burn duration is down. (*^%ing NERF!I got the impression that the Damage is the same It just burn's shorter. Meaning 60 damage over 6 seconds instead of 60 damage over 10
The last one is just retarded. That should have been in there from the first day.Hey I feel yeah Kindred spirits buddy
All in all, the Pyro is even weaker than he was before for little benefit.blame the Comp players that wanted those exact things on the pyro the entire time
Wow... The Sandman may be useful yet.From what i hear it's the Actual promise they said before that targets are 50% slower instead of 25-15% that it was.
so...still shit
Geminex
04-29-2010, 05:32 AM
In regards to the pyro nerf...
Well, backburner's even less useful, now...
Though I use flamethrower anyway, so maybe it isn't all bad. It'll certainly be worth getting in some airblast practice. I dislike the reduced damage, but nothing we can do about that, eh?
As for the burn duration... Depends on how it's meant. If it's 6 DPS for 6s, then have a look at my avatar, if it's 10 DPS for 6s, then it's awesome. This is important to me, cause I'm a major flare gun user. Very fun weapon, that. Reducing its burn time would annoy me immensely.
Doc ock rokc
04-29-2010, 05:40 AM
just read a report
The heavies speed while spun up has increased from 80 or so Hu to 110 hu (meaning that he is Alot faster)
Afterburn damage NOT increase (meaing AB does 35 damage)
Sandman unreported (still viewed as Worthless i guess)
mauve
04-29-2010, 01:28 PM
Hmm. We should try and organize an NPF TF2 game one weekend. I've had this game for two years and I've only played once against another NPFer. I know right now everybody's busy with L4D2, but maybe we could organize a match for another weekend? Would anybody be interested?
Viridis
04-29-2010, 02:06 PM
I tentative but I think the pyro update was for the better. Starting to love reflect again.
Also, the Heavy is quite awesome with the patch.
DarkDrgon
04-29-2010, 02:25 PM
Hmm. We should try and organize an NPF TF2 game one weekend. I've had this game for two years and I've only played once against another NPFer. I know right now everybody's busy with L4D2, but maybe we could organize a match for another weekend? Would anybody be interested?
I would be very interested, I just need to find a new mouse -_-
Flarecobra
04-29-2010, 03:12 PM
I'd be down.
Aerozord
04-29-2010, 03:36 PM
How about the 8th? need to find a server to do it on too.
Personal preferance, payload or dustbowl. Turbine if we got enough people
Jagos
04-29-2010, 04:19 PM
I tentative but I think the pyro update was for the better. Starting to love reflect again.
Also, the Heavy is quite awesome with the patch.
How for pyro?
Heavy update is liquid courage. He might not get killed as much by Spy.
Art of Hilt
04-29-2010, 04:54 PM
...Doesn't the drink replace the pistol though?
I... totally forgot about that dang.
Yeah, guess it's more of a suicide mission drink now that you mention it.
I think it's nice that direct Pyro attacks got a nerf. But that's because I am racist against Pyros.
Jagos
04-29-2010, 05:32 PM
What did a Pyro ever do to you?
Can't we walk down the street, in silence, in peace? Without having to worry about some sneaky Scout criting us back to hell?
Equal work for equal damage! We want our rights dammit!
01d55
04-29-2010, 06:03 PM
How do you turn while charging with the targe? I can't figure it out.
Viridis
04-29-2010, 10:19 PM
Okay. A company sells you a game. Then they keep making the game for the next three years without charging you anything more. Valve's crazy, but the awesome kind of crazy.
Anyway, the 119th update (http://www.teamfortress.com/119/).
119th Update
April 29, 2010
Added new items to commemorate our 119th (or so) update.
Fixed several issues with the Source SDK
Scout's "Retire the Runner" achievement updated to be
"Kill a Scout while they are under the effect of Crit-a-Cola."
Added a 20% damage bonus to The Backburner
Fixed the Flare Gun's afterburn duration being lowered by the Flamethrower's duration reduction
Fixed the teleporter exit using the wrong particle effect
Fixed HUD damage indicators not appearing
Fixed Teleporters not reverting to level 1 when their other side is destroyed
Fixed receiving damage not causing view-kicks on players
Fixed Engineers & Spies being able to circumvent build restrictions
Fixed Server Browser not saving filter settings properly
Fixed a client crash in the targetID on clients running custom HUDs
Revising Ocelot
04-29-2010, 10:37 PM
Flare Gun's back to normal then. Would that Backburner bonus also apply to afterburn or just normal W+M1?
Flarecobra
04-29-2010, 10:40 PM
Ok Valve, we'll forgive you. This time.
The Wandering God
04-29-2010, 11:04 PM
Check out these new hidden pages.
http://www.teamfortress.com/119/teams_and_fortresses.html
http://www.teamfortress.com/119/steam.html
Also, I loved heavy before the patch, and now he is even better. (My favorite part so far is he is able to keep up with the cart while revved up rather than lagging behind.)
Edit: It should be noted that these links were hidden behind the words
"multi-core machines" for the "Teams and Fortress" page and
"Engineer buildings" for the "Steam" page
Obviously pointing at the Engineer update in some way...
But how?
EVILNess
05-06-2010, 06:13 AM
Engie Coming Soon (http://www.teamfortress.com/119/comingsoon.html)
Hidden page! (http://www.teamfortress.com/classless/hidden/populace/)
I'm excited about the Engie update as I play Engineer.
Doc ock rokc
05-06-2010, 04:19 PM
Engie Coming Soon (http://www.teamfortress.com/119/comingsoon.html)
I'm excited about the Engie update as I play Engineer.
I just Girly man Squeed.
Engie was My first And One of my favorite classes. I just hate playing him when there is no other engies around or when we need one and no one switches to him.
Aerozord
05-06-2010, 05:13 PM
yea thats the worst, engies work well in teams. Good sentry crossfire and multiple resupply points. otherwise enemy can easily just focus on one
Doc ock rokc
05-06-2010, 06:43 PM
yea thats the worst, engies work well in teams. Good sentry crossfire and multiple resupply points. otherwise enemy can easily just focus on one
that's when I try to abuse the Infinite Height range and place the sentries In really high areas where they are hard to shoot but have no problem shooting back.
Viridis
05-18-2010, 07:16 PM
More Pyro tweaks incoming. (http://www.teamfortress.com/post.php?id=3835&p=1)
We're going to ship an update with another small set of Pyro changes this week. Like our previous update, our goal is to increase the degree to which skill can make a difference between two Pyro players. We received a bunch of useful feedback after the last update, and we think we've managed to address most of it, without removing the skill-based additions. As always, play with it for a bit, and then let us know what you think.
stefan
05-18-2010, 08:38 PM
Im hoping this means a bump up to flamethrower damage. A scout should not be able to kill a pyro while constantly being on fire.
Geminex
05-18-2010, 08:40 PM
I doubt they want you to use the flamethrower more. I'm hoping that they buff the flare gun a bit, and encourage you to fight at range.
stefan
05-18-2010, 08:52 PM
I doubt they want you to use the flamethrower more. I'm hoping that they buff the flare gun a bit, and encourage you to fight at range.
yes, because taking a close-range damage class and trying to make people fight longrange with it makes total sense.
Geminex
05-18-2010, 09:40 PM
Ok, firstly, you are aware of a little thing called "WAR"? Y'know, the update? Where they sorta gave the demo a sword and shield? Which effectively turned an indirect-fire class into a melee class? And it worked?
I really don't see anything wrong with making the pyro more long-range.
And hell, buffing the flare gun wouldn't even be equivalent to making him a long-range class. It'd turn him into more of a harrasser, popping out from unexpected places to set an enemy on fire, disappearing again. It'd just supplement his role, because, tactically, he's an indirect class already. He's an ambusher, which is already fucking indirect, despite the fact that he deals melee damage. If you don't believe me, I challenge you to go up against a soldier or heavy when they know you're there.
So yeah, I think that buffing the flare gun would retain the Pyro's intended role while simultaneously increasing the rewards for a skilled Pyro player. Whereas honestly, buffing the flamethrower? What possible purpose could that serve, other than making W+M1 more feasible?
Doc ock rokc
05-18-2010, 10:25 PM
Ok, firstly, you are aware of a little thing called "WAR"? Y'know, the update? Where they sorta gave the demo a sword and shield? Which effectively turned an indirect-fire class into a melee class? And it worked?Are you blind to all the complaints situated with the drastic change of character? In both cases? right now with the overabundance of natasha and sasha heavies Demoknights are about as effective as nats. same with pyros. they changed the class into one that plays solely on players mistakes (not unlike spy) both of which are ineffectual against those with skill.
I really don't see anything wrong with making the pyro more long-range.
And hell, buffing the flare gun wouldn't even be equivalent to making him a long-range class. It'd turn him into more of a harrasser, popping out from unexpected places to set an enemy on fire, disappearing again. It'd just supplement his role, because, tactically, he's an indirect class already. He's an ambusher, which is already fucking indirect, despite the fact that he deals melee damage. If you don't believe me, I challenge you to go up against a soldier or heavy when they know you're there.The Pyro was Far from a Indirect class. The only two classes that could be called indirect is the Medic and the Engieer. the Pyro is one of the MOST direct classes Due to his Restively Close range. His entire Gameplay (before this nerf) was based around Getting close to his targets the Airblast was actually a tool used to get past choke points where he was previously weak. This nerf made him more of a harassing class. plus we already have TWO of those (huntsman sniper and all the scout) And going up against a Heavy as a Pyro is Suicide now and a challenge before even if we had the old pyro against the new heavy the the Old Pyro would lose mostly because the Heavy is one of the pyro's Counters. and before the nerf going up against a solder when they knew you where there was easy if you knew how. It just took effort and experience otherwise before the nerf The pyro could take them out 3 times out of 5. with the nerf I have killed more pyros as a solder then ever Only the best are threats now. and the rest just Spam the Air-blast like a motherfucker leading to them losing the majority of their ammo and sucking Buckshot through a straw. (also thanks valve for making it FASTER THEN THE ROCKET LAUNCHER but not fast enough for the ONE SHOT DEMO NADES!)
So yeah, I think that buffing the flare gun would retain the Pyro's intended role while simultaneously increasing the rewards for a skilled Pyro player. Whereas honestly, buffing the flamethrower? What possible purpose could that serve, other than making W+M1 more feasible?
It would Not retain the Pyro's role of the King of Close Quarters combat Nor his original role as the Ambushers. And buffing the Main weapon Of a class that is WAY less effective then then all the other classes (that have both more range average more damage and Can ALL W+M1 (except the sniper where its M2 M1) and have it be effective.
Edit To give a example of How Weak the current Flamethrower is. Go to Tr_walkway with the Spy get his normal revolver and call up running forward Pyro bots. Then When you are ignited Fire. You will win EVERY TIME!. That's right, You can do the same with scout or engie and his Pistol. The PISTOL I remind you is THE WEAKEST GUN IN THE GAME!...or was at least
Yrcrazypa
05-18-2010, 10:33 PM
I've never understood the W+M1 complaint against the Pyro. It's harder to be effective doing that as a Pyro than, say, doing that as a Heavy or Soldier.
Doc ock rokc
05-18-2010, 11:18 PM
I've never understood the W+M1 complaint against the Pyro. It's harder to be effective doing that as a Pyro than, say, doing that as a Heavy or Soldier.
I can see why heavy are not complained upon (due to them being so slow) but Solders Just do a metric Shit ton of damage when they do this. Everyone knows this And it's even a strategy IN COMP GAMES! If the Pyro W+m1ed you you where ether A) Ambushed but don't want to admit it. B) on a point in which the pyro was Capitalizing on the damage he could get on a aware target. while also trying to protect the point/briefcase/cart. C)Blind.
Jagos
05-19-2010, 01:24 AM
There's a few things that have happened. The heavy doesn't have as much charge time on his weapon. That's a buff. Two, he has a faster speed. MUCH faster than before.
Now his main counter is mainly a Spy or backburner Pyro.
Ok...
Here's the problem with the pyro (http://www.youtube.com/watch?v=PMQWt9aMrXc&fmt=37). Watch this then get back to me.
...
Done? Okay one more. Lookit the numbers (http://forums.steampowered.com/forums/showthread.php?t=1252399). The pyro was changed draMATICALLY to be an "Aero" not a Pyro.
Your regular burner is only effective for two classes: Demo and Soldier. Of those two, Soldier is the main one you now have a chance to beat. You're his counter class so to speak. Now you have to be psychic and learn to reflect a lot better because of quite a few circumstances.
A) You have seven seconds to kill him. If you flame him, you'll die before you can change to the axetinguisher or before you fully finish him off.
B) predict a rocket and destroy him with the full crit back to him. But this is completely random and you may miss.
C) Puff him and pray a medic, a sniper, or a health pack doesn't appear close to him, forcing you to give that kill up for lost.
I've never understood the W+M1 complaint against the Pyro. It's harder to be effective doing that as a Pyro than, say, doing that as a Heavy or Soldier.
I can understand what Valve is trying to do with him by making him more skill worthy. However, a Pyro should be going for the Medic first. Puff him, cause chaos to the front ranks or destroy the snipers and spies that were foolish enough to get in your way, then run and find more targets while the points come roaring in. That was the old way.
As it stands, with what Valve has done, this isn't effective. Rather, I might as well stay to the midfield and use the shotgun, switching to the flamethrower as a last resort. The Demoman is good at CQC, especially after 4 heads, and in the midfield is where the pyro is low to below average to at least 5 classes (Scout, Soldier, Demo, Heavy, and even the Spy)
Aerozord
05-19-2010, 01:26 AM
just played a game and
Backburner:
100% critical from back
+20% damage
Jagos
05-19-2010, 01:30 AM
Aero, that just means that it has the flamethrower's power, to make up for the flamethrower now being more specialized with CB.
IIRC, the power on both was nerfed. So when you add the 20%, it gives the BB 96% of the power that the flamethrower once had.
Viridis
05-19-2010, 01:39 AM
Here's the problem with the pyro (http://www.youtube.com/watch?v=PMQWt9aMrXc&fmt=37). Watch this then get back to me.
Oh wow. The fact that you might as well just use the shotgun is something of an eye-opener.
Also what is the map in that test video?
just played a game and
Backburner:
100% critical from back
+20% damage
They haven't patched yet. It comes sometime this week. That backburner buff has been there since the same patch that sped up the airblast. Ninja'd
Aerozord
05-19-2010, 01:58 AM
well test is only against singular targets but thats besides the point. Flamethrower is why pyro is supposed to be the best close range class
Viridis
05-19-2010, 06:03 PM
The update's here. (http://store.steampowered.com/news/3842/)
Geminex
05-19-2010, 06:07 PM
That is a very, very good thing. I like critting flares, because that's one of my favorite Pyro weapons anyway.
As for the rest? Afterburn is back, which is cool, though not essential. And the flamethrower got some damage back, that's useful. I don't know, but I'm guessing Pyro should be able to out-damage the light classes again, which is a start.
Doc ock rokc
05-19-2010, 06:38 PM
So current Flame thrower is now 88% of what it once was
and the current Back burner is now 101.2% of what it once was.
Flarecobra
05-19-2010, 06:44 PM
*Squees like the cute little pyromanic that I am*
Shyria Dracnoir
05-20-2010, 12:08 AM
*Squees like the cute little pyromanic that I am*
*hides in spawn room from the burning*
Aerozord
05-20-2010, 12:42 AM
speaking of that, I wish they'd make it harder to spawn camp. even simply making area directly in front of the door sticky-proof would help alot
Viridis
05-20-2010, 12:55 AM
I agree. It's become something of a problem on a map I like where the spawn room is on the way to the last point and there's no good secondary route to escape the campers (cp_blackmesa).
Geminex
05-20-2010, 06:40 AM
I usually coordinate with a team-mate when we have a camper. I spawn as spy, they go solly. I disguise as pyro and go through first, but I have my dead ringer out, so I survive the blast. Then the soldier follows through. Works pretty well, if you can get anyone to listen to you.
Anyway, I've been thinking... has anyone ever tried teaming up with a Sniper as Pyro, or vice versa? I don't have access to my gaming PC at the moment, but in my mind it might work fairly well. Pyro is, once again, kinda-sorta competent as close range, and can protect the sniper from soldiers, demos and spies. Also, he can light the sniper's arrows on fire (assuming sniper goes huntsman), and that's where the fun begins. An arrow that's on fire will automatically light the enemy it hits on fire, yes? And flare gun hits at medium-long range also crit (provided that the enemy's on fire), for 90 damage now, don't they? As such, assuming you coordinate well, Pyro can just patrol a bit with the flamethrower out, while the sniper holds a burning arrow at ready. If either spot an enemy at long range, both pyro and sniper can deal quite a bit of damage (they'll have a good chance to set an enemy on fire, which would let the Pyro's potential DPS rival the sniper's), if an enemy appears closer to them, they'll have fairly good combined DPS (especially if the Sniper jarates) and would be quite effective, especially if Pyro maneuvers the enemy with airblasts...
Anyway, has anyone ever tried this? Would it work?
Viridis
05-20-2010, 07:39 AM
Sounds good in theory to me. You don't see classes cooperating as much as they should to cover each others weaknesses unless a medic's involved, in my opinion.
Doc ock rokc
05-20-2010, 08:42 AM
Anyway, I've been thinking... has anyone ever tried teaming up with a Sniper as Pyro, or vice versa? ...
Anyway, has anyone ever tried this? Would it work?
I tryed it once. if often resaults in one bascially depending on the other unless the pyro, sniper, and the enemy team is both on a even level of skill. Most of the time the sniper will be skilled enough to take out the targets before the pyro gets to play resulting in alot of assists for the pyro (unless a medic shows up or another person shot the target first. less common is when the sniper relys on the pyro. in which they mostly both fail against tough targets or medic'd targets
Now Natasha Heavy and ether of the snipers. THAT is A killer combo.
Flarecobra
05-20-2010, 12:54 PM
Yeah, like with a sniper, it's always nice to have someone around to cover him while he's zoomed in
Viridis
05-20-2010, 09:50 PM
TF2 added new community weapons and hats (http://store.steampowered.com/news/3850/). I can assume they shall be silly.
Edit: Pics (http://forums.steampowered.com/forums/showthread.php?t=1276986). The Pyro hats are The Best Things Ever
Jagos
05-20-2010, 10:00 PM
The update's here. (http://store.steampowered.com/news/3842/)
It's not perfect, but it helps to fix the pyro a LOT.
Now excuse me, I have some burninatin' to do...
Doc ock rokc
05-20-2010, 10:04 PM
Demomen
[Hat] Tippler's Tricorne (Pics) (http://i46.tinypic.com/15efmag.jpg)
[Melee] The Scotsman's Skullcutter (Pics) (http://i47.tinypic.com/6qe5gp.jpg)
+20% damage done
15% slower move speed on wearer (Rumor (AKA DON'T KILL ME IF YOU FAIL)Jarate + Eyelander or Jarate + Axetingisher)
Sniper
[Hat] Bloke's Bucket Hat (Pics) (http://i48.tinypic.com/xlmmty.jpg)(m*a*s*h parodies Ahoy!)
[Melee] The Tribalman's Shiv (Pics) (http://i45.tinypic.com/20fymo6.jpg)
On Hit: Bleed for 8 seconds
-35% damage done(rumor Huntsman + Dead Ringer)
Pyro
[Hat] Whiskered Gentleman (Pics) (http://i47.tinypic.com/1z1u34g.jpg)(easly the best)
[Hat] Vintage Merryweather (Pics) (http://i45.tinypic.com/kd8wgm.jpg)
Engineer
[Hat] Safe'n'Sound (Pics) (http://i47.tinypic.com/ofylhk.jpg)
Heavy
[Hat] The Heavy Duty Rag (Pics) (http://i47.tinypic.com/11qjwah.jpg)
Medic
[Hat] Ze Goggles (Pics) (http://i49.tinypic.com/316uvbp.jpg)(Zeay do NOTHING!)(also GHOSTBUSTERS! (http://www.youtube.com/watch?v=p7QQJ0l2OqQ))
[Hat] Gentleman's Gatsby http://i45.tinypic.com/dqfzur.jpg
Scout
[Hat] Whoopee Cap http://i46.tinypic.com/9jn9jp.jpg ((Pics))
Soldier
[Hat] Sergeant's Drill Hat (Pics) (http://i50.tinypic.com/xogtir.jpg)
Spy
[Hat] Frenchman's Beret (Pics) (http://i49.tinypic.com/20f47wi.jpg)
Geminex
05-20-2010, 11:56 PM
Wait, Pryo gets facial hair? This either confirms that he's male or makes me wish it did.
And what does 8 seconds' worth of bleeding do?
Yrcrazypa
05-20-2010, 11:58 PM
I hope they do to the Whiskered Gentleman what they did to the Camerabeard, and make it a Misc slot. Even if I have to give up my Primeval Medal for it, I'd do it.
Viridis
05-21-2010, 12:15 AM
I hope they do to the Whiskered Gentleman what they did to the Camerabeard, and make it a Misc slot. Even if I have to give up my Primeval Medal for it, I'd do it.Same here. I must be the Whiskered Brigade Gentlemanne!
Revising Ocelot
05-21-2010, 09:37 AM
So another change in today's update? Scrap Metal only require 2 items to make rather than 3 now. This cuts down on the amount of total items needed to make a hat massively.
Sure enough, I crafted a Magistrate's Mullet with my inventory spares. And then found a random drop Tyrant's Helm 15 minutes later, second hat I've had as a drop.
Today is a good day.
Jagos
05-21-2010, 12:03 PM
Also what is the map in that test video?
It's an arena map. Just forgot the name...
Yrcrazypa
05-21-2010, 04:48 PM
And the update today made the Whiskered Gentleman a misc slot item. As if there was any doubt.
Aerozord
05-21-2010, 04:59 PM
personally I think they should also add a badge slot
DarkDrgon
05-25-2010, 02:26 PM
Finally got a new mouse, so if anyone wants to play LMK, my steam name is Darkdrgon
Doc ock rokc
05-25-2010, 04:05 PM
I forged a Shiv. (yes it is Hunts-DR) It's really effective against spies. Not to mention that with the SMG or Jarate Makes a target properly fucked.
Managed to play with a friend who got the axe, and Yes it does Decap a Heavy in one crit making it and the Targe a Favorite in Melee fights.
Viridis
05-28-2010, 08:15 PM
Interesting interview with Robin Walker (http://www.kritzkast.com/?page_id=521)
Kritzkast: Mentioned on the blog was one of the ideas for the Engineer update that was tested and removed. What other design ideas have you tried, tested and rejected in the course of your search for engineer update nirvana?
Robin Walker: One of the other things we tried was a secondary weapon that instantly teleported the Engineer to his teleport exit. So Engineers could leave their sentrygun for a bit to skirmish or collect metal, and be able to immediately teleport back to the sentrygun if something bad happened. It did work at achieving those goals, but we didn’t like the side effects. Teleporters stopped being much of a team focused tool, with Engineers placing them in places that made sense for their personal use, and not necessarily for the team. We also felt it was too easy for Engineers, almost eliminating the risk inside the decision of whether they should leave their nest to grab some resources. Both of these were solvable issues, but while testing this we found another idea that played much better, attacked the same problem of Engineers being rewarded for moving out from their nest occasionally, and had lots of other interesting applications.
Kritzkast: With the fast approaching (valve time) last known update, the engineer’s, what assurances can you offer that Valve won’t simply drop the TF2 update program, close the blog and move on (to TF3)?
Robin Walker: We’ve never really planned too far ahead in TF2, because we want to be able to react rapidly to community feedback. So, we can’t give you any assurance that we won’t move on to another product at any point, but we wouldn’t have been able to give you that assurance two years ago, either. We’re already working on the next big update after the Engineer pack, though.
Yrcrazypa
05-28-2010, 08:47 PM
This is why Team Fortress 2 is my favorite multiplayer FPS. What other FPS is still updating and adding new things a good two years after release? None, that's what. Most of them just work on making the game as fast as possible, and then immediately start working on a new game, or make you pay an outrageous sum for a handful of new maps.
Jagos
05-29-2010, 12:31 AM
TF 2 would NEVER do that (http://kotaku.com/5545662/tf2-maps-get-a-stimulus)*
*really, you can't tell I'm joking? What's wrong with you?
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