September 21, 2011 Beta Patch (Second Misc and Loadout Saving)
1,131 replies, posted
[QUOTE=Executive;32438865]Does the Mullet clip with the Noh Mercy? I would totally rock that combo. Not sure what the 3rd misc would be, either the made man or the rouge col roule.[/QUOTE]
2nd misc slot didn't work for me, but here's Noh Mercy with the Mullet:
[thumb]http://dl.dropbox.com/u/20215318/nohmulletb.jpg[/thumb]
Eh, looks a lil worse than I thought it would :/
Thank you tho.
Also, do you guys know if the Beak would be equippable with the medic mask? I mean, they don't interfere do they?
[QUOTE=mooman1080;32438187]I really hate that picture. (No offense psyke.)
People always point to it and that one other one then scream bloody murder about "art style"[/QUOTE]
none taken. it was created as a jab to those who called murder on the art-style. alot of the aspects weren't even possible at the time and arn't even possible now [shows my pre-submission paint fix for socks. different to the final version ]
[QUOTE=Luafox;32439381]The one who gets crits instead of minicrits like everyone else for all the unlock items except for the KGB. The one who can ruin übers and juggle everything easy as pie.
That's what I meant with affection from Valve and the community because they keey whining that he's underpowered when he's been fine the way he is.QUOTE]
Oh, yeah, the one who will always get killed at long range and will never kill a lv2 sentry?
Needs more nerfs.
[QUOTE=Psychopath12;32437104]Allegedly, the recently changed attributes (ones that were set to 1 second) were accidental. Someone checked items_game.txt and they reported that the values were completely as they were prior to the update. I'm guessing that someone tried to static cast a floating point into a short integer or byte. In layman's terms, the numbers automatically rounded themselves up due to a programming error.
We can rest easy knowing that the Scottish Resistance won't be made worse, we can still cringe at the Enforcer and all it's Dead-Ringer-use-encouraging ways, and we can still consider the Claisdkljflaskjdf Mor to be a useless pile of crap.[/QUOTE]
So...will they fix this or let it slide like the Shortstop and watch how it plays out?
2nd misc will be added during mann co 2nd AN.
everything half off on the store.
promos added to the store at a high price for 1 min.
[QUOTE=Luafox;32439452]are you fucking joking
all pyros ive seen have taken out level 2 sentries with ease
even level 3 sentries if they had overheal
and he has a flaregun that crits every time he hits someone burning already
I even played heavy and some pyro "puff n stinged" me to death literally with one hit from the axtinguisher when i had almost full health
[editline]23rd September 2011[/editline]
Frankly I don't think Pyro is a noskill class, but he is definately not underpowered[/QUOTE]
Crits do 198. Heavy has 300. Seeing as you said 'almost full', gonna go with 280. So he'd have to do 82 bits of damage before smacking you with the axe for death. Possible, also possible to react fast enough to fuck his shit up
then again im just talking out of my ass
[QUOTE=Vaught;32439552]So...will they fix this or let it slide like the Shortstop and watch how it plays out?[/QUOTE]
I imagine they'll let it slide for a week, and update some of them next week depending on how well it balances the weapons. I think only the Claidheamh Mór (yes, I know that's backwards) will stay as it is, if any, though.
[QUOTE=AlfieSR;32439654]I imagine they'll let it slide for a week, and update some of them next week depending on how well it balances the weapons. I think only the Claidheamh Mór (yes, I know that's backwards) will stay as it is, if any, though.[/QUOTE]
Still doesn't make it good enough to use
[QUOTE=Vaught;32439717]Still doesn't make it good enough to use[/QUOTE]
If you use a shield you can charge for waay longer periods and keep a crit for a good while before using it. I don't see why it's so shitty. It is without a shield, but, again, it was meant to be used with one.
I really think airblast needs to be nerfed, made weaker, at the least on the Degreaser. The weapon switch boost is too much of an advantage.
[QUOTE=Max of S2D;32439775]I really think airblast needs to be nerfed, made weaker, at the least on the Degreaser. The weapon switch boost is too much of an advantage.[/QUOTE]
Airblast just makes stalemates more stale
So I take it the Tomislav giga-nerf was intended
[QUOTE=NitronikALT;32439750]If you use a shield you can charge for waay longer periods and keep a crit for a good while before using it. I don't see why it's so shitty. It is without a shield, but, again, it was meant to be used with one.[/QUOTE]
I don't like how some weapons have forced synergy with other weapons/classes but have no use outside of that. And class-specific counters or downsides fall into that category too.
Homewrecker, Southern Hospitality, Razorback, my list can go on but I need to get going to work for the day.
I think in a world where the Homewrecker didn't have to compete with the Axtinguisher, it would be pretty awesome Pyro melee weapon. Pyro is already good at close range, so a tool-like melee would fit him a lot better than a melee heavy class.
[QUOTE=ned_ballad;32439839]I think in a world where the Homewrecker didn't have to compete with the Axtinguisher, it would be pretty awesome Pyro melee weapon. Pyro is already good at close range, so a tool-like melee would fit him a lot better than a melee heavy class.[/QUOTE]
I prefer to use the Homewrecker because it's more versatile. I can protect friendly buildings, destroy enemy ones, and it's damage output is still decent
Also, me on SUF
[quote]I was chasing a Heavy as Pyro and trying to pop him into the air to practice the Reserve Shooter. He had the Fists of Steel out as he was walking along. I got behind him, hoping for an easy air blast, and nothing happens.
I tried air blasting him 3 times before he finally realized it, and got his Natasha out.
Once his Natasha was out, I was able to air blast him. [/quote]
Yea... if there was ever a melee that didn't need buffing, it was the Fists of Steel.
FoS prevents airblasts?
from my experience, yes, unless it was a weird bug.
[QUOTE=ned_ballad;32440044]from my experience, yes, unless it was a weird bug.[/QUOTE]
Instead of giving it extreme buffs, they should put it back to 60% damage reduction, no switch speed and possibly remove the spin-up time nerf from Natasha
Some thoughts now that I've crafted a nice loadout (well... the Widowmaker and Reserve Shooter is all I had metal for. Sorry Tomislav, you'll have to wait)
- Widowmaker: Yea... looks awesome and balanced on paper. And yet, while I was playing... it almost seemed overpowered. At 30 metal a shot, I only have to hit 2 or 3 people from long range to break even. At close range, I was gaining metal. Using it, I don't even think I ever worried about metal, which isn't really a good thing as far as balanced Engineer goes. When I needed some metal, I would just go find a crowd to spam into, gaining metal at 10s and 15s for every shot. Finding an unaware Heavy was as good as finding a large ammo box. I found myself getting into battles more, just because I have a crazy gun that, as long as I hit, it remains fully loaded. Whereas on the old Widowmaker, you had to do at least 60 damage to break even, which meant more often than not, you ended up losing metal. But with half of that, I can sit and spam the gun all day and not have a care in the world. Any decent offensive engineer (like myself) could easily make the Widowmaker overpowered. And with the Gunslinger, you have the added ability of having some more HP, and a portable aimbot to help you out.
- Pyro with RS: This idea looks amazing on paper. A class that is already built for combos, getting a weapon that works directly with one of Pyro's main abilities. But it doesn't really seem that great Airblasting pushes enemies out of shotgun range unless you back them into a corner. So generally I was doing 30 or 40 damage a shot with it, which I could have done with the Flaregun, or better yet, just OHKO'd them with the Axtinguisher. The idea seemed great, but when in practice it just doesn't seem like anything special.
but I never ran out of metal when using it at the front lines. I was able to take on Soldiers and Demomen because I never had to reload. I would build, go take a few cheap shots, and I was back at full metal. With 30 ammo a shot, building a Mini Sentry or Dispenser leaves you with the same amount of ammo as the Frontier, justice, yet I can gain back so much more with those 3 shots, and turn it into 10 shots.
That's... not a good thing. It rewards skill way too much, and sometimes it's not even skill. Spamming randomly into a crowd can make you a quick 5 or 10 metal if you need it.
Either it needs 20% less damage done, or up the metal used to shoot to 45 or 50 (so randomly spamming crowds doesn't produce a net gain of metal).
[QUOTE=ned_ballad;32440410]but I never ran out of metal when using it at the front lines. I was able to take on Soldiers and Demomen because I never had to reload. I would build, go take a few cheap shots, and I was back at full metal. With 30 ammo a shot, building a Mini Sentry or Dispenser leaves you with the same amount of ammo as the Frontier, justice, yet I can gain back so much more with those 3 shots, and turn it into 10 shots.
That's... not a good thing. It rewards skill way too much, and sometimes it's not even skill. Spamming randomly into a crowd can make you a quick 5 or 10 metal if you need it.
Either it needs 20% less damage done, or up the metal used to shoot to 45 or 50 (so randomly spamming crowds doesn't produce a net gain of metal).[/QUOTE]
No engineer shotgun have reduced fire rate or modified spread afaik. The first one could work, even if it was 10-15%. A reasonable downside that lets you think
I'm still left with my personal question why they had to nerf the Scottish Resistance by another .2 seconds.
[QUOTE=DatWut?;32440436]I'm still left with my personal question why they had to nerf the Scottish Resistance by another .2 seconds.[/QUOTE]
It's a bug, the same thing that caused Enforcer to get nerfed and Claidherpaderp Mor to get buffed. Unintentionally.
They really should put the quick-fix from the beta ingame.
Like right now, drop everything theyre doing and put it in.
[QUOTE=Untouch;32440956]They really should put the quick-fix from the beta ingame.
Like right now, drop everything theyre doing and put it in.[/QUOTE]
Why was it nerfed is beyond me
[QUOTE=ned_ballad;32440323]- Pyro with RS: This idea looks amazing on paper. A class that is already built for combos, getting a weapon that works directly with one of Pyro's main abilities. But it doesn't really seem that great Airblasting pushes enemies out of shotgun range unless you back them into a corner. So generally I was doing 30 or 40 damage a shot with it, which I could have done with the Flaregun, or better yet, just OHKO'd them with the Axtinguisher. The idea seemed great, but when in practice it just doesn't seem like anything special.[/QUOTE]
I disagree with this. I was doing 90-110 damage per shot with this thing after popping people into the air. It felt really powerful. I honestly think it should have a clip of 2. While i think the actual reserve shooter should have 4 shots but only minicrits people launched by explosions.
90 per shot you could do just by shooting at them point blank with the shotgun. If you were in range to airblast them, you were in range to do a 90 damage meat shot.
Sorry, you need to Log In to post a reply to this thread.