• Major Update Speculation/Recap thread
    6,662 replies, posted
you know if a Pyro is being attacked by another Pyro you can chase him around and build up crits very fast. You can technically "extinguish" the Pyro for that brief window where he's burning, but you don't have to worry about timing because the Manmelter lasts as long as you hold it down
oh look, items paintable in the game but only stopped by the schema Lord Cockswain's Pith Helmet Stahlhelm Pilotka Nanobalaclava Dashin' Hashshashin Planeswalker Goggles Lord Cockswain's Novelty Mutton Chops and Pipe Kringle Collection Cremator's Conscience Apparition's Aspect Cold War Luchador Stocking Stuffer (I finally got around to making this list for a [url="http://pastie.org/3186998"]specific reason[/url]) API Schema done, now to change the Client Schema Worth working on and sending to the workshop?
[url]http://forums.steampowered.com/forums/showpost.php?p=28503371&postcount=60[/url] about time
But I like my overpowered gun. :<
[QUOTE=Maruhai;34216876][url]http://forums.steampowered.com/forums/showpost.php?p=28503371&postcount=60[/url] about time[/QUOTE] now it seems way underpowered D:
oh that's a really clever nerf
I like my straight upgrade to my sideweapon to pick up weakened guys and kill buildings. Without the health-seeing stuff, my enforcer gameplay can't work. Those were some fun 7 months. May as well go and try the Revolver, never actually used it to be quite honest, got the Amby fast enough, then switched over to the enforcer. Should I go for a strange one? Still, CLEVER nerf. I'd take it over the decloaking stuff.
[QUOTE=Eriorguez;34217026]I like my straight upgrade to my sideweapon to pick up weakened guys and kill buildings. Without the health-seeing stuff, my enforcer gameplay can't work. Oh well, to the revolver I go. Those were some fun 7 months. Still, CLEVER nerf. I'd take it over the decloaking stuff.[/QUOTE] The Ambassador is better for both of those.
[QUOTE=NeoDement;34216986]oh that's a really clever nerf[/QUOTE] Took them time but it was worth it.
The nerf seems fine to me. I just hope they are also tweaking the Spycicle a little at the same time. It would also be neat if they also beta test some new spy weapons at the same time too, a new spy watch is overdue I think.
[QUOTE=Eriorguez;34217026]I like my straight upgrade to my sideweapon to pick up weakened guys and kill buildings. Without the health-seeing stuff, my enforcer gameplay can't work. [/QUOTE] That's exactly my thinking also. I guess I'll still be able to sort of do it with the Revolver, but it just won't be the same. I'm not sure why they added the No Health Peek attribute, since just fixing the Enforcer for the DR was enough of a nerf (which they did, note the attribute now slows decloak, rather than cloak).
[QUOTE=Demon!;34217036]The Ambassador is better for both of those.[/QUOTE] If you can consistently land headshots, that's it. I sometimes miss rockets at point blank. As for sentries, the Ambassador takes 7 shots AND has a lower firing rate. It is the worst revolver to engage a sentry, Le fucking Ètranger does the job faster. And of course, revolver and enforcer don't need to reload to do the job. EDIT: And in SPUF they still think it is OP? A 20% increase in a not-so-strong weapon is not game-breaking. Have they even been SHOT AT WITH A REVOLVER (in-game of course)? 72 max damage at best, instead of 60.
[QUOTE=NeoDement;34216986]oh that's a really clever nerf[/QUOTE] Alright, you may call me stupid, but I'm not quite sure I understand the nerf. Would someone kindly explain it to me? Thank you in advance.
The Spy is able to see enemy health, making him able to take weaker targets from a distance, identify the enemy to make sure you stay away from the guy you are disguised at, and all that. The Enforcer puts emphasis on finishing off weakened opponents, it is harder to do if you can't see them. Also, it makes aiming easier.
[QUOTE=smashbrother101;34217681]Alright, you may call me stupid, but I'm not quite sure I understand the nerf. Would someone kindly explain it to me? Thank you in advance.[/QUOTE] instead of cloaking slower (didn't effect the Dead Ringer), you now de-cloak slower (which does effect the Dead Ringer) You also can't see enemy health, which means you can't pick off weak targets with the Enforcer anymore, because you don't know if they're weakened. He also wouldn't be able to tell if he's standing 2 feet from the guy he's disguised as.
Wondering what other weapons will see balance changes in that beta update
and then we wait 4 months for the beta changes to make it in-game horribly downgraded and not at all what anyone wanted.
Cow Mangler able to be crit-boosted (but no random crits, of course)? Natascha spinup delay removed (lower damage and slowdown relative to distance are kept). Phlogistinator -10% damage (so it does the same damage as in the actual game, but less than vanilla FT and BB). Tomislav damage nerf (Ambush weapon should lose even to the Natascha if firing starts at the same moment). Brass Beast damage buff (If I'm stationary, gimme a +50% damage bonus) Powerjack becomes what it was before the Hatless update. Spy-Cycle displays kills in kill feed, AND has some other drawback. I hope, that's it. And then we get what happened in the Manniversary. Fucking Shortstop unneeded nerf; that weapon already does 20% less damage than the standard with a full pellet impact and has no meatshots. A full clip won't kill a Heavy at point blank, while the Scatter does that in half a clip.
I'm hoping for a soda popper nerf. That fucking crutch to shitty scouts with mini crits on demand. Faster shooting, faster reload, there really is no downside. It's like the FAN, only better. Waay better. At least make the hype charge regardless of active weapon.
[QUOTE=Guitarplayer213;34219820]I'm hoping for a soda popper nerf. That fucking crutch to shitty scouts with mini crits on demand. Faster shooting, faster reload, there really is no downside. It's like the FAN, only better. Waay better. At least make the hype charge regardless of active weapon.[/QUOTE] It's still a piece of shit compared to the scattergun. The scattergun is immensely powerful and all the other scout primaries are arguably downgrades. The soda popper, even with the mini crits, does fuck all. The only good thing I have found about this weapon is mini crit wrap balls, and it's not that powerful. Just look at these soda popper scouts, running around like trisomic monkeys desperately trying to empty their clips on everything they can find before their hype run out, only to find themselves in front of a stronger ennemy and find out this gun is not reliable at all.
Aliens own everything. Pyro is the messenger.
[QUOTE=Guitarplayer213;34219820]I'm hoping for a soda popper nerf. That fucking crutch to shitty scouts with mini crits on demand. Faster shooting, faster reload, there really is no downside. It's like the FAN, only better. Waay better. At least make the hype charge regardless of active weapon.[/QUOTE] I want the FAN to have the Soda Popper's reload. I might actually use it if it did.
[QUOTE=Eriorguez;34217927] Phlogistinator -10% damage (so it does the same damage as in the actual game, but less than vanilla FT and BB). [/QUOTE] I don't think you've actually used that flamethrower, it needs a buff more than anything.
[QUOTE=smashbrother101;34222921]I don't think you've actually used that flamethrower, it needs a buff more than anything.[/QUOTE] I've used the flamethrower and I have to say that the full mmmph does need a small nerf. Also I think the -10% damage would be fine when the vanilla FT buff is pumped out.
Oh yeah, FaN needs a slight boost. It is the strongest per shot Scout primary, but hard to use, and that damage is nowhere near it. Maybe eliminate the damage per pellet penalty (although that'd make it land 126 damage meatshots, that's outright killing 4 classes). [QUOTE=smashbrother101;34222921]I don't think you've actually used that flamethrower, it needs a buff more than anything.[/QUOTE] It'd remain the way it is, rather that making both the standard AND the backburner obsolete for killing stuff with fire; full MMMPH would be dealing BB crits from the front. I've used the Phlog, walked up to a spun up Heavy and killed him. I'm not for a nerf, I'm for a buff of the vanilla and keeping the BB as a viable alternative, I didn't get almost 5000 kills on a server-clearing one just to become obsolete at its job (also, award for most Pyro teammate extinguishes in the server, using exclusively the BB? Feels great man.)
out of curiosity, do we know if they are going to release the Dota2 hats? or they are going to be only for that event?
[QUOTE=Maruhai;34216876][url]http://forums.steampowered.com/forums/showpost.php?p=28503371&postcount=60[/url] about time[/QUOTE] Welp. Back to the default revolver for me then.
[QUOTE=Eesha;34237877]out of curiosity, do we know if they are going to release the Dota2 hats? or they are going to be only for that event?[/QUOTE] It would probably cause a massive uproar if valve we're to let them go to beta participants only, perhaps after full release; but those hats are too damn sexy to just go to a few people!
I wouldn't mind some snipin glass action.
snip
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