Major Update Speculation Thread V4: Tonight's the Night For QR Codes
8,431 replies, posted
Technically Grordbort weapons are on the workshop, even though I don't entirely count them as community weapons.
[QUOTE=Supacasey;36460875]Late?
[url]http://wiki.teamfortress.com/wiki/Main_Page[/url][/QUOTE]
Late to the point that we are sick of seeing everyone reporting that, is this the 8th time I think? But I don't blame you for not looking back, activity in this thread has been kinda blegh.
I like to speculate what they'll break. Or what unlock they'll add that will rile everyone up, though I don't think they'll top the uber update for that. Maybe a rocket launcher that minicrits after you miss, or a scattergun that does more damage on medics depending on their ubercharge percentage :v:
Or more Grordbort weapons with the only downside being "No Random Crits."
[QUOTE=BlindSniper17;36460920]Or more Grordbort weapons with the only downside being "No Random Crits."[/QUOTE]
Than they nerf them by giving them 10% less damage. The community- even though they wanted a nerf, contiue to whine how much they hate the nerf, even though the weapon is completly fine as it is.
And if that doesn't work, add the Pièce de résistance, 5% slower reloading.
[QUOTE=Archimedes;36460748]Perhaps we haven't been getting weapons because they've been diligently testing new ones so they come out balaaahahahaha.
Oh man.[/QUOTE]
What a good joke. :v:
[QUOTE=BlindSniper17;36460979]And if that doesn't work, add the Pièce de résistance, 5% slower reloading.[/QUOTE]
Or the fact that they're laser projectiles and not bullet projectiles.
I hope the bison gets a buff in this update or another, it should do full damage instead of reduced damage to buildings. Currently it's either a terrible 1 on 1 weapon or a I'd-be-more-effective-using-rockets-against-this-group-of-tightly-packed-enemies weapon, the engineer has [i]exactly[/i] the same weapon but his can deal full damage to buildings in addition to having more uses.
Also it would then actually pair well with the mangler: use the bison for when your mangler's empty or when there's a sentry.
[QUOTE=TheRealFierce;36460958]Than they nerf them by giving them 10% less damage. The community- even though they wanted a nerf, contiue to whine how much they hate the nerf, even though the weapon is completly fine as it is.[/QUOTE]
ah yes the phlog nerf, needless and didn't address any of the problems people had with it.
There are some signs they're improving though; the Holiday Punch, the Eureka Effect are good and balanced unlocks, actually I thought I had a longer list, but I personally had no problems with the Pyro Moon Man weapons.
Medic will get a gun that deconstructs and downgrades engineer buildings.
They did the same 10% less damage nerf to the Cow Mangler as well.
[QUOTE=JohnnyGoGo;36461036]ah yes the phlog nerf, needless and didn't address any of the problems people had with it.
There are some signs they're improving though; the Holiday Punch, the Eureka Effect are good and balanced unlocks, actually I thought I had a longer list, but I personally had no problems with the Pyro Moon Man weapons.[/QUOTE]
It's not only the Phlog nerf the Cow Mangler got a 10% less damage nerf along with 5% slower reaload.
I hope they contiue a tradition of giving 10% less damage nerf to all incoming Grodbort weapons. I'm calling Scout's new Grodbort Scattergun the Mule Molestor to be the next contestant. :v:
[QUOTE=Archimedes;36461048]Medic will get a gun that deconstructs and downgrades engineer buildings.[/QUOTE]
The mercy killer:
+Disables the engineer's wrench for 1 second on hit.
+Disables sentry guns, dispensers and teleporters for 1 second on hit
+no faloff when shooting at an engineer.
-10% damage.
-5% reload speed.
-no random crits
[i]Make that texan bastard sorry for ever picking on you[/i]
Said it before and I'll say it again: God I wish they'd remove that fucking reload nerf on the mangler. :c
[QUOTE=Croshi;36461021]Or the fact that they're laser projectiles and not bullet projectiles.[/QUOTE]
And don't forget, there's always the visibly obvious signs of these laser projectiles showing where you are.
That's a good downside, right testing community?
Anyways, I hope the Medic gets a medigun that'll provide the ability to heal two people at once, or even have the Overhealer stats.
[QUOTE=01271;36461097]The mercy killer:
+Disables the engineer's wrench for 1 second on hit.
+Disables sentry guns, dispensers and teleporters for 1 second on hit
+no faloff when shooting at an engineer.
-10% damage.
-5% reload speed.
-no random crits
[i]Make that texan bastard sorry for ever picking on you[/i][/QUOTE]
"What the fuck Valve, this isn't fair. Why would you ever make an item that'd screw with the delicate balance of the game so easily spamable!"
[QUOTE=01271;36461097]The mercy killer:
+Disables the engineer's wrench for 1 second on hit.
+Disables sentry guns, dispensers and teleporters for 1 second on hit
+no faloff when shooting at an engineer.
-10% damage.
-5% reload speed.
-no random crits
[i]Make that texan bastard sorry for ever picking on you[/i][/QUOTE]
It's funny because the Mediguns don't need to reload, crits don't do anything to buildings and it never mentions the Medigun can damage anyone so the 10% less damage is useless as well. :v:
When I first saw Meet the Medic I thought the new Medigun (Quick Fix) would be able to revive people at the cost of uber, and when your uber was charged (slowly for balance) you could Uber your target infinitely BUT, not yourself. Edit: You also can't uber a Medic.
Basically what I saw in the video.
[QUOTE=Kegan;36461098]Said it before and I'll say it again: God I wish they'd remove that fucking reload nerf on the mangler. :c[/QUOTE]
It's a good nerf, but it's the fact that its sounds make it sound like it's done reloadiong. I suggested to Robin to extend the time of the reload sounds to match the reload nerf, and he said "We might look into it."
when I saw meet the medic I thought the quick fix would be the one in the beta everyone liked and not some neutered scrap metal weapon
[QUOTE=BlindSniper17;36460979]And if that doesn't work, add the Pièce de résistance, 5% slower reloading.[/QUOTE]
Pièce de résistance?
I've never heard that anywhere :v:
[QUOTE=TheRealFierce;36461129]It's funny because the Mediguns don't need to reload[/QUOTE]
yet, according to the sound scripts, it has reload sounds.
[QUOTE=Destroyox;36461138]When I first saw Meet the Medic I thought the new Medigun (Quick Fix) would be able to revive people at the cost of uber, and when your uber was charged (slowly for balance) you could Uber your target infinitely BUT, not yourself.
Basically what I saw in the video.[/QUOTE]
Step 1: Get that Medigun.
Step 2: Get another Medic with that Medigun.
Step 3: Uber eachother.
>>Infinite unstoppable uber medics.
[QUOTE=TheRealFierce;36461170]Step 1: Get that Medigun.
Step 2: Get another Medic with that Medigun.
Step 3: Uber eachother.
>>Infinite unstoppable uber medics.[/QUOTE]
Well, they would probably make it so that couldn't happen.
[QUOTE=TheRealFierce;36461170]Step 1: Get that Medigun.
Step 2: Get another Medic with that Medigun.
Step 3: Uber eachother.
>>Infinite unstoppable uber medics.[/QUOTE]
>>New stat: Can't Uber Medics.
Seriously though, if we're talking the Uber Update medigun and assuming the medic has no uber heart, he would explode.
[QUOTE=TheRealFierce;36461129]It's funny because the Mediguns don't need to reload, crits don't do anything to buildings and it never mentions the Medigun can damage anyone so the 10% less damage is useless as well. :v:[/QUOTE]
But he never said it was a medigun
I think we'll finally get the Baleful Beacon.
I have a feeling it was ready to go for awhile, and they were just waiting now.
[QUOTE=ned_ballad;36461264]I think we'll finally get the Baleful Beacon.
I have a feeling it was ready to go for awhile, and they were just waiting now.[/QUOTE]
And if we don't get it, we can always download the reskin of it on the Night of the Living Update.
But nowadays about 90% of servers are sv_pure 2, so that'll be a bummer.
[QUOTE=TheRealFierce;36461129]It's funny because the Mediguns don't need to reload, crits don't do anything to buildings and it never mentions the Medigun can damage anyone so the 10% less damage is useless as well. :v:[/QUOTE]
The Anti-Deathray is the new Medic medigun, the Mercy Killer (one oh-wun-too-sev-wun is talking about) is the Syringe Gun replacement.
[QUOTE=V_Buns;36460842][B]The Spurslinger[/B]
Level 10 Robotic Feet
- +25 Health
- Replaces Teleporter with a fast building Mini-Teleporter[/QUOTE]
This is something that got me to thinking, replace Engineer's Primary and Secondary into -slingers and giving each stat boosts and mini buildings. Add speed to this one and a possible +25 or +50 health and/or a damage resistance stat to the Primary replacement, and you have something that would be interesting....
...though people would bitch about it, obviously, I'd like to see what a stat-buffed, quick building Engineer would be like. Probably like a more Texan, weaker Saxton Hale, punching the shit out of enemies and not giving a fuck.
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