• 18/4/2012 Update
    243 replies, posted
[QUOTE=Psychopath12;35628089]The Ubersaw/Blutsauger/Black Box change was from yesterday's patch... [editline]18th April 2012[/editline] Did you just test to confirm that or are you just speculating?[/QUOTE] I was fighting a camping engie yesterday and I used it, destroyed the sentry and dispenser, hp went way up. edit: tested, Concheror gives you engiebuilding damage based health. So activating rage gave a me an average of 30 to 40 hp per hit on buildings.
It's interesting that they'd choose to add this attribute to Engie buildings now... I can't help but wonder if any [I]new[/I] Engie buildings they may have been testing recently gave them the incentive to make the change.
[QUOTE=wunderufl;35628141]It's interesting that they'd choose to add this attribute to Engie buildings now... I can't help but wonder if any [I]new[/I] Engie buildings they may have been testing recently gave them the incentive to make the change.[/QUOTE] My bets are that it was just to make the on-hit attributes consistent with the Widowmaker, which has always granted metal on hit, regardless if hitting a building or not. L'Etranger doesn't have this luxury, however. [editline]18th April 2012[/editline] [QUOTE=Psychopath12;35627509]Since the Megaheal now 100% resists the Compression Blast, someone check if that actually affects the Mantreads, since they also grant knockback resistance but not as much.[/QUOTE] Can someone test this out? It would be helpful since I'm in the middle of class :v:
[QUOTE=Psychopath12;35628168]My bets are that it was just to make the on-hit attributes consistent with the Widowmaker, which has always granted metal on hit, regardless if hitting a building or not. L'Etranger doesn't have this luxury, however.[/QUOTE] Well a few of the onhit attributes aren't in line with the others. Usually the tag is "On Hit: effect" whereas these ones that aren't working generally have "Effect, on hit". Not sure if this has anything to do with them not applying though. I think they should go through and do another consistency change like they did a while back in the least though.
[QUOTE=Psychopath12;35628168]My bets are that it was just to make the on-hit attributes consistent with the Widowmaker, which has always granted metal on hit, regardless if hitting a building or not.[/QUOTE] ORRRRRRRRR... it's because the forthcoming robots that the Engineer will be able to build will also be sharing the same attributes as the sentries, dispensers, and/or teleporters. And we all can agree that we'd want our rightful Ubercharge if we managed to take 'em down with a well-placed Ubersaw. :v:
[QUOTE=wunderufl;35628278]ORRRRRRRRR... it's because the forthcoming robots that the Engineer will be able to build will also be sharing the same attributes as the sentries, dispensers, and/or teleporters. [/QUOTE] The only thing that is different between player and building (aside from one being player-controlled and mobile) is the fact that buildings are unaffected by falloff, rampup, critical hits, and movement impairing effects.
TF2 beta just updated. :v:
[QUOTE=Sharc;35628373]TF2 beta just updated. :v:[/QUOTE] Watch it be "Synced with recent changes"
it pretty much has to be, it's only a tad larger than Tuesday's patch
[QUOTE=ned_ballad;35628418]it pretty much has to be, it's only a tad larger than Tuesday's patch[/QUOTE] I just checked the update thread, it's exactly that. Let's see once we get a diff if they snuck anything undocumented into it.
Is it me or since the update the Rift Axe isn't setting people on fire? And also if i do a normal hit it does like 101 damage.
[QUOTE=Gabriel_Gore;35628445]Is it me or since the update the Rift Axe isn't setting people on fire? And also if i do a normal hit it does like 101 damage.[/QUOTE] Test it out in a listen server if you want to be absolutely sure. Lag compensation is weird, but it doesn't become a problem when there's 0 latency.
[QUOTE=Psychopath12;35628458]Test it out in a listen server if you want to be absolutely sure. Lag compensation is weird, but it doesn't become a problem when there's 0 latency.[/QUOTE] You don't get it. It does the hit, it does make contact. It does about 101 damage but dosn't ignite the person on fire.
[QUOTE=Gabriel_Gore;35628509]You don't get it. It does the hit, it does make contact. It does about 101 damage but dosn't ignite the person on fire.[/QUOTE] I checked, its not igniting people for me either. I was testing on tr_walkway listen server.
[QUOTE=Gabriel_Gore;35628509]You don't get it. It does the hit, it does make contact. It does about 101 damage but dosn't ignite the person on fire.[/QUOTE] I think you misunderstand what I am asking for: confirmation that it wasn't just a fluke due to lag compensation or a server mod.
Fix updates are always welcome.
[QUOTE=slapdown3;35628523]I checked, its not igniting people for me either.[/QUOTE] Okay, unassociated people also reporting it leads me to believe it to be factual and not a fluke. Does the extra damage still count as fire damage (you can check this with the Phlogistinator)? If I'm not mistaken, it's dealing all of the afterburn damage all at once.
[QUOTE=Psychopath12;35628549]Okay, unassociated people also reporting it leads me to believe it to be factual and not a fluke. Does the extra damage still count as fire damage (you can check this with the Phlogistinator)? If I'm not mistaken, it's dealing all of the afterburn damage all at once.[/QUOTE] Its not, I double checked. Its just dealing the damage the fire WOULD have without actually igniting them or causing any fire damage.
[QUOTE=slapdown3;35628567]Its not, I double checked. Its just dealing the damage the fire WOULD have without actually igniting them or causing any fire damage.[/QUOTE] Is the critical hit affected by that too? It will 1-shot a heavy if it is.
they fixed the sniper's gibus [B][I][U]the world is ending [/U][/I][/B]
[QUOTE=Psychopath12;35628578]Is the critical hit affected by that too? It will 1-shot a heavy if it is.[/QUOTE] I didn't check the critical damage sorry. I had nospread and nocrits on to test it. Steam is updating for me, won't log in, WE NEED ANWSERS! Someone go test this quick!
[QUOTE=mixshifter;35628593]they fixed the sniper's gibus [B][I][U]the world is ending [/U][/I][/B][/QUOTE] Loch N' Load is still broken. Just a false alarm.
the wiki just tested it 52 damage, 4 hits to kill a soldier. No afterburn
[QUOTE=ned_ballad;35628632]the wiki just tested it 52 damage, 4 hits to kill a soldier. No afterburn[/QUOTE] Uneccesary nerf or unintentional problem?
Weird, my Black Rose still says it's untradeable.
probably unintentional. fucked with the spycicle's stats, makes sense that valve fucked up another weapon that adds afterburn.
[QUOTE=TheJoey;35628877]probably unintentional. fucked with the spycicle's stats, makes sense that valve fucked up another weapon that adds afterburn.[/QUOTE] You do know the original thing that broke the spycicle was fixing the Pyro greifing exploit, right?
Here's a hypothesis: these changes are going to keep coming, all the weapons that only affected players will be upgraded to affect buildings too and we're going to eventually have hitsounds for shooting buildings and damage display for them too as part of the regular hitsound and show damage options. They're either nerfing the engineer slightly or polishing it more, the sniper's sight fix the other day too suggests it. or you know... [i]preparing buildings for tobor[/i] edit for clarity: when I said "all the weapons that only affected players will be upgraded to affect buildings to" I meant the on-hit effect of l'etranger and such.
It'll be a pretty big deal if they ever make buildings affected by crits. It would turn the Kritzkreig into a mighty force to be reckoned with against sentries. Soldier could one hit a sentry at any range with a Crocket. A Heavy in one second of firing, a Scout in a little over a second (2 shots) ...
Yeah, not sure that's such a great idea haha. They could test it in the beta though, give that an actual use for once.
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