• 18/4/2012 Update
    243 replies, posted
[QUOTE=Psychopath12;35629820]Sappers are unaffected by everything except for Engineer melees and Homewrecker.[/QUOTE] I'm hoping that dynamite pack in the workshop becomes a sapper replacement, something along the lines of: No damage while active until (relatively short) timer goes off and kablooie Any melee removes sapper in two hits or one wrenchification
[QUOTE=UntouchedShadow;35637678]He's like that now because of all the things that fuck him over.[/QUOTE] What. I play vanilla spy and don't feel like being fucked over all the time...
[QUOTE=TheJoey;35637629]it's ok, just use the deadringer.[/QUOTE] So you can extend the 10 seconds of being burned to death and hit with a hammer to 30.
[QUOTE=emmens;35638086]So you can extend the 10 seconds of being burned to death and hit with a hammer to 30.[/QUOTE] taking up every single enemy team member's attention for 10 seconds, so yes
[QUOTE=Suttles;35626664]Quickfix update hell to the yes [editline]18th April 2012[/editline] Fixed a server crash caused by the Loch-n-Load >doesn't fix animations[/QUOTE] Expect them to never be fixed. And just when I start using it :c
All Pyro melees now mincrit burning targets. Third Degree and Sharpened Volcano Fragment do not share this ability. All Medic melees now grant +15% uber on hit. Amputator and Solemn Vow do not share this ability. Minus a couple of minor balancing issues, problem solved.
[QUOTE=Frying Dutchman;35636570]Increased damage on spies? would make it a lot more fun to chase a spy around with a hammer than simply roasting it.[/QUOTE] That reminds me. [media]http://www.youtube.com/watch?v=19y7U0SYd-o[/media] :v:
How about...Homewrecker can heal buildings at only 25% of the Wrenches ability. Like it takes four swings to do the same amount of repairs as one wrench swing. I dunno. Assisting in building would be cool, too.
How would a sledgehammer build something faster........actuallly....how do wrenches even do that ? Good idea.
[QUOTE=Totenkreuz;35645021]How would a sledgehammer build something faster........actuallly....how do wrenches even do that ? Good idea.[/QUOTE] Its the same philosophy: If somethings broken, give it a good whack to fix it
[QUOTE=MrCasual;35645026]Its the same philosophy: If somethings broken, give it a good whack to fix it[/QUOTE] No, if something is broken use duct tape.
[QUOTE=J-RcZ;35645041]No, if something is broken use duct tape.[/QUOTE] New pyro melee! Now give me super glue I want to stick things to other less fortunate things.
[QUOTE=Psychopath12;35626924]Here's a little something that snuck past the radar yesterday but was caught literally minutes before this update hit: [editline]18th April 2012[/editline] Much thanks to RDS and Demon for testing that for me :v:[/QUOTE] i'm actually p fine with the black box change, maybe the tank buster set will actually be useful now
[QUOTE=Totenkreuz;35645021]How would a sledgehammer build something faster........actuallly....how do wrenches even do that ? Good idea.[/QUOTE] in the original tf quake mod medics healed teammates by smacking them with an axe.
[QUOTE=Drsalvador;35645891]in the original tf quake mod medics healed teammates by smacking them with an axe.[/QUOTE] Valve logic Wait......
[QUOTE=Drsalvador;35645891]in the original tf quake mod medics healed teammates by smacking them with an axe.[/QUOTE] Also in order to heal you have to pick up the Medkits to do that or so what i know. As well as infect the enemy but you have to press 1 again when you have Axe selected. Some QWTF servers even adds a coop mode with enchanted monsters (Quake 1 monsters with powerups) and weapon mods like switch between short and long range grenades for grenade launcher.
[QUOTE=Totenkreuz;35645021]How would a sledgehammer build something faster........actuallly....how do wrenches even do that ? Good idea.[/QUOTE] [url]http://storefront.steampowered.com/Manuals/440/SentryManual_web.pdf[/url]
Homewrecker could have 300% knockback
all homewrecker needs is slight knockback resistance while its active seriously add that and it becomes a legitimate anti-sentry tool
[QUOTE=MaxOfS2D;35653956]Homewrecker could have 300% knockback[/QUOTE] Give this to the Demoman's golf club too and Heavyball is born.
oh great, the Texas Half-Pants don't drop one step forward, two back.
[QUOTE=ned_ballad;35655471]oh great, the Texas Half-Pants don't drop one step forward, two back.[/QUOTE]The wiki says they drop, bug?
[QUOTE=Political Gamer;35655557]The wiki says they drop, bug?[/QUOTE] I changed it on the Wiki after not seeing any reported drops and no such item existing with the "timed drop" acquire method.
With how consistent the TF team has been with droppability lately, it's generally safer to assume that nothing drops until someone can prove that it does.
they should make it default to always drop and they have to manually make it not drop. That way it keeps them on their toes and if they mess up, it's in our favor. [editline]21st April 2012[/editline] hmm... thinking about this a little more, last time they added a batch of items to the drop system was a quiet Monday morning. I wonder if adding one off items to the drop system takes a toll on the sever. Maybe it requires some server type stuff that makes it more safe to just not add them quite yet? Never really thought of it that way, but if they need a large batch of items to add to the drop system, there's certainly enough :)
[QUOTE=AbrahamLincoln;35655381]Give this to the Demoman's golf club too and Heavyball is born.[/QUOTE] actually if the homewrecker gets 300% knockback this music must play whenever you swing it while ubered [video=youtube;lDaQbi4I4CY]http://www.youtube.com/watch?v=lDaQbi4I4CY[/video]
[QUOTE=Totenkreuz;35636710]I think spies have enough things that can fuck them over already.[/QUOTE] A counter to spycicle spies that are using regular cloak
[QUOTE=ned_ballad;35655471]oh great, the Texas Half-Pants don't drop one step forward, two back.[/QUOTE] Texas two step.
This update made the Dr Whoa and Spyder drop. Halloween community items still don't drop.
[QUOTE=Totenkreuz;35636710]I think spies have enough things that can fuck them over already.[/QUOTE] no spies we need more anti-spy weaponry they are the plague you kill them so much they think "hey if you cant beat them join them" and then they play a class [B][I]THAT IS BENEFICIAL[/I][/B] in conclusion bad anything else > bad spies, a spy does not make good cannon fodder [editline]22nd April 2012[/editline] [QUOTE=MrCasual;35627851]Ubersaw grants uber by hitting buildings now? Hahaha. I've got a friend that absolutely loves playing Medic and he'll flip when I tell him this. I'll tell him I won't destroy buildings unless its safe just so he can get uber on them. I bet it will get nerfed to +15% because lets be honest: With two steam friends doing this, you'll have at LEAST 50% more ubers because they actually communicate.[/QUOTE] how does the addition of engineer buildings letting you get uber actually calculate up to 50% more uber, theoretically? i dont find many stray dispensers when im a [I][B]medic[/B][/I]
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