Major Update Speculation V5: Somewhere over the rainbow
8,830 replies, posted
[QUOTE=Hell-met;36591330]if you mean the tank vehicle I posted, doubt it.
The scale was ridiculous. It was about as big as the entire 2fort red base.
it was probably just meant to be a background object[/QUOTE]
The tank didn't really look like much of TF2's style either, though we did not see the texture.
Buuut, tanks are mentioned in MvM soundfiles.
[QUOTE]A very nice update. The weapons are less numbered than the uber update, but as whole, they are far more balanced.[/QUOTE]
And far more useless.
[QUOTE=Hell-met;36591330]if you mean the tank vehicle I posted, doubt it.
The scale was ridiculous. It was about as big as the entire 2fort red base.
it was probably just meant to be a background object[/QUOTE]
Sorry, what?
[QUOTE=Lord Exor;36591358]And far more useless.[/QUOTE]
are you using the same weapons we all are?
[QUOTE=Lord Exor;36591358]And far more useless.[/QUOTE]
Screw you, I love Baby Face's Blaster, it's the first balanced unlockable scattergun ever.
[QUOTE=VintageCat;36591398]Screw you, I love Baby Face's Blaster, it's the first balanced unlockable scattergun ever.[/QUOTE]
It's the only unlockable scattergun.
(Scattergun as in fires more than two shots before having to reload and not a pistol)
Baby Face's Blaster, Beggar's Bazooka, Hitman's Heatmaker, and the Scorch Shot. These comprise more than half of the weapons released with this update, and they are all comparatively inferior to their more serviceable brethren.
[QUOTE=hogofwar;36591469]It's the only unlockable scattergun.
(Scattergun as in fires more than two shots before having to reload and not a pistol)[/QUOTE]
[IMG]http://i.imgur.com/WIxwW.png[/IMG]
(Scattergun as in [B]fires more than two shots before having to reload[/B] and not a pistol)
you're ridiculous.
Exor is one of the first people I've ever read that thinks the Bazooka is... underpowered. That's way out of line with what most people seem to be thinking (that it's dancing around over powered)
[QUOTE=NeoDement;36591533](Scattergun as in [B]fires more than two shots before having to reload[/B] and not a pistol)
you're ridiculous.[/QUOTE]
-snip-
Well, I mean, first balanced scout's primary.
I don't really like Sniper's new SMG.
Sure it's neat that we've got another alternative, but it just seems too weak before it gets any crits that I'll have much use for it compared to the normal SMG.
[QUOTE=ned_ballad;36591547]Exor is one of the first people I've ever read that thinks the Bazooka is... underpowered. That's way out of line with what most people seem to be thinking (that it's dancing around over powered)[/QUOTE]
I kinda think bazooka is semi-underpowered, only in the sense of inability to shoot at least one rocket quickly.
[QUOTE=Lord Exor;36591490]Baby Face's Blaster, Beggar's Bazooka, Hitman's Heatmaker, and the Scorch Shot. These comprise more than half of the weapons released with this update, and they are all comparatively inferior to their more serviceable brethren.[/QUOTE]
Oh hey there you are, I totally missed you not whining about
updates for a few weeks. :v:
[QUOTE=ned_ballad;36591547]Exor is one of the first people I've ever read that thinks the Bazooka is... underpowered. That's way out of line with what most people seem to be thinking (that it's dancing around over powered)[/QUOTE]
+ Shoot three rockets at a time.
- Three rockets instead of four.
+ Rocket jumping is different, but now that I have gotten the hang of it, I think it makes rocket jumps kind of like sticky jumps in some way that I don't quite know how to explain. I'll call it a plus since some players might like the difference.
- No feasible wall-jumps (so far as I can tell).
- Reload before every shot or cluster of shots.
- Hold down M1 too long and you blow yourself up.
- No flinch shots. I can't think of what most people call this, but no quick "Oh there's an enemy I spy out of the corner of my eye" firing.
- No refills from dispensers.
- Load one at a time.
- Three degrees of spread so that you can't even really get three rockets to hit the kinds of targets you would want to fire three rockets at anyway (e.g. Heavies and sentries) since you would want to attack those at a distance.
+ Three rockets ensure that you are able to hit airblast-spamming Pyros at least once.
- Three rockets ensure that the Pyro you are firing at has plenty of chances to reflect one of them back at you.
Very underpowered in my opinion.
It seems to me that Valve could have created more weapons if they'd used the concepts we got in these weapons and spread them out over more. You could balance the Blaster by just tweaking the accuracy/spread and damage dealt, and create a new weapon to do that weird speed boost thing with.
Your Gunboats wearing self and your Quick-Fix Medic have the best method of flying in the entire game. You can reach the Skybox and start well out of reach of anyone, and then land anywhere you want.
[QUOTE=Simski;36591554]I don't really like Sniper's new SMG.
Sure it's neat that we've got another alternative, but it just seems too weak before it gets any crits that I'll have much use for it compared to the normal SMG.[/QUOTE]
The stock SMG is weak as it is, making a weaker one isn't fun times.
I miss the ability to hold your rockets with the Bazooka.
[QUOTE=Totenkreuz;36591796]The stock SMG is weak as it is, making a weaker one isn't fun times.[/QUOTE]
I still like it better than the other secondaries though.
One of its greatest usages is how good it is at defending yourself against scouts.
[QUOTE=Totenkreuz;36591796]The stock SMG is weak as it is, making a weaker one isn't fun times.[/QUOTE]
I'd like a secondary for sniper that is for killing scouts in particular very quickly. Whenever I play sniper, even using huntsman at times, scouts are the most frickin' annoying thing at close range. Even if I Jarate them they just stand barely outside melee range, but not far enough to shoot effectively. If I could have jarate + SMG they'd be dead, but that'd be a wee bit overpowered I suppose.
I dunno, maybe a "glue jar" that uses the Jarate's basic animation/function/weapon-type, but instead of granting crits, slows enemies caught in the splash zone by X%. It wouldn't even need to be over powered or underpowered, as the percentage of slowing could be easily adjusted.
Then at least i might have a chance at melee-ing those darn scouts.
EDIT: to the post above mine, that is also the reason I use it, but most of the time the scout's weapon is just doing more damage, and kills me. Yeah, you could blame this on user error, but I find that it just doesn't do enough damage in general.
Before you complain about the new Soldier weapon, learn to use it with the Shotgun.
I had an issue with the Scorch Shot until I realized it is perfectly paired with the Phlog. You have to stretch conventions a bit.
[QUOTE=ned_ballad;36591731]Your Gunboats wearing self and your Quick-Fix Medic have the best method of flying in the entire game. You can reach the Skybox and start well out of reach of anyone, and then land anywhere you want.[/QUOTE]
I really love the Quick Fix now, it now sits proudly on my shelf of Mediguns. It really solves one problem I always have to endure while playing Medic, getting abandoned by your patient. It's something that happens a lot, most commonly with Soldiers, you heal the Soldier than he suddenly dumps you by rocket jumping and flies up to a higher unreachable ledge. It becomes a real problem when your Soldier rocket jumps out of a hazzard, since he's basicly sacrificing you for his escape. With the new Quick Fix, theres no possibility your partner can abandon you, no matter what class, since you'll be running as fast as your patient, as well as simontalously rocket jumping with him too.
It would really fit vs. Saxton Hale mode, were the dumping and sacrifsing your Medic to run away from Saxton Hale can be incredibly annoying for the Medic, I haven't tried it yet, but I don't think it works in VSH since they meshed all the Mediguns together.
-snip
[QUOTE=Grimhound;36591904]Before you complain about the new Soldier weapon, learn to use it with the Shotgun.[/QUOTE]
That's the only secondary I use. In what situation is the Bazooka + Shotgun preferable to any other launcher + Shotgun? I don't want unlocks that are better than the stock, but I can't think of any reason that I would want to use the Bazooka other than to experience the childlike glee of firing three rockets at once. It's not effective at anything that it could be useful for.
[QUOTE=Grimhound;36591904]I had an issue with the Scorch Shot until I realized it is perfectly paired with the Phlog. You have to stretch conventions a bit.[/QUOTE]
I can't imagine using anything with the Phlog besides the Manmelter. Unless the Scorch Shot gets the Short Circuit ability to destroy rockets and pipes, you're still going to be gimped against Soldiers and Demos without airblast, so you might as well use a secondary to help your teammates since you're not helping yourself. I guess Scorch might be preferable if the other team doesn't have a single Pyro.
Also, I've been meaning to ask, is the Scorch Shot less accurate than the Flare? Maybe it's a speed difference, but I haven't been able to hit anything with it, and I'm pretty good with the normal Flare usually.
[QUOTE=MrCasual;36590215]Sounds OP. He'd feel the boost in a second with one good flame. Couple that with Phlogistonator.
Fast speed, 100% crits, auto heal.
Yeah that sounds balanced.[/QUOTE]
Then it turns out, that with the babyface's blaster stats on the pyro, you're approximately as slow as a heavy to begin with. I'm sorry but you're gonna need skill out of the ass to make up for this.
[QUOTE=Scarabix;36592267]Then it turns out, that with the babyface's blaster stats on the pyro, you're approximately as slow as a heavy to begin with. I'm sorry but you're gonna need skill out of the ass to make up for this.[/QUOTE]
You need 2-3 shots at medium range to fill up the boost. It's not exactly a difficult task.
[QUOTE=MrCasual;36589958]After looking at those robots, I bet Man vs Machine will be played by Blu, but this time on Defense from Red's giant robotic contraptions.
I don't remember where I read this theory before, but there's a theory that Blu is the "Good" team and Red is the "Bad" team all along. Think about it. Red has bigger bases and way more nukes than Blu does.
Also Red has giant robots, apparently. Because these Robot models are all using the Red color theme.
[IMG]http://i.imgur.com/CjYA3.png[/IMG][/QUOTE]
I know I'm late, but where has everyone been finding these robot heads and such? Source filmmaker?
[QUOTE=Erfly;36592437]I know I'm late, but where has everyone been finding these robot heads and such? Source filmmaker?[/QUOTE]
Because agree rating may be a little unspecific: Yes, they were found in SFM.
[QUOTE=Hell-met;36592319]You need 2-3 shots at medium range to fill up the boost. It's not exactly a difficult task.[/QUOTE]
Solutions: longer to charge for pyros, or boost decays over time for pyros.
This goes fairly well with the idea of afterburn because burn damage would then be the only way to keep a constent speed
[IMG]https://dl.dropbox.com/u/32006613/jigglehead.gif[/IMG]
The pyro's head isn't supposed to jiggle.... right?
(not a mod)
Also: It happens when you land from a jump, but only with the flareguns.
(side note: the mimic players on the bot menu does not work unfortunately)
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