• TF2 Beta Discussion Megathread
    223 replies, posted
So which Natascha Variant Do you prefer?
[QUOTE=coverop;26480174]So which Natascha Variant Do you prefer?[/QUOTE] The one with the health penalty. It seems alot fairer than the actual Natascha we got now.
[QUOTE=Recurracy;26480183]The one with the health penalty. It seems alot fairer than the actual Natascha we got now.[/QUOTE] I also think it gives the Dalokoh's Bar some use as well, at least for a short time.
[QUOTE=Recurracy;26480082]None. Which I absolutely hate.[/QUOTE] What do you mean here? If you mean slowdown based on distance, all 3 do. If you mean the slow scales based on how many times you hit someone, that's how Natascha has worked since it was implemented. But maybe you mean something else...
[img]http://img12.imageshack.us/img12/3897/betahat.jpg[/img] All it cost me was just about every weapon I had, but it was totally worth it.
[QUOTE=Ranik;26480681]What do you mean here? If you mean slowdown based on distance, all 3 do. If you mean the slow scales based on how many times you hit someone, that's how Natascha has worked since it was implemented. But maybe you mean something else...[/QUOTE] Well it still slows you down to a halt even from all the way across the map. I think you should be in a REALLY close proximity for it to work to at least get a chance to run away if necessary.
Some people are running around with Max' severed head. Wonder how.
[QUOTE=JGillo;26481011]Some people are running around with Max' severed head. Wonder how.[/QUOTE] They preordered the game that had the head attached to it, so they got it. Same goes for bill's hat, people who preordered l4d2 got it again in the beta.
[QUOTE=Psycho_Shadow;26481019]They preordered the game that had the head attached to it, so they got it. Same goes for bill's hat, people who preordered l4d2 got it again in the beta.[/QUOTE] Same with Worms
[QUOTE=Daimao;26474969]I played cp_5gorge today but I got lost several times since I was so used to the regular Gorge. I kept thinking the center control point was RED's spawn. :v:[/QUOTE] I faced a BLU Pyro/Medic on the right hallway near the middle, I shot my grenades at them while walking backwards to get the healthpack. When I stood in the corner, I realised that this wasn't the normal gorge. :v:
Why did they feel the natascha needs such a huge nerf? Who the hell would go play heavy with -75HP? The only reasonable version is the one with the slower spinup time, but even that is quite a disadvantage.
[QUOTE=pebkac;26481457]Why did they feel the natascha needs such a huge nerf? Who the hell would go play heavy with -75HP? The only reasonable version is the one with the slower spinup time, but even that is quite a disadvantage.[/QUOTE] Maybe they wanted natascha to be more of a support weapon.
I think they should go with the -40% damage one.
[QUOTE=Recurracy;26480082]None. Which I absolutely hate.[/QUOTE] According to the wiki EVERY natascha variant has slowdown scaling. [url]http://wiki.teamfortress.com/wiki/Team_Fortress_2_Beta[/url]
I kind of like the beta, mostly because users are left with the regular/achievement based weaponry, so the game feels identical to the point in time where I was most comfortable with it. I seriously dislike Polycount, so it's nice to see most of those weapons removed. [QUOTE=pebkac;26481457]Why did they feel the natascha needs such a huge nerf? Who the hell would go play heavy with -75HP? The only reasonable version is the one with the slower spinup time, but even that is quite a disadvantage.[/QUOTE] Agreed. I get the feeling Valve feels somewhat unsatisfied with Natascha, but they still think the weapon is a viable candidate.
Combining the nerfs on Natasha and you'll get what i feel is a fair weapon (although i still dislike it) Slower spin up time giving you a chance to react and focus fire and or escape. Slowdown effect scales down over range so you can't be locked down from the otehr side of the map. Walking speed while spun up decreased so if your at the edge of the effective slowdown range you can still get out. The health and damage penalties cripple the heavy too much, so you lock down a demo standing 3 meters away from you, if he's directly attacking you you pretty much killed yourself the way i see it. The choc bar health bonus should not wear off, but it's recharge time should be treble and it can't be dropped for team mates.
Valve is sooooo retarded for even having the weapons craftable. Now there's people running around with Polycount weapons.
[QUOTE=Keychain;26481805]Valve is sooooo retarded for even having the weapons craftable. Now there's people running around with Polycount weapons.[/QUOTE] And hats.
[QUOTE=Keychain;26481805]Valve is sooooo retarded for even having the weapons craftable. Now there's people running around with Polycount weapons.[/QUOTE] I don't know what's stupider: allowing people to craft away beta-testing tools, or allowing people to craft tools they weren't given in the first place. Ah well, as long as Valve actually does some significant beta testing - like the CS beta - then I'm fine.
[QUOTE=Psycho_Shadow;26481820]And hats.[/QUOTE] I didn't even know you could craft a hat out of the weapons given. :v:
[QUOTE=pebkac;26481457]Why did they feel the natascha needs such a huge nerf? Who the hell would go play heavy with -75HP? The only reasonable version is the one with the slower spinup time, but even that is quite a disadvantage.[/QUOTE] Because Natasha is a rage inducing piece of crap that deserves every nerf it can get.
does trading work in the beta.
If natascha really was as overpowered as many whiners say, then why does less than a third of its owners actually use it? [URL]http://tf2stats.net/items/[/URL] The only change it needs is scaling the slowdown with distance, it's completely fine otherwise.
Well, they should combine two nerfs. -40% Damage done and slower spinup time. But hell. It's still going to be annoying. I'd do the thing UberMunchkin mentioned. And I hate that when im charging at heavy with targe and he starts shooting me with this piece of crap im stopping. :| Also, Slowdown should be like in Shortstop - It's slowing you down by 40%. Not to some 113 Hammer Units per second.
[QUOTE=UberMunchkin;26482214]In my opinion, you should get stopped less if you're further away from the Natascha-wielding heavy.[/QUOTE] That with the slower spin up time. I'd like it, but mostly because I hate it when those 100 mph strafing Scouts bonk you to death. I still prefer using my Iron Curtain though. Also this game made me notice how terrible of an Engineer I am without my binds, especially as combat Engie. Building those mini-sentries now take forever manually, so I'm going to copy my CFG folder over to TF2 Beta.
After playing tf2 beta, i played normal tf2 and i was like "Whoa! I'm in the future?"
[QUOTE=Mr MP;26482267]Well, they should combine two nerfs. -40% Damage done and slower spinup time. But hell. It's still going to be annoying. I'd do the thing UberMunchkin mentioned. And I hate that when im charging at heavy with targe and he starts shooting me with this piece of crap im stopping. :| Also, Slowdown should be like in Shortstop - It's slowing you down by 40%. Not to some 113 Hammer Units per second.[/QUOTE] Suuuuuure. Noone would even use the natascha if it was like that. I do agree that it shouldn't stop the targe charge though. But it shouldn't let the demoman go full speed either. the best thing would be if they cancelled each other out, heavy could still slow the demomam down and demoman would get a better chance at escaping.
[QUOTE=pebkac;26481457]Why did they feel the natascha needs such a huge nerf? Who the hell would go play heavy with -75HP? The only reasonable version is the one with the slower spinup time, but even that is quite a disadvantage.[/QUOTE] The Dalakohs bar now has a use. It can nullify most of the HP penalty, or just having a Medic tag along with you.
They should make the neft to -50 HP, so the Dalakohs bar can compensate it.
[QUOTE=pebkac;26481457]Why did they feel the natascha needs such a huge nerf? Who the hell would go play heavy with -75HP? The only reasonable version is the one with the slower spinup time, but even that is quite a disadvantage.[/QUOTE] Natascha Variant 4: +Has 100% chance to slow target -150% less firing speed -90% less health -99.999999% less moving speed -100% less uber effectiveness -Medics within 5 meters of you die This seems balanced enough.
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