• TF2 Beta Discussion Megathread
    223 replies, posted
[QUOTE=Tabarnaco;26508367]I crafted everything into a Tippler's Tricorne. Good or bad? [img_thumb]http://dl.dropbox.com/u/2848900/Tricorne.png[/img_thumb][/QUOTE] [img]http://i1024.photobucket.com/albums/y304/DrakoFlame/sniperz_ridge0001.jpg?t=1291651859[/img] Fitting.
[QUOTE=DuncanFrost;26524728]yes the entire point of the beta was for you to 'pwn' some 'nubs', congratulations![/QUOTE] What.
[QUOTE=Sabrina;26493296]I think they should go with the -40% damage Natascha variant, but if i had the choice, i'd change it to -10% damage but take away his secondary. That would be a huge penalty to pro heavies, not much to a pub heavy. Then again, if you're retarded enough to play on pubservers with Natascha-heavies, your mistake.[/QUOTE] You know, most people who use it just say "It's a support weapon. I use it so that my teammates can kill much easier.". Why not remove ALL damage and REALLY make it a support weapon?
[QUOTE=DatWut?;26526703]You know, most people who use it just say "It's a support weapon. I use it so that my teammates can kill much easier.". Why not remove ALL damage and REALLY make it a support weapon?[/QUOTE] Because it's probably more efficient to pull out your default Minigun and mow down the people yourself instead of waiting for hours until a teammate decides to mercy-kill the raging Scout? It needs at least some damage to be an alternative to the Minigun and to ensure you're not 100% depending on others.
everyone who crafted stuff in the beta will be given a permanent dunce cap afterwards, calling it now
[QUOTE=Ranik;26525245] The Force-a-Nature is awful. It's only better than the Scattergun at 1v1ing 150 HP or less classes. The Scattergun is better in every other single way. You are trading 4 shots for +8 damage (113 damage meatshots instead of 105), longer reload times, a 3rd jump not useful on 9 out of 10 maps, and pushback which doesn't matter if you have good movement. Lemme know when FaN can do any of this: [media]http://www.youtube.com/watch?v=W3ONJpa8aCc[/media] [/QUOTE] While it is obvious that the scout in that video is skilled, you'd be amazed what kinda stuff I can pull with the FaN! And I'm sure that scout would do good with FaN too. Mostly Hit&Run tactics, but it's fucking awesome! Also, are those clan-matches in the video or what? I want to make a video too!
I tend to fling enemies into my teammates with the FaN. I can't wait to paint my FaN purple for maximum rage :v: I already called it the Rage-a-Nature.
You can paint weapons?
[QUOTE=Bat-shit;26527670]You can paint weapons?[/QUOTE] Valve said they'll think about it depending on how well paint for hats is received.
I'll paint everything I own gold, heck yeah
[QUOTE=DatWut?;26526703]You know, most people who use it just say "It's a support weapon. I use it so that my teammates can kill much easier.". Why not remove ALL damage and REALLY make it a support weapon?[/QUOTE] Because that is flat out fucking retarded? Take away the killing power of an defensive class? What do you have? A class that can't defend itself well. The Natascha is only annoying because of the long range 100% slowdown, now that it scales in the Beta it should be infinitely less annoying as stray bullets won't bring you to a crawl. The only tweaks I agree they should consider are returning to the old spin up/ cooldown or lowering the Heavy's health [B]slightly[/B]. This is assuming they lower the damage nerf when they rebalance, if that stays then neither of those should be used, just the scaled slowdown.
[QUOTE=hexpunK;26528658]Because that is flat out fucking retarded? Take away the killing power of an [B]offensive[/B] class? What do you have? A class that can't defend itself well. The Natascha is only annoying because of the long range 100% slowdown, now that it scales in the Beta it should be infinitely less annoying as stray bullets won't bring you to a crawl. The only tweaks I agree they should consider are returning to the old spin up/ cooldown or lowering the Heavy's health [B]slightly[/B]. This is assuming they lower the damage nerf when they rebalance, if that stays then neither of those should be used, just the scaled slowdown.[/QUOTE] Heavy is a [B]defense[/B] class as far as I know. It's meant to be a living wall to block the enemy team with its 300 HP (+ Medic healing) and its minigun.
[QUOTE=Jorori;26528784]Heavy is a [B]defense[/B] class as far as I know. It's meant to be a living wall to block the enemy team with its 300 HP (+ Medic healing) and its minigun.[/QUOTE] I think you might be right there actually. I forgot he's on the second grouping. Might fix that. But still, removing the killing power of a defensive class is still retarded beyond belief.
Heavy is a defense class on paper, in reality he's leading the main attacks together with Soldiers and Demomen as far as I know. Yeah, Demomen. Not really defensive either. Heck the Engie-sitting, spam-deflecting, sapper-smashing Pyro has become more of a defense/support class.
[QUOTE=Bat-shit;26527599]While it is obvious that the scout in that video is skilled, you'd be amazed what kinda stuff I can pull with the FaN! And I'm sure that scout would do good with FaN too. Mostly Hit&Run tactics, but it's fucking awesome! Also, are those clan-matches in the video or what? I want to make a video too![/QUOTE] As it says in the start it's comp matches & lan footage yeah, he's easily one of the best comp. Scouts in NA. He would do good with the FaN, but the Scattergun is easily better than it, the stats don't add up on the FaN at all comparatively, all it is good for is hit and run (which the Scattergun can do better btw, you just need some good positioning for it) and being annoying to people who don't know the Scatterguns potential. It needs a tremendous rework to even be comparable, hopefully that's something the beta will look into. :)
[QUOTE=Jorori;26528784]Heavy is a [B]defense[/B] class as far as I know. It's meant to be a living wall to block the enemy team with its 300 HP (+ Medic healing) and its minigun.[/QUOTE] the in-game designations of 'offense' and 'defense' don't really mean anything. the main offensive classes in-game are demo, soldier, heavy and sometimes pyro if the player isn't too terrible. the support classes are pretty accurate though
You know what's stupid? You can craft away the natascha variants....which I did. :v: Though honestly I seldom play the beta right now due to me not being much of a heavy player, so I'm not one to judge which natascha is right cause all I use is the iron curtain.
[QUOTE=DuncanFrost;26528227]I'll paint everything I own gold, heck yeah[/QUOTE] Wrench. :razz: [editline]6th December 2010[/editline] [QUOTE=hexpunK;26528851]I think you might be right there actually. I forgot he's on the second grouping. Might fix that. But still, removing the killing power of a defensive class is still retarded beyond belief.[/QUOTE] Well, true, I didn't mean it the way I said it, it was more like a joke to all those saying "Natascha's a team weapon". Also, the Natascha Variants are not good at all, none of them. They need to make a Natascha that either only takes only some % of the classes original speed, or a Natascha that doesn't have effect on airborne targets. Then it'd be fine.
1. I never use the Saharen Spy stuff and didn't like the Fez so I wouldn't get the bonus anyways, so I finally tried it out in the Beta. All I can say is: ahahahaha how did this even get in game, it requires no skill to do anything, I just run around with infinite power armor, but now it's silent infinite power armor. 2. This is like 2x more optimized than TF2, but it feels like I'm walking through jello. Why?
I crafted the rocket jumper and sticky jumper. Before you yell at me, I used achievement weapons.
I don't even have those in default TF2 :smith:
[QUOTE=hexpunK;26528658]Because that is flat out fucking retarded? Take away the killing power of an defensive class? What do you have? A class that can't defend itself well. The Natascha is only annoying because of the long range 100% slowdown, now that it scales in the Beta it should be infinitely less annoying as stray bullets won't bring you to a crawl. The only tweaks I agree they should consider are returning to the old spin up/ cooldown or lowering the Heavy's health [B]slightly[/B]. This is assuming they lower the damage nerf when they rebalance, if that stays then neither of those should be used, just the scaled slowdown.[/QUOTE] I'd say also reverting the revwalk speed back to how it used to be would be good, but with slowdown scaling I'm not sure if this would be necessary.
Imo the spinup natascha is unnoticeable. [editline]6th December 2010[/editline] [QUOTE=DatWut?;26531516]Wrench. :razz:[/QUOTE] Too bad stock items aren't paintable.
I should craft my unused items into a degreaser, I forgot how awful the flamethrower feels in comparison.
[QUOTE=Ian;26535066]Imo the spinup natascha is unnoticeable. [editline]6th December 2010[/editline] Too bad stock items aren't paintable.[/QUOTE] Stock items are also Nameable.
[QUOTE=Mokkan13;26520823]After reading the last page and a bit Why you even got the beta is beyond me.[/quote] Less weapons and hats No trading Although players there are kind of stupid. Frankly me crafting a hat is way more harmless than people who craft Polycount weapons.
[QUOTE=OutOfExile2;26535177]I should craft my unused items into a degreaser, I forgot how awful the flamethrower feels in comparison.[/QUOTE] Oh dear. I don't think so, I've noticed the fire damage itself way too easily. :ohdear:
[QUOTE=Keychain;26543004]Oh dear. I don't think so, I've noticed the fire damage itself way too easily. :ohdear:[/QUOTE] The Degreaser does the exact same damage as the Flamethrower, it just makes Afterburn tick for 2 instead of 3, which is absolutely no big deal compared to 65% weapon swapping.
Oh. dunno that afterburn can make a difference yo
It can but usually won't make a noticeable difference if the enemy has a competent medic. I'm thinking Valve made the stats for the Degreaser with Professional play in mind.
Sorry, you need to Log In to post a reply to this thread.