• TF2 Beta Discussion Megathread
    223 replies, posted
The Degreaser is a straight upgrade over the flamethrower, the huge majority of the Pyro's damage comes from the Axtinguisher so having less afterburn isn't really much of a sacrifice.
I always thought the Degreaser would be pretty balanced if it had less fire damage. Because then the Pyro would have 3 sets of different damaging flamethrowers. Backburner - Most damage, especially from behind, but no other attribute Flamethrower - Normal damage, airblast, no other attribute Degreaser - Least damage, airblast, fast weapon switch
[QUOTE=Keychain;26550641]I always thought the Degreaser would be pretty balanced if it had less fire damage. Because then the Pyro would have 3 sets of different damaging flamethrowers. Backburner - Most damage, especially from behind, but no other attribute Flamethrower - Normal damage, airblast, no other attribute Degreaser - Least damage, airblast, fast weapon switch[/QUOTE] Good idea, but I think the Degreaser should get the old airblast stats (less airblast speed, more ammo chewed up).
[QUOTE=DatWut?;26551959]Good idea, but I think the Degreaser should get the old airblast stats (less airblast speed, more ammo chewed up).[/QUOTE] I don't think so, I think it's meant for quickly reflecting rockets as much as for switching to axe/shotgun/flares to finish people off. If not then it's still fantastic at that.
It would be nice if they do something about the Huntsman's hitboxes.
[QUOTE=OutOfExile2;26554642]I don't think so, I think it's meant for quickly reflecting rockets as much as for switching to axe/shotgun/flares to finish people off. If not then it's still fantastic at that.[/QUOTE] Instead of airblasting, you have the faster weapon switch which you can use to finish people off.
valve need boost burn, so degreaser wont be a pure upgrade
[QUOTE=Ranik;26529039]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] Am I completely mistaken or isn't scattergun just a different looking shotgun? So, a soldier with shotgun is just a slower Scout without doublejump but more health? And yeah it's awesome no doubt I switch in between FaN and Scattergun all the time, but still for Public mayhem and entertainment, the FaN never seems to fail me
[QUOTE=Bat-shit;26563367]Am I completely mistaken or isn't scattergun just a different looking shotgun?[/QUOTE] What, no, what
[QUOTE=TacoMuffin;26563410]What, no, what[/QUOTE] But how can that be I checked TF2 wiki it says right here that for example Soldier's stock shotgun [6 dmg. × 10 pellets] Scout's stock Scattergun [6 dmg. × 10 pellets] same base damages same crit
[QUOTE=Bat-shit;26563662]But how can that be I checked TF2 wiki it says right here that for example Soldier's stock shotgun [6 dmg. × 10 pellets] Scout's stock Scattergun [6 dmg. × 10 pellets] same base damages same crit[/QUOTE] the difference is that the scattergun has massive damage ramp-up at close range, actually doing 10.5 per pellet at maximum - which leads to meatshots of up to 105 damage.
[QUOTE=DuncanFrost;26563751]the difference is that the scattergun has massive damage ramp-up at close range, actually doing 10.5 per pellet at maximum - which leads to meatshots of up to 105 damage.[/QUOTE] Now that... I didn't know that. [editline]8th December 2010[/editline] Scattergun and Shotgun still do the same damge on crits, though.
[QUOTE=DuncanFrost;26563751]the difference is that the scattergun has massive damage ramp-up at close range, actually doing 10.5 per pellet at maximum - which leads to meatshots of up to 105 damage.[/QUOTE] Alright 105 damage at point blank, FaN does 113 which still can't oneshot a 125hp class, whereas FaN has faster 2nd shot which might kill the Scattergun-scout without giving him much of a chance But I gotta try Scattergun more often
[QUOTE=Bat-shit;26566241]Alright 105 damage at point blank, FaN does 113 which still can't oneshot a 125hp class, whereas FaN has faster 2nd shot which might kill the Scattergun-scout without giving him much of a chance [/QUOTE] And that would be great if this 1v1 Fortress and not Team Fortress. You might kill the Scout faster, but the other Scout can not only kill you but kill up to 2-4 other people before reloading, whereas you have to reload just to kill 1, MAYBE 2 people. [quote]Scattergun and Shotgun still do the same damge on crits, though. [/quote] Crits do triple the base damage. They both have the same base damage so they do the same critical damage.
I think sorting the degreaser is a pretty low priority. It's not like it's overpowered- if anything, the gas jockey set was the most balanced and arguably fun polycount pack, versus the OP scout, meh soldier, 'baby's first sniper set' for sniper and the iffy spy pack (though I appreciate other like the Saharan set, I can't stand it myself).
Yeah, they REALLY need to fix the soldier set. A soldier w/ direct hit is a better alternative to taking down sentries.
Speaking of the Direct Hit, reverse damage falloff would be nice so more people would use it as intended instead of spamming it at close range.
I would also like to see reimplementing the bug that ANYONE airborne would be minicrit by the DH. Would need some balancing tweaks, but it could possibly work.
[QUOTE=wari65;26577686]I would also like to see reimplementing the bug that ANYONE airborne would be minicrit by the DH. Would need some balancing tweaks, but it could possibly work.[/QUOTE]That wasn't actually a bug; the guy who was in charge of playtesting the DH must've just had a stroke or something. [url=http://www.teamfortress.com/soldierupdate/]Note that the original writeup for it never mentions "...after damaged by explosives" or anything like that[/url].
I'm wondering if I should get the beta. I quite like the idea of an optimised, mostly hatless TF2 with more weapons than Sasha can eat through as ammo. It is, however, quite the large download, which will clog up my hard drive and my bandwidth. Since I'm planning on getting Killing Floor for Christmas, I want to save those two things, but I do get chunks of lag in firefights quite often.
[QUOTE=wari65;26577686]I would also like to see reimplementing the bug that ANYONE airborne would be minicrit by the DH. Would need some balancing tweaks, but it could possibly work.[/QUOTE] that wasn't a bug but original design. however they removed it because it could minicrit in retarded situations like 'going down stairs'.
Well it also ruined everyone's fun, you couldn't jump about to make the long walk from spawn to the point less dull anymore.
Beta update! [quote]--- December 08, 2010 --- General: * Synced with changes from the official releases on Dec 7 o [url]http://store.steampowered.com/news/4751/[/url] * Disabled crafting Natascha: * Reduced stun effect by 20% * Variant 1: o -35% damage (was -40) * Variant 2: o -25% damage o -20% health (was -25) Maps: * cp_5gorge o changes to the mid arena: + raised cap and connected it to the surrounding space via two bridges + added cover on the each side of the main door entrance + fully connected the upper catwalk ring + fixed missing clips on BLU's upper observation room + reduced the amount of health and ammo in the pit + clipped the ceiling so the dome edge doesn't snag players o reduced defender spawn when on a final cap * cp_granary o tweaks to the new platforms by the ramproom: + extended the length of the platforms + made the light models above the platforms symmetrical for RED/BLU + made the height of the BLU woodpile near the new platform the same height as RED (for scouts) o more playerclips to ease snagging on trim geometry [/quote]
Am I the only one who find 5gorge useless and un-needed?
[QUOTE=DuncanFrost;26584605]Beta update![/QUOTE] Thanks. I was wondring about what got updated/changed.
[QUOTE=HyperTails;26584627]Am I the only one who find 5gorge useless and un-needed?[/QUOTE] I have to agree. It's okay gameplay-wise, but it's nothing I'd really want on server rotation. It's meh. I'm actually surprised Valve does that when they have so much community content they could buy (they most certainly have the money for that). What does that mean? Back to the roots? Probably not. But I can't come up with something different. They should either find a cool map to buy or they should make an original map like Upward. I really like that one. It has spots for all classes and the important parts follow the multilayered level design that makes maps great.
[QUOTE=HyperTails;26584627]Am I the only one who find 5gorge useless and un-needed?[/QUOTE] Well, I'm a huge fan of cp_gorge, so I really welcome that map.
[QUOTE=HyperTails;26584627]Am I the only one who find 5gorge useless and un-needed?[/QUOTE] Uh no we are in desperate need of more 5CP maps. The last valve-designed one was Badlands which is the best TF2 map at the moment. We don't need more shitty payload and race maps.
[QUOTE=DuncanFrost;26586162]Uh no we are in desperate need of more 5CP maps. The last valve-designed one was Badlands which is the best TF2 map at the moment. We don't need more shitty payload and race maps.[/QUOTE] Pretty much this. What's even worse is that Badlands came out 2 years ago.
Another thing I would like to see is them trying out the old side route in granary to the final points (Meet the Soldier).
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