• MAJOR TF2 update for 7/10/13
    467 replies, posted
The Escape Plan having two requirements that actively work against each other really hurts the weapon. They should give the weapon GRU stats if they really want to mark the users for death.
[QUOTE=Rufia;41410745]The Escape Plan having two requirements that actively work against each other really hurts the weapon. They should give the weapon GRU stats if they really want to mark the users for death.[/QUOTE] I dont know, i usually pull it out whenever im below 40 or so health so i can run away. at that point almost everything is a one hit kill. It seems like more of a deterrent from using it as a melee weapon.
I really, REALLY like the L'etranger's buff, pretty much evens out the Dead Ringer nerf and then some.
[QUOTE=Elstumpo;41408725]True, but 15% isn't much. Still helps you deter 125hp classes and anyone with decent fire power will blow you out of the water anyways. [/QUOTE] Actually, 15% is a lot more with the L'Etranger now. You get 40% more cloak but the whole cloak meter still counts as 100%. In other words, before this update 15% would get you 1.5 seconds of cloak with the default invisibility watch. Now, that same 15% gets you 2.1 seconds. 50% will get you 7 seconds up from 5, or a whole 2 seconds, and etc. For a Spy, this is a huge bonus. You can plan careful ambushes and get a few shots in with your revolver from behind and escape beautifully. The L'Etranger is not a weapon about straight on combat; it's a defensive tool used to buy yourself more time, especially in the event an attack goes tits up. And now it's even more so.
I still think a 50% damage penalty was the way to go; it'd make both it and the Equalizer the same thing at full health, and both inferior to the shovel at that moment. Still, neat deal. And riding crop master race anyway.
[QUOTE=Bynine;41408969]So if I understand it correctly, L'Etranger + Cloak and Dagger still has more cloak time than the stock revolver + stock watch? Iiiiinteresting...[/QUOTE] The Invisibility Watch gets you 10 seconds [U]without[/U] the L'Etranger. The Cloak & Dagger [U]with[/U] the L'Etranger get you only about 9 seconds when running in a straight line.
Did anyone get cp_cloak in the map list?
[QUOTE=Frosty Andy;41411578]Did anyone get cp_cloak in the map list?[/QUOTE] Old test map.
Steam sale is on
Two new, promising-looking maps by a mapper who didn't have anything in the game before. A ridiculously long list of map and bug fixes that people have been wanting forever. Another ridiculously long list of weapon teaks that levels out viability issues, forces me to reevaluate and refresh my loadouts, and nerfs things that have annoyed a lot of people. An enormous batch of high-quality workshop items - almost all of them fitting enough that I won't have to find reskin mods - most of them equipped with decent names and genuinely witty and entertaining descriptions. This is one damn good update.
[QUOTE=Deodorant;41412812]Two new, promising-looking maps by a mapper who didn't have anything in the game before. A ridiculously long list of map and bug fixes that people have been wanting forever. Another ridiculously long list of weapon teaks that levels out viability issues, forces me to reevaluate and refresh my loadouts, and nerfs things that have annoyed a lot of people. An enormous batch of high-quality workshop items - almost all of them fitting enough that I won't have to find reskin mods - most of them equipped with decent names and genuinely witty and entertaining descriptions. This is one damn good update.[/QUOTE] Valve was right about the "patch notes longer than a stalemate on hydro" part (But to me the Escape Plan nerf wasn't needed, it should just have a damage penalty)
[QUOTE=R.M.T.B.;41412828]Valve was right about the "patch notes longer than a stalemate on hydro" part (But to me the Escape Plan nerf wasn't needed, it should just have a damage penalty)[/QUOTE] Escape plan nerf doesn't stop me from killing everybody with it!
I'm sure I'm not the first, but I noticed all the items are labaled "jul13_". Did the update happen earlier than expected?
[QUOTE=Captain Chalky;41413265]Good thing you aren't responsible for balance, then.[/QUOTE] A lot of people have been having a back and forth regarding the Equalizer. Some saying the Mark for Death was a necessary evil and others claiming that it should have had lower base damage. Both sides are wrong to an extent. People would use the Escape Plan for utility over damage any day of the week because Soldier's melee weapons are already redundant when it comes to damage; he's got a rocketlauncher and shotgun, there's no need for the melee unless he's humiliating someone. So damage is covered, not only by his other weapons, but by the Equalizer and Market Gardener. Disciplinary Action and Escape Plan fit the utility role of on-foot mobility. Half-Zatoichi is a weird utility based on healing himself but the implementation is wonky at best. So no matter what, the utility item will typically be chosen for its utility. The kicker about the Mark for Death is that it's not the GRU -- This is the key difference. The Escape Plan only really works when you're already near dead, the GRU works anytime so marking the Heavy for death makes more sense. Now that's not to say the Mark for Death was entirely wrong; just a shaky way to actually implement it since it negates falloff at range and has a lingering effect 3 seconds after being put away. My optimal implementation would be a damage vulnerability much like the Powerjack; only active when it's active, not lingering. It'd accomplish the same task of making running around with it very risky, but it would remove the silliness that ensues when minicrits are involved and linger for a while.
[QUOTE=Manibogi;41413197]I'm sure I'm not the first, but I noticed all the items are labaled "jul13_". Did the update happen earlier than expected?[/QUOTE] The update shipped on july 10, 20[I]13 [/I][QUOTE=Psychopath12;41413447]My optimal implementation would be a damage vulnerability much like the Powerjack; only active when it's active, not lingering. It'd accomplish the same task of making running around with it very risky, but it would remove the silliness that ensues when minicrits are involved and linger for a while.[/QUOTE] I would disagree. The escape plan gives the soldier a solid chance at a escape when he absolutely would not have had it before. I think it's only fair to give enemies a longer effective range to try to take him out (via minicrits). I would rather they add a 10% damage resistance while it was out then replace the mark with a 20% damage vulnerability.
It's not that hard to remember Shah an Shah (again)
this whole jul13 prefix just seems to stink of "this is our method for finding/organizing files with an easier prefix" indicating that next month there may be another batch of content
My Cowmangler particles are invisible and all my Medic Viewmodels (except default for some reason) are invisible too.
[QUOTE=Armisael;41413604]The update shipped on july 10, 20[I]13 [/I] I would disagree. The escape plan gives the soldier a solid chance at a escape when he absolutely would not have had it before. I think it's only fair to give enemies a longer effective range to try to take him out (via minicrits). I would rather they add a 10% damage resistance while it was out then replace the mark with a 20% damage vulnerability.[/QUOTE] Minicrits don't actually give any more of an effective range than a 35% damage vulnerability in most situations; if someone is going to chase after a soldier, they're going to be within 512 hammer units already. The difference is that it'd become possible for someone across the map to sneeze in his direction and he'd take a hefty amount of damage due to the negation of fall damage, which I don't think is fair to him if there's that much distance between them. Also it being a damage vulnerability means the extra damage goes away when he switches to his other weapons -- much like the Powerjack -- instead of lingering -- much like the GRU.
make the samur-eye paintable already
Also there's a different dynamic with vulnerabilities versus outright minicrits. Vulnerabilities stack with crits and minicrits. So a Pyro with the Powerjack out will die to a quickscope (180 damage) but a Heavy who eats a headshot when he's got the GRU out will still take 150. That'd also mean that a Soldier covered in Jarate and running with my suggested Escape Plan would take a metric fuckton of extra damage compared to now where the mini-crit debuffs will just overlap one another.
[QUOTE=Psychopath12;41413880]Minicrits don't actually give any more of an effective range than a 35% damage vulnerability in most situations; if someone is going to chase after a soldier, they're going to be within 512 hammer units already. The difference is that it'd become possible for someone across the map to sneeze in his direction and he'd take a hefty amount of damage due to the negation of fall damage, which I don't think is fair to him if there's that much distance between them. Also it being a damage vulnerability means the extra damage goes away when he switches to his other weapons -- much like the Powerjack -- instead of lingering -- much like the GRU.[/QUOTE] 512 hammer units really isn't that far - I regularly take part in combat at ranges nearing that, let alone chases. Valve could easily choose to change the mark so it dissipated immediately. [editline]filler[/editline] It should probably be noted that I play a lot of badwater, which is a very open map that makes long range combat essential. If you play smaller maps, I can see us talking right past each us on this one.
Consolidate equalizer and escape plan again -> soldier takes minicrits with it out.
The Equalizer is actually fairly balanced with the Shovel, it doesn't need to be brought back into one pickaxe.
[QUOTE=Manibogi;41413197]I'm sure I'm not the first, but I noticed all the items are labaled "jul13_". Did the update happen earlier than expected?[/QUOTE] Why would you nerf it's damage if you are supposed to use the weapon to run the fuck away
I was hoping the big chief and chieftain's challenge would be made paintable.
[QUOTE=ned_ballad;41408606]Has anyone else had an issue on Badlands where you spawn floating in the air?[/QUOTE] Crouching gets you out of it. It's also not a map exclusive thing.
[QUOTE=RevengeDeath;41417400]I was hoping the big chief and chieftain's challenge would be made paintable.[/QUOTE] the cheftain's challenge was made paintable.
I just got home to this update after a 16 hour drive and woah this update I mean woah! Simply amazing! This is the absolute best! I mean it! I am so excited :D [IMG]http://i.imgur.com/m77twIR.gif[/IMG]
[QUOTE=yellowoboe;41417413]Crouching gets you out of it. It's also not a map exclusive thing.[/QUOTE] happened to me on a cp_organe map :V
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