• MAJOR TF2 update for 7/10/13
    467 replies, posted
My favorite has is in the GAME!
[QUOTE=Wii60;41402992]are the new items craftable[/QUOTE] Despite what people are saying I crafted the tyurtlenek and little pyro buddy. [thumb]http://cloud-2.steampowered.com/ugc/1117174702760513429/0F17480A7035C1789BEBB28B2A0BEB8F03073FF8/[/thumb]
Well, I wanted to thank Valve for their diligence in bugfixing and balancing... but it seems the update broke the Mannco store for me. :v:
It would make more sense to put -50% damage on the Escape Plan, instead of the mark of death.
There's this glitch now with the quick fix that if at the end of the round and have uber, you can activate it and then taunt and the healing effect will stay as long as you're on that map. It goes after rounds and lives, and it can be in any class.
[QUOTE=NoobSauce;41403995]That was such an unneeded nerf for the Escape Plan.[/QUOTE] Well what would've been a good nerf for it, then? -50% damage penalty? How would that solve the problem? That's like putting -25% disguise speed on prenerf Enforcer
If you want to go at a full 100% fast as shit runforyourlife speed, you need to be at around 30hp or so. You already have a lower chance to survive the fight already with very low health. Minicrits makes the chance of surviving a fight lower, making it a very risky weapon.
[QUOTE=Mr. Jelly;41404028]-50% damage penalty? How would that solve the problem?r[/QUOTE] personally I use the speed boost to attack people when damaged, and that would really cramp my play style but like so does marked for death so I guess it's whatever
I am kinda dissapointed that there were no Garden Pyro items added. Why do you keep taunting us with them Valve?
I keep misreading the title as Major Tom update.
[QUOTE=Ricenchicken;41404006]Despite what people are saying I crafted the tyurtlenek and little pyro buddy. [thumb]http://cloud-2.steampowered.com/ugc/1117174702760513429/0F17480A7035C1789BEBB28B2A0BEB8F03073FF8/[/thumb][/QUOTE] Those items are from the June 13 patch.
why are people whining about the escape plan? You're near death when it becomes effective anyway Not like a minicrit is going to mean anything when a single shotgun blast could kill you flat-out
I think the big difference is that mini crits negate damage falloff, meaning people can finish you off from across the map with it MUCH more easily.
[QUOTE=MaxOfS2D;41404172]I think the big difference is that mini crits negate damage falloff, meaning people can finish you off from across the map with it MUCH more easily.[/QUOTE] I just explained that to my bro. People don't quite understand this.
[QUOTE=MaxOfS2D;41404172]I think the big difference is that mini crits negate damage falloff, meaning people can finish you off from across the map with it MUCH more easily.[/QUOTE] I actually didn't think about that. Well, at least there's something to prove the point further that the Mark For Death penalty was a bad idea.
Well then what [I]is[/I] a good idea? And don't you dare suggest a damage penalty, that doesn't solve the problem
they nerfed the crusaders crowsbow again? [b]edit:[/b] um it reloads slower so they must have.
[QUOTE=Mr. Jelly;41404235]Well then what [I]is[/I] a good idea? And don't you dare suggest a damage penalty, that doesn't solve the problem[/QUOTE] Twice as slow on firing speed. :v: Same DPS as -50% damage penalty, but at least you can get off 65-damage hits.
[QUOTE=Outro-intro;41403970]This update broke my mouse. No matter which way I move it, It goes down and I stare at my feet, AND I CAN'T FUCKING MOVE IT ANYWHERE FUCK. SOMEONE HELP.[/QUOTE] snip found solution m_rawinput 1
[QUOTE=psyke;41404151]why are people whining about the escape plan? You're near death when it becomes effective anyway Not like a minicrit is going to mean anything when a single shotgun blast could kill you flat-out[/QUOTE] Escape Plan is a buff user's best buddy. If you're at low health with a near full banner, retreating is the only option. A single bullet could destroy a crit storm that could have severely changed the game.
[QUOTE=MaxOfS2D;41404172]I think the big difference is that mini crits negate damage falloff, meaning people can finish you off from across the map with it MUCH more easily.[/QUOTE] I think it's a bit silly that they chose mark for death for the Escape Plan but opted for a flat damage vulnerability for the Powerjack. Even if the Powerjack granted 35% vulnerability, the difference is that it doesn't negate falloff (also the fact that it would stack on top of mini-crit boosts).
Escape Plan definitely needed a nerf. It was a night direct upgrade to the shovel. If anything, the Escape Plan should have the Equalizer's minimum damage as base damage.
[QUOTE=Outro-intro;41404243]Still, can someone PLEASE help me with this? I really need help. I wanna play tf2 but this keeps happening.[/QUOTE] take this to the general chat thread, i'm pretty sure tech support doesnt really belong here, even if its related to the patch. be sure to leave as much info on what happened on what(specs, for example, of the mouse)
[QUOTE=Psychopath12;41404263]I think it's a bit silly that they chose mark for death for the Escape Plan but opted for a flat damage vulnerability for the Powerjack.[/QUOTE] At least it's consistent with the G.R.U.
[QUOTE=MaxOfS2D;41404306]At least it's consistent with the G.R.U.[/QUOTE] Then the Powerjack is inconsistent with the GRU and Escape Plan, all of these weapons offer speed bonuses when active.
So I'm getting this really annoying bug where my game appears to be in DirectX 8 in terms of character shaders. I can manually switch it to 9 with mat_dxlevel 95 but then my ragdolls disappear. I went and re-installed TF2 but I'm still having this issue after the patch. Any thoughts? [t]http://cloud-2.steampowered.com/ugc/630785942992400328/8207B5FB01BED3F95965A3F662240CE64538CB5F/[/t] [t]http://cloud-2.steampowered.com/ugc/630785942992408522/D5AE0BA06E823B40EC40DA4C417448B734CB2941/[/t]
[QUOTE=Mr. Jelly;41404235]Well then what [I]is[/I] a good idea? And don't you dare suggest a damage penalty, that doesn't solve the problem[/QUOTE] Actually, such a reduction in damage is a bigger downside than you may think. Often when you disengage with the Escape Plan, you will turn a corner and head straight for a health kit. Now, health kits is always an active point of interest on a map, so it's not unlikely you'll run into an enemy at all. Now, in this situation, the only thing you really can do is whip your Escape Plan at them. Pull out your Rocket Launcher? Chances is you'll blow yourself up. Pull out your Shotgun? Miss and you're done. Both those options also end your speed boost, making your death much more likely. Now, your Escape Plan on the other hand? Solid damage, very high chance for a crit(Which will kill most classes instantly) and easy to land due to melee hitboxes, all this while maintaining the speed boost. There is a reason Valve made Scout's stock melee so different from other classes. The combination of high damage, very high speed, very high crit chance, and very large hitboxes, makes quite the deadly brew. It's not uncommon at all to take people down with the element of surprise with the Escape Plan, so reducing the damage by 50% is a fairly large downside, but a fair one for such great utility.
[QUOTE=Mr. Jelly;41404235]Well then what [I]is[/I] a good idea? And don't you dare suggest a damage penalty, that doesn't solve the problem[/QUOTE] what exactly was the problem in the first place
[QUOTE=Mexican;41404411]what exactly was the problem in the first place[/QUOTE] I think it's Soldiers using the Escape Plan too much as opposed to other melees and it's always "oops took too much damage time to run away now byeeee~"
Game breaking bug confirmed [url]http://teamfortress.tv/forum/thread/10274-huge-game-breaking-glitch-discovered[/url]
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