[QUOTE=Dr. Ocsid;42218361]you're forgetting custom maps
there are a lot of custom maps that had areas that could only be reached through sticky jumping
not to mention there are jump maps designed for more then 2 stickies to be out
my point is there was nothing wrong with the jumper in the first place
it was a downgrade but it was fun to use and now valve managed to fuck that up
tell me one problem there was with the sticky jumper before this nerf. there weren't any.
sure, you could get almost anywhere in the map, but you were also getting rid of demoman's most versatile and useful weapon[/QUOTE]Why not just use server mods to bring the number of stickies back for custom surf/jump/balloon race maps that need them? These are updates for the main game, if they really affect a very specific custom gamemode that much, isn't that more easy?
I think they want people to air pogo with the sticky launcher instead of launching yourself up the sky with 8 stickys at once.
But thats goddamn difficult.
[QUOTE=Prollgurke;42222330]I think they want people to air pogo with the sticky launcher instead of launching yourself up the sky with 8 stickys at once.
But thats goddamn difficult.[/QUOTE]
Well you are meant to practice with the sticky jumper.
[QUOTE=MrCasual;42221374]The least they can do is let Demos with the Stickyjumper allowed to pick up the intelligence briefcase again. Or how about this: 50% vulnerability to fire, bullets, and melee weapons while equipped with intelligence briefcase.
I know Sticky jumper was meant for learning sticky jumping, which might be why they limited it to 2, but its pretty easy to be honest. They could make it fun and useful. Eh. Maybe they really want to nail it into peoples heads that they don't like training weapons being used to do certain tasks.[/QUOTE]
You've never played TFC with conc jumping medics have you? The last thing you want is a class that can fly across the map in an instant to carry the flag.
I've said it for years, I'll say it again. 99% of the time, if you need to use more than two stickies to get somewhere, either you or the map's designer is doing something wrong.
Two can get you from spawn door to the point in a good portion of KotH and Arena if you can angle and curve correctly, can take you from point to point in more open CP maps, and hell, even just [i]one[/i] is needed for nearly all height advantage spots in all of TF2's official map list.
To be blunt I'm glad they've applied this limit. Maybe it'll encourage people to actually learn crucial jump skills and not just fuck around with it, panning Snipers from across the map because they think it's hilarious and contributing absolutely nothing else.
If training is the point of those weapons, then make them easy to get for the newbies. First time a new player kills himself via rocket jumping? Guaranteed Rocket Jumper drop.
In fact, make 2 achievements for self-destructing while jumping (one for each class) and give a jumper to those who get it. There, now the ones that should be using them have the weapon.
Gonna miss flying faster than sentries in Badwater and destroying the teleports.
[QUOTE=WnR;42222407]You've never played TFC with conc jumping medics have you? The last thing you want is a class that can fly across the map in an instant to carry the flag.[/QUOTE]
I suppose. Its annoying getting into the intel room and forgetting you have Sticky Jumper equipped. How about when he has the briefcase he can't use his sticky jumper? I dunno.
I guess its still a little OP, but a lot of Demos weapons are...Persian Persuader + Loch N Load allows you to blow up sentry guns and then heal yourself on its broken remains while meleeing the engineer. I've made Engies ragequit while doing that.
[QUOTE=Eriorguez;42222852]If training is the point of those weapons, then make them easy to get for the newbies. First time a new player kills himself via rocket jumping? Guaranteed Rocket Jumper drop.
In fact, make 2 achievements for self-destructing while jumping (one for each class) and give a jumper to those who get it. There, now the ones that should be using them have the weapon.
Gonna miss flying faster than sentries in Badwater and destroying the teleports.[/QUOTE]
To be fair, using two sticks, you can still safely launch high enough to be out of sentey range and make it to their spawn exit door. Just a bit slower is all, so now there's a tiny chance someone might actually see you.
This reminds me of that blogpost about map balance mentioning how using the jumper weapons on Badwater lead to spawncamping. So it looks like they fixed parts of the map and parts of the weapon to conpensate. Even though you can stilly fly there and spawncamp still anyway.
[QUOTE=WnR;42222407]You've never played TFC with conc jumping medics have you? The last thing you want is a class that can fly across the map in an instant to carry the flag.[/QUOTE]
that never happened in tf2 even when you could carry the intel with them
and you are vastly underestimating how hard it is to actually get out of their base with the intel
sticky/rocket jumping isn't exactly effective in a closed area
[QUOTE=Swog;42217583]- Fixed a noclip exploit related to dueling and coaching
RIP Under the Map glitch, 200?-2013
[video=youtube;sRNTryJYmnY]http://www.youtube.com/watch?v=sRNTryJYmnY[/video][/QUOTE]
[sp]I emailed Eric about it, sorry :C[/sp]
[QUOTE=leetnoobify;42218469]
demoman arriving at your spawn to instant kill you 2 seconds into the match[/QUOTE]
uh
what map can you do that on
2fort takes at least ten seconds
most maps take even longer just to get out of spawn
Edit: Fuck I thought this would automerge
[QUOTE=Dr. Ocsid;42224117]that never happened in tf2 even when you could carry the intel with them
and you are vastly underestimating how hard it is to actually get out of their base with the intel
sticky/rocket jumping isn't exactly effective in a closed area[/QUOTE]
Doublecross was a big offender for the Sticky Jumper. You could get to their intel and out before they even had time to set up because of how open the map is, and how many jump specific shortcuts it has (that are more dangerous to do without the Sticky Jumper).
The Rocket Jumper, however, was never really a problem on CTF. It's hard to get horizontal distance with rocket jumps, so for the most part it isn't really an issue on large, open maps. Also Soldier is near defenseless with it equipped, while Demoman has better melees and a grenade launcher (in three different flavors) to pick from.
I used to love sticky jumping around those big open fun maps. Sure server owners could lift the restriction themselves but I'm betting the vast majority won't be arsed. I never understood their characterisation of it as a "practice weapon". They seem to have intended it to be only used on jump maps or listen servers at a point, which was inane because you could just be invincible on those servers anyway.
If 2 stickies are really sufficient for any task a jumper wanted to do on standard maps then the nerf is effectively pointless. It mostly affects people who were playing on mess-maps, for whom balance is not exactly a primary concern.
[QUOTE=Dr. Ocsid;42224154]uh
what map can you do that on
2fort takes at least ten seconds
most maps take even longer just to get out of spawn
Edit: Fuck I thought this would automerge[/QUOTE]
It's called Exageration (Misspelled it probably shut up)
There was Goldrush, ugh how many times i have seen teleporters being destroyed because of sticky jumpers just speedjumping the whole map
still no fix about free crit-a-cola refills on kill.
Additional notes were distributed from the 9/18/13 update that were originally missing from sources (sources being HLDS and the TF2 site). They include:
[quote=Valve]- Updated Sentry Busters in Mann vs. Machine mode to damage teammates when they explode
- Switched Windows clients to use SDL 2.0 for controller support which enables hot-plugging controllers and configuring them through Steam Big Picture settings[/quote]
-dammit, MUS already made that joke-
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