MvM Discussion Megathread: Do Androids Complain of Overpowered Upgrades?
1,944 replies, posted
it has no uber meds so yeah
[QUOTE=Hell-met;43849587]it has no uber meds so yeah[/QUOTE]
apart from last wave but they are kinda rare even in that one.
Kicked for being a sniper.
I had twelve tours and everyone else had below 5 :v:
whichever one of you said "OH WOW HE IS THAT DOUCHEBAG ON FACEPUNCH" the second i joined the game
[sp]bravo[/sp]
doesn't help everyone was great at mvm and my upgrades decided to just not let me buy anything so i had to leave
[B][I]THE THREE CITIES UPDATE!![/I][/B]
[B]Day 3:[/B] Halewood
IT WAS THE GLORY OF TIMES...
The third city will call our mercs to defend the glamorous lands where the finest[I] Saxxy Pictures[/I] productions were made. Fight these robots while they try to conquer diverse studios where dozens of prizewinning movies were shot. This is the first map with different small stages, and each time the robots deploy a bomb, you fall back to protect another area. If you succesfully survive a wave, it'll sure give our totally-not-afraid-of-robots workers enough time to rebuild an area that was taken before. If you manage to survive all the waves without losing the last stage, you win! But the best part is: you can't retry a lost wave until you utterly fail in a mission to start it from the beggining!
Don't be afraid if you see some part of the backstages. You sure are old enough to know that all the magic of cinema was entirely made by humans. Wait, you didn't know that? Oh well, we're sorry, but at least the easter bunny is totally real. Yup.
Areas you have to defend:
- Nighttime 2fort, destroyed and dominated by Soldier in [B]Meet the Dumpster Diver[/B];
- Pyroland, the delusional land on our favorite esquizofrenic arsonist in [B]Meet the Pyro[/B];
- The Dark Lands, where Medic fought Death to recover what he treasured the most at [B]Bad Medicine[/B];
- The Backstage, where we keep all the equipments. By no mean you must allow that one to be destroyed, or else we won't be able to even have the Fourth Anual Sexy Awards.
[B]Spy Sappers Upgrades:[/B]
[I]Reviving his old times of a young actor on France, the Spy isn't really happy to be reminded those times when he needed to be a melodramatic corpse on the movie adaptation of Juleo & Romiet, but he sure will have a good time with these new upgrades for his sapping tools:[/I]
[B]Energy Drain: $400[/B]
Restore cloak and health during the times robots are being sapped. Total quantity of health and cloak restored depends on the number of robots being sapped and for how long they are being sapped.
[B]Remote Detonator: $400 (up to 3 points)[/B]
Sapper damage robots during the time they are being sapped, and the wearer can detonate it while it is placed, damaging robots in the area. Damage inflicted and explosion damage, along with its range, increase with more upgrade points. Detonation is activated with the Special-Attack key.
[B]+15% Recharge Rate: $250 (up to 4 points)[/B]
This old upgrade will find new uses at both Spy sappers! With it fully maxed, it would take 9 seconds to have a sapper again. May sound overpowered, but hey, Sniper and Scout can have their precious liquids at hand almost all the time with that same upgrade, so it'll probably be fair.
[I]Now it does matter what weapon you are using![/I]
The [B]Red-Tape Recorder[/B] will now act different from the Sapper. It won't diable them, but instead will make them slowly walk backwards! Only the robots affected when the Red-Tape Recorder will do that, not affecting any robots that they can meet during their walk back.
[B]New Red-Tape Recorder exclusive upgrade:
Faster Rewind: $300~400 (up to 2 points)[/B]
Robots will walk backwards faster while being sapped.
[B]Ambassador Upgrade:[/B]
[I]We gave diplomacy a chance. It only worked after we upgraded it.[/I]
[B]Headshot Mastery: $350 (up to 3 points)[/B]
A lesser version of the explosive headshot from the Sniper Rifle. It does less damage and in less range each point when compared with the Rifle upgrade. Each point also reduces the cooldown needed between headshots.
[B]Conniver's Kunai Upgrade:[/B]
[I]Spy needs more blood, and he will kill everyone he meet for that.[/I]
[B]Overheal Expert: $250 (up to 4 points)[/B]
A lesser version of the same upgrade for the Medic. Increases the max overheal acquired by the kunai health absorb, and reduces the overheal decay.
[B]Spy-cicle Upgrade:[/B]
[I]We're going to fight fire with ice.[/I]
[B]+15% Recharge Rate: $100 (up to 4 points)[/B]
Just something that would make it worth using. Would be cool if waves had more Pyrobots.
-snip-
[QUOTE=Omninerd;43864350]s.[/QUOTE]
Better idea for the Red Tape
It doesn't disable the bots but instead causes it to go into a frenzy, shooting everything it sees, you and friendly robots included. Friendly fire is enabled on the robots. The affected robots are also slightly weaker, slower and deal less damage.
post beggar buff :
[video=youtube;IDr-p7mDWPQ]http://www.youtube.com/watch?v=IDr-p7mDWPQ[/video]
im the engee :v:
Double SR Demomen sure is fun :v:
[QUOTE=ThePro1234;43874779]Double SR Demomen sure is fun :v:[/QUOTE]
[thumb]http://www.sourceop.com/hell-met/TF2/mvm/5sco.jpg[/thumb]
:v:
-snip-
[QUOTE=Hell-met;43875974][thumb]http://www.sourceop.com/hell-met/TF2/mvm/5sco.jpg[/thumb]
:v:[/QUOTE]
Curious to know how much that damaged the tank.
it instantly died.
As in from beginning to end without refund, mate :v:
That aside, Medic should have used Canteen Sharing for the 5 Demo then switch to Demo as well :v:
[QUOTE=Hell-met;43873865]post beggar buff :
[video=youtube;IDr-p7mDWPQ]http://www.youtube.com/watch?v=IDr-p7mDWPQ[/video]
im the engee :v:[/QUOTE]
8:50 caught me unprepared
Is it only me, or do the giants now just bounce up constantly if they try walking over you as a result of this "fix" against the body blocking?
[QUOTE=OffTheRoad;43896830]Is it only me, or do the giants now just bounce up constantly if they try walking over you as a result of this "fix" against the body blocking?[/QUOTE]
Seems so, but not totally sure.
Once when our Heavy managed to push Nukealot to stuck on the upper spawn, I managed to "unstuck" him by having him landing on my head, thus sending him flying upward away from the bug spot :v:
just one of many shit fixes that contribute into making the game less enjoyable
did you know the engi push goes through walls?
infact I'm probably going to make a list of bad mvm changes since release
[editline]13th February 2014[/editline]
dumb ranting ahead
[B]- Phlog nerf[/B]
people keep bitching about pyro being roleless (which is not entirely untrue), solution : nerf the weapon that gives him competitive damage
[B]- Huntsman explosive headshots[/B]
they were listed in the upgrades but they never worked. Instead of fixing them up, remove the upgrade and try convincing the playerbase the bow is really good!
[B]- YER nerf[/B]
see my post on page 1
[B]- Disallowing stuns on giants[/B]
3 weapons in the game were able to stun giants : gunslinger, ubersaw and huntsman
now consider this :
gunslinger and huntsman effectively bring the team down and are near unuseable outside of perfect team performance or low difficulty. stunning was a small redeeming aspect
gunslinger and ubersaw could not initiate a stunlock due to how long the taunt times are, this means it only worked once before a robot counter-attack
actually attempting the feat was extremely dangerous in most circumstances due to other robots nearby
the team needs to defend the stunner from spies and other hazards
arguably a legit and clever use of pvp mechanic applied by courageous and manly players :v:
teamwork in my teamfortress lol gross
[B]- Sentrybuster all bugged up and shit[/B]
HUD notification stays on after death
beeping stays after death
randomly dies without triggering a detonation (as amazing as it is it's still wrong)
totally fucked during gate cooldown and 1shots people with caber
still no uber skin
[B]- Engibot push[/B]
Apparently getting built on was a big problem at valve and the testers could not figure out how to kill engineers before they place a teleporter at their feet or maybe sidestep a foot to their right. So not only they decided to add a sphere area that pushes anyone in it as soon as a building is placed down, but it's HUGE to the point where a player is affected even twenty feet away from the trigger. Easy to say this affects combat outcome especially in Manhattan where you just get pushed out of cover into other robots, or scouts and spies get pushed away from money. Total mess.
[B]- Riding[/B]
I remember in cp_yukon in 2009 where an enemy heavy was ubered and as an ambushing soldier I jumped on him while he was busy shooting my team. The displaced terrain stopped him from moving because I was riding him; that's how player colision works with angled terrain.
Little did I know I was actually breaking the game and exploiting the engine! I probably only have a few months left for my VAC ban assuming it happened in 2009.
So they removed this from robots. Because the AI is badly coded and prioritizes weapon noise and entity classes instead of proximity and touch. Melee robots were already immune to riding because hits come from their face (so they hit you on accident)
This was also lazily added for commons aswell, even though they are mostly unrideable.
[B]- Empire nerf[/B]
everyone was really bad, me included. The mission was new and tactics were still in the process of elaboration. Too much whining on SPUD.
[B]- Bigrock spywave meds[/B]
remember the meds latched on giant heavies? They used to charge uber in less than a second. This means if you failed your job, they would spam continuous ubers on the heavy. The game was over!
No, it was not. In the rare event where any competent team failed to kill a med, they could simply use explosions, minigun rage or airblasts to separate them. Did not warrant a nerf.
[B]- Health regen sign[/B]
This is a minor thing but you know the little +s above a person's head when they heal up? They changed it so the size scales with the ammount of healing done, probably for giant blackboxes. However it also affects the mecha bosses with passive regen so now their face is spammed up with ugly massive pluses. Just a bad side effect.
[B]- Spybot HUD[/B]
active spies coupled with support spies in the same wave break the hud notification, as shown in 666. used to work fine.
now remember this is a list of things that were modified since release, not a list of bad mvm design from start. (I could write an essay about it :v:)
I disagree with the huntsman stunlock nerf not being necessary. Yes the huntsman is shit now and it was the only real reason to use it before but the taunt made it incredibly easy to take care of any giants, including bosses.
Of course an easier fix would be just sending in more support that can knock you out of the way but hey, valve thinks in their own way.
The phlog nerf didn't do much, you can still easily melt tanks and bots, you just might need to grab a crit canteen or two to have it go as fast as before on tanks. Still bad but not significant enough.
Everything else though, true.
Also, I might add the fact that the crossbow with increased clip size has the same firing speed as the syringe gun, unless they fixed it lately.
It's nice to kill robots with a 5-arrows volley, but still, this makes the upgrade just awful because I can't distribute the long-range healing on my teammates, because I'll need to reload all that again.
[QUOTE=Omninerd;43902787]Also, I might add the fact that the crossbow with increased clip size has the same firing speed as the syringe gun, unless they fixed it lately.
It's nice to kill robots with a 5-arrows volley, but still, this makes the upgrade just awful because I can't distribute the long-range healing on my teammates, because I'll need to reload all that again.[/QUOTE]
I think they fixed it a while ago.
Anyone have just as much bad luck as me? 16 tours and not even a professional kit.
[QUOTE=redBadger;43905599]Anyone have just as much bad luck as me? 16 tours and not even a professional kit.[/QUOTE]
Best thing I ever got was Professional Wrap Better kit
garbage
[QUOTE=redBadger;43905599]Anyone have just as much bad luck as me? 16 tours and not even a professional kit.[/QUOTE]
4 tours and the best thing I got is the Professional Fists of Steel Fabricator.
Feel free to check my 3 pages of fabulous spec fab kits :v:
Got 2 professional fabricators during my first few tours, one for bazaar and one for hitman's Heatmaker.
And then I went and sold the things in the market without completing them :suicide:
I got my first pro kit finishing my 5th tour, it's for the Solemn Vow :suicide:
[QUOTE=Anderan;43907267]I got my first pro kit finishing my 5th tour, it's for the Solemn Vow :suicide:[/QUOTE]
Trade it to some asshat for a ridiculous amount and watch him main medic and only use the solemn vow for the rest of his life
Until he sells it for 50 buds on outpost
oh also a new bad change : players have a 5-minute votekick immunity upon entering a game
[QUOTE=Hell-met;43910434]oh also a new bad change : players have a 5-minute votekick immunity upon entering a game[/QUOTE]
Wh
why...
So if a guy comes in, tells the pyro to go medic so he can take their place as demo and tried to kick the Scout because he's on his first tour, then says how hes always right because he has more tours, I have to put up with that shit for 5 whole minutes? The fuck
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