• Major Update Speculation XXX: cp_orange_x3 confirmed!
    5,003 replies, posted
[QUOTE=Fluury;49533724]So, that 4 MB Update?[/QUOTE] According to the TF2 website it never happened.
Engine update to fix some server exploit I believe
[QUOTE=TheDrunkenOne;49533741]Engine update to fix some server exploit I believe[/QUOTE] wickedplayer posted it in the tf2 subreddit :v:
Do not speak of the dead
[QUOTE=TheFishyG;49532580]if there is an update before June, it's gonna be Matchmaking maybe if Iron Gauntlet becomes an official update, but I doubt it[/QUOTE] I think Iron Gauntlet will make it in, I feel like it's pretty much a no brainier. MVM hasn't seen a big update in a long time and Iron Gauntlet would give them a big boost to the amount of MVM content to the game as well as some nice new cosmetics.
[QUOTE=Oizen;49533703]The RR is still op. It really should cost metal. It pretty much gives free heals from saftey to engy.[/QUOTE] Make it so that it only costs metal if it actually hits a target to heal and it'd be balanced, really. The only reason people use the Rescue Ranger in pubs is to hide behind a wall and spam heal bolts at their sentry for free, I almost never see anyone using the warp gimmick aside from myself and a handful of others, despite that part being way more interesting.
Rescue Ranger doesn't cost metal? I didn't even know that. So all the times I was spamming a building hoping he'd run out of metal were pointless...that would have been nice to know. It seems like it should cost metal.
It costs metal to move your sentry away, it doesn't to heal it
I'm glad it doesn't cost metal.
Yeah, RR is stupid powerful, even after the nerf. Maybe lowering the clip size and increasing reload time might be good, but I'm not going to set up a server to test that theory. Panic Attack is fairly good on Fat Scout.
the rescue ranger was nerfed enough, seriously engineers had enough nerfing lately, rescue ranger is something that makes playing engineer tolerable to alot of people and adds alot more depth to the class and its utter garbage as an actual weapon and it makes you die to pretty much everything while hauling buildings. leave it alone.
RR is OP compared to your alternatives [I]if you are playing on defense.[/I] Seriously, there is almost no reason to not use it, especially in comp. play where the Engie will, instead of fighting with his shotgun, just fall back and get backed up by his team. Your job as an engie is to delay the game with your sentry, anything which allows you to increase the chance of survival of your sentry by about 300% is god tier.. On defense atleast.
The Rescue Ranger is okay. If you're doing peanut damage from 1000 feet away it's your fault you can't take it down. That's what ubers and/or close quarters spamming heavies/demos/soldiers are for.
[QUOTE=Drury;49533242]The buff baffled me. [sp]I got buffbaffled ehehehehehe[/sp] The gun is called panic attack. You are supposed to panic, then attack. But if you do that, you aren't going to kill anything. Yes, you load your shells instantly, but what is it good for if out of around 5 billion pellets that you vomit in a nanosecond, three actually hit broad side of a barn? Once they got that mechanic in place, they may have as well renamed the gun to panic tickler.[/QUOTE] I say rename it back to the War Drum and call it a day.
[QUOTE=cha0s;49536656]I say rename it back to the War Drum and call it a day.[/QUOTE] Alternatively, remove the spread increase because it renders the weapon utterly useless for it's main purpose? I don't understand downsides that go directly against the upsides. It should be something to effect of "is very good for something, but useless for something else" not "would be better for this, if it weren't for this" - at that point, it's not good for anything. Panic attack was obviously designed as a sort of equalizer shotgun, where it's useless at high health, but wrecks at low health. Then they also made it not wreck at low health and its useless in every situation, just in different, special ways.
The Panic Attack deals damage faster as you lose health, but also loses range. You have to adjust your playstyle as you lose health because while your potential damage output is increasing, your effective range is decreasing. This makes it a high-risk high-reward weapon, where you can potentially take people out very quickly, but you're putting yourself at a high risk while doing so. The 50% switch speed buff is also really helpful, letting you quickly switch between pistol and shotgun as your range changes. The switch speed also lets you put down minis and get back to your shotgun faster as well. The panic attack definitely could still use a buff, but it's viable in pubs as an aggressive combat engi weapon as-is.
That's what they had in mind, but in practice your damage output decreases with your health. The spread is just too much, and even if you meatshot a dude, most of your pellets miss. It's that bad. When I use it, I just make sure not to be at low health while doing so. It becomes utter garbage at that point no matter how you use it. [url=https://youtu.be/cB_PjTfKiWo?t=190]I mean, just look at this high reward right here.[/url]
[QUOTE=Drury;49536952]That's what they had in mind, but in practice your damage output decreases with your health. The spread is just too much, and even if you meatshot a dude, most of your pellets miss. It's that bad. When I use it, I just make sure not to be at low health while doing so. It becomes utter garbage at that point no matter how you use it. [url=https://youtu.be/cB_PjTfKiWo?t=190]I mean, just look at this high reward right here.[/url][/QUOTE] Uh, you know it got buffed, right? Like, that video is over a year old.
[QUOTE=Mort Stroodle;49536965]Uh, you know it got buffed, right? Like, that video is over a year old.[/QUOTE] They decreased the spread? When?
Panic Attack is better than before, but it's still worse than the Frontier Justice, Pomson and Widowmaker are for offense, worse than the Rescue Ranger and Pomson at defense and worse as a mixed tool than the default shotgun. It still doesn't have a real niche and is akin to the Neon Annihilator where you only use it if you are purposely impeding yourself in order to abuse a gimmick rather than playing normally.
[QUOTE=The Duke;49537067]Panic Attack is better than before, but it's still worse than the Frontier Justice, Pomson and Widowmaker are for offense, worse than the Rescue Ranger and Pomson at defense and worse as a mixed tool than the default shotgun. It still doesn't have a real niche and is akin to the Neon Annihilator where you only use it if you are purposely impeding yourself in order to abuse a gimmick rather than playing normally.[/QUOTE] This, its okay if you like a gimmick weapon, loadout or whatever, but dont pretend its viable when its really not, thats what holds it back from being actually viable. This applies to the rocket jumper too, I really want them to lower the downsides on the troll jumper so I dont see trolldiers as just wasted player slots.
[QUOTE=poptart TF2;49537307]This, its okay if you like a gimmick weapon, loadout or whatever, but dont pretend its viable when its really not, thats what holds it back from being actually viable. This applies to the rocket jumper too, I really want them to lower the downsides on the troll jumper so I dont see trolldiers as just wasted player slots.[/QUOTE] So you want rocket jumper to actually deal damage or...?
[QUOTE=poptart TF2;49537307]This, its okay if you like a gimmick weapon, loadout or whatever, but dont pretend its viable when its really not, thats what holds it back from being actually viable. This applies to the rocket jumper too, I really want them to lower the downsides on the troll jumper so I dont see trolldiers as just wasted player slots.[/QUOTE] The difference is the rocket jumper was never supposed to be a viable weapon. It was for training, nothing more. Side note: the Panic Attack and Rocket Jumper have a decent synergy going, actually. Jump, switch to Panic Attack and load up midair, then fall near someone and unload in them.
But the increased fire rate only kicks in when you're badly damaged, otherwise the PA fires off the 4 loaded rounds as fast as the regular shotty, plus it fires them off in a sequence where you have to track your opponent. Jumping with the Rocket Jumper as you describe, you'd only take a little bit of fall damage after landing, not enough to really increase the fire rate. What makes this combo better than just jumping with the RJ and pulling out the stock Shotgun with 6 shots, same rate of fire and the ability to fire each shot individually?
-snip, late-
Not exactly the same rate of fire. Panic attack's fire rate is slightly faster.
Still wondering how they're going to make hard copies when a lot of the panels repeat with minor alterations.
Better put those hard copies on your Christmas 2017 shopping list...
[QUOTE=The Duke;49537067]Panic Attack is better than before, but it's still worse than the Frontier Justice, Pomson and Widowmaker are for offense, worse than the Rescue Ranger and Pomson at defense and worse as a mixed tool than the default shotgun. It still doesn't have a real niche and is akin to the Neon Annihilator where you only use it if you are purposely impeding yourself in order to abuse a gimmick rather than playing normally.[/QUOTE] You're right, the Panic Attack is still a bad weapon in the game. But it would've been better if Valve just removes the [B]Hold fire to load up to 4 shells[/B] and replace it by shooting like any shotguns. You know just click to shoot instead of click to load up 4 shells? That would've been a decent weapon.
[QUOTE=ImACrocketMan;49538092][URL="https://twitter.com/jaypinkerton/status/624050505136738304"]jay confirms tf comics will be getting hard copies [/URL] [T]http://41.media.tumblr.com/8f47b3a6d2116b49530994b296e1ae5b/tumblr_nsvfamwfJl1uo33hko1_1280.png[/T][/QUOTE] I'm going to buy a first day copy of them all as a gift for my grandchildren, who will likely be born and grown by the time the comic releases.
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