• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
    8,672 replies, posted
I was talking less about lore-friendlyness, and more about other things. Scout's item design isn't that out there. On the other hand, that item makes medic look like he walked out of a (SFM?) porn flick.
It's now 700 days since you could play Asteroid and Cactus Canyon on official servers.
do you actually think that cosmetic is incredibly sexy, it's a chest and not a fucking bulge if you want to talk about incredibly sexual cosmetics, try the level three chin
This isn't right. This is goggleless engineer levels of not right.
The HLDS seems to have changed hosting services, but I'm being met with an error message stating that the account has reached its maximum subscription threshold. Nice.
easy there, you don't want to summon hyper fortress do you.
Valve never tells us anything eh?
For those of you still wanting to subscribe to the list, I was able to just now. The update mailing list is hlds_announce, and you can subscribe to it at the new site, https://list.valvesoftware.com/
they did tho https://files.facepunch.com/forum/upload/260169/8c45bb4a-c669-4347-b7c2-b87e31408813/Screenshot-2018-6-7 Action Required - Valve Software Mailing List Change - nebras30 gmail com - Gmail.png
Well I'll be damned, ask, and sometimes you shall receive.
Back to comp shenanigans. So, been trying to get in a proper match for 2 and a half hours, and: 3 matches with people not joining in and abandoning. 1 match with a hacker on our team, so the guy from the other team just disconnected. Last match I tried for the night, TWO hackers on red wrecking everything on sniper. Our brains disconnected and we did this for the entire round as we couldn't even get out of spawn. A wounderful thing matchmaking is right https://files.facepunch.com/forum/upload/237265/47f8c9be-4890-4a74-9567-c996b3e26c2b/20180607014009_1.jpg
remove the wrangler shield and its fine. keep the laser though, gotta have some marker for mini-sentry jumping.
ooh an unrepairable 100-216 health sentry that is bound by human awareness. with luck it might last long enough for enemies to see the laser for a split second.
one would think that with the lack of a shield the powered down phase and the repair nerfs designed to help curb the wranglers power would be thrown out as well.
A question. Why doesn't a dispenser close by to a Sentry heal it as well as teammates? It seems like such an obvious choice to help solve the "gets downed insanely fast" issue that exists with non-wrangled sentries and a proposed wrangler where the shield doesn't exist. It doesn't have to be as much healing as the actual dispenser per level, maybe half, but aside from just giving the Sentry more health, I can't think of much more that'd actually benefit the Sentry both short- and long-term.
my friend that's the beauty of valve. they just stack more tweaks ontop of previous tweaks rather than starting fresh. also has anyone found a hot hand random drop yet?
I don't think an engineer needs to get any easier. He already has an aimbot that will get kills for him when he's turtling. Not to mention would they heal other teammates buildings as well? That there could make it a nightmare in it's own right to deal with. Kill the engineers, still gotta deal with the dispensers healing and supplying all the other dispensers and sentries. I don't think it should be removed, but it could be reduced to 2x the health instead of 3x. Maybe reduce the penalty on repairing it with the wrench as compensation?
As of Jungle Inferno Valve's been more open to reverting changes and starting from scratch.
I thought people collectively the original balance team wasn't perfect, considering the negative reception over the years to Sandman, Bonk, Natascha, Axtinguisher, the original maps, et cetera. Where do you get the idea that a very mild heal over time when the dispenser is next to the sentry = "easier engineer gameplay"? In what world do you live where Engineers in a giant nest can be killed, but their dispensers remain up? I even said in the bleeding post that it didn't have to be nearly as high a hp/s rate as the base player's rate when healed by a dispenser (which means at most it'd heal from a single rocket direct in about 5 seconds) . Maybe I'm playing in some high-tier-TF2-Play wonderland where every Soldier and Demo is top competitive and Engineers are just bored players who didn't want to be the third Scout, but an Engineer nest is the easiest thing to clear out, and I never once had the thought "Boy, am I glad that Sentry wasn't being healed for a pittance over time, or my 100+dps output wouldn't have been able to keep it down!" Sentries and, by proxy, Engineers, aren't an actual threat anymore. They're only a threat when people are actively giving their lives just to protect the sentry's position, and in those situations, it's purely a numbers game. God help that Engineer if there's a Medic on the enemy team, too, because Ubers will guarantee the nest going down unless the entire 9-12 people on the Engineer's team are actively trying to save him and his gun. I don't see where people are getting these "issues" of Engineer balance changes, like "a tiny heal over time on the Sentry with a trade-off of Dispensers going down as fast as the gun instead of a 3x health shield would still be strong" or "Doing anything to base Engineer is too much even though everybody says without Wrangler he's the weakest class in the game currently". Are you playing the same game I am? The only time I even consider Engineers a threat is when they put their level 3s in an unusual spot that I can't just call out and see it turned into scrap 5 seconds later. That's not even going to mention how long it would take them to put the gun there and get it level 3 in the first place, easily 5 times as long as it took us to locate its position and kill it, as well as the Engineer himself. Engineer himself has too low health, he dies if a Soldier or Demo so much as looks at him angrily, along with his gun. Except for set-up time, Engineers don't have enough time to set up a turret without anticipating 5 minutes into the future where the enemy team will be. The only time I see Engineers as more than an annoyance or free target for Spies/Ubers is in Highlander. Even then, the Engineer was just the catalyst of the hold, I was a lot more worried about the enemy Sniper and Demo than I was a brittle gun with a Texac on life-support behind it.
they tried that it was bad: https://wiki.teamfortress.com/wiki/Repair_Node
you are aware a sentry nest being taken out does not automatically equal" it's over. Engineer is a bad class, abandon ship" - or you simply haven't seen/noticed that solo Engineer doesnt function and that he needs a team to support him and his Nest Engi is made to stall, Sentry nests are not meant to last for 3 hours, the fact that they need to use a Uber to kill it is something good
You are aware that Engineer can still be a flawed class even if he's not the best class in the game, yeah? We've gone over this before. Just because a class can operate without being a complete waste of a playerslot doesn't mean they're well balanced. A good Spy can solo carry any pub. A good Heavy can solo carry any pub. Doesn't mean they're not weak right now. But it's fine to blissfully ignore all the (valid) complaints I guess. If you can't one-shot the Sentry as a Scout, then he must be balanced or even OP.
here's what comes to mind for me the engineer as a class is a supportive type whose damage output sometimes deceives people into believing he's not-- but he's a static, defensive guy with an inherent amount of required downtime or protection for his benefits to come out in full force. the problem is, in pubs, that the sort of team play and support that needs to be there to have an engineer's back simply... isn't there. because his basic design is fundamentally about teamwork, he suffers in the nonsense-a-palooza that is your average tf2 pub game. should we even address this, though? is this just a natural flaw of the game that needs to be resolved through continued efforts to try and shift the basic structure of the game? or should we try to buff the engineer such that, until we can make the basic TF2 experience less of an unmitigable clusterfuck and more of a cohesive team effort, he can still be enjoyable in the inevitable solo-player-vaguely-connected-to-the-other-solo-players wasteland?
Question, why do you find it an issue that sentries go down quickly? They don't take that long to build and you certainly have time to rebuild after each push if the enemy team is unsuccessful. Is it a problem if your sentry dies during a push, given that it eats focus and deals damage before it dies?
We can all do the "lole, just ignore the *valid* arguments" - which are you doing aswell. Engineer is fine for the same reason Spy is "fine" and heavy - since they are specialists which are outstanding at certain situations, but garbo at others. Unless you are being a madman and telling me that Engineer is underpowered in pubs, where I really cant do anything but scratch my head.
There's really no problem if your sentry dies as long as you're still alive, cause you can easily back up a bit behind the line and build a new one with little to no trouble as long as you have a competent enough team that can defend themselves for ~30 seconds to a minute (or even less if there's a large ammo box near you) for you to get a level 2-3 sentry back up and haul it to the front lines
in this specific case I think it's about the wrangler being worthwhile without being overwhelming
but the wrangler is genuinely useful only in a couple of spots in certain maps, like nightfall's stage one where the sightlines allow you to build a sentry that can stay way back and still deal damage outside its range. the shield aspect is precisely there to compensate the fact that is far more vulnerable du toit not being able to detect treats outside its AOE detection and deal with them, that normally would not be able to flank it, at the same time the engineer has time to react accordingly. a shielded sentry will die as fast as a regular one just because what kills a sentry nest is a coordinated attack that actually uses the window caused by its downtime to make a push as others stated above. if you take down any sentry but fail to secure the moment then chances are that you will have to endure it yet again, taking time away from you.
Actually forgot about the primary fire, but they totally reworked the Panic Attack because they didn't like the old version, and the Sydney Sleeper and Axtinguisher are different enough to almost be total reworks.
It isn't though. People (atleast in a competent enviorment) use the Wrangler primarily for the shield. Uber pushes Last in 6s? Just tap the Wrangler and woopsie poopsie, it now has 900 HP, meaning that unless the Ubered target is a demo/heavy you won't be capable to take it down. Focus your entire team on it? Get killed by the rest of the Engie's team. Focus on the team instead of the Sentry? It'll become active again, likely with the engie alive, and fry your team. There is a reason it's banned in 6s. I already explained why its also stupidly powerful in pubs, too. I don't think the shield should be entirely removed, just toned down.
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