• Team Fortress 2 Update Released
    86 replies, posted
[img]http://cloud.steampowered.com/ugc/542900342880560100/CEEE978C5F958D6E5BE33007575F5C99206FBAC8/[/img] [editline]20th July 2011[/editline] News from the front. [img]http://cloud.steampowered.com/ugc/542900342880561290/9D7654821E0F530F4DAFA3759C96FFECAB69B76E/[/img]
[QUOTE=CabooseRvB;31240499][img]http://cloud.steampowered.com/ugc/542900342880560100/CEEE978C5F958D6E5BE33007575F5C99206FBAC8/[/img] [editline]20th July 2011[/editline] News from the front. [img]http://cloud.steampowered.com/ugc/542900342880561290/9D7654821E0F530F4DAFA3759C96FFECAB69B76E/[/img][/QUOTE]This update is god dam chaos and I fucking love it
[QUOTE=LoLWaT?;31240592]How does a disintegrator ray fit into Team Fortress 2's universe and style again? (Not like it really matters to me though. I don't play Team Fortress 2 anymore)[/QUOTE] Have you even played koth_nucleus? The style might be a little different from the regular stuff but it's TF2SCIFI enough
plus the medic shoots a fucking health beam
[img]http://cloud.steampowered.com/ugc/542900342880562212/1DA2552CFE85627AB6B402FE8B22DD1CCE5C13BE/[/img] [img]http://cloud.steampowered.com/ugc/542900342880563512/CEEBF4499353682FB587119B2B440057DA967ABF/[/img] [img]http://cloud.steampowered.com/ugc/542900342880563159/4BE78F917D05878068AFACCC9DE061E0187A8F4E/[/img] Fucking light show here. I love it.
I love how people complain about them reusing completely find anims for the death effect but completely ignore the fucking awesome gun particles and explosions.
[QUOTE=Meatpuppet;31240824]I love how people complain about them reusing completely find anims for the death effect but completely ignore the fucking awesome gun particles and explosions.[/QUOTE] Its not that we're ignoring the "awesome" particles and explosions its that 1) Explosions don't really make a game good this isn't a Michael Bay film and 2) Valve is basically turning "Team Fortress 2" Into Combat Arms with hats and a cartoony art style
[QUOTE=DJWulf;31241059]Its not that we're ignoring the "awesome" particles and explosions its that 1) Explosions don't really make a game good this isn't a Michael Bay film and 2) Valve is basically turning "Team Fortress 2" Into Combat Arms with hats and a cartoony art style[/QUOTE] Clearly you haven't seen TFC, that game was a blast. No pun intended. TF2 is a cartoon dude and it's no where as shitty as CA.
[QUOTE=CabooseRvB;31241091]TF2 is a cartoon dude and it's no where as shitty as CA.[/QUOTE] It's getting there.
TF2 is fun
Holy frak! This is quite an unbalancing update.
You know, there could be more coming for the other classes. That Dr. Grordborts site has a ton of other weapons, and Valve added an entire section to the store instead of just adding the items like normal.
I was playing on uphill earlier and the gates managed to stay closed after people were spamming the mangler through the gate.
The new weapons are so gloriously OP
Doesn't seem that overpowering, and sentries are fucking hard to take out solo, so it has its place.
Sure, but even with only one teammate they become easier to destroy than before.
Now we're gonna have servers full of soldiers for a day or two. Played one just then.
Holy shit I love the beam effects, they're just so damn glorious. But yeah they're kinda OP, maybe remove the ability to set people on fire and disable sentries, sentries are still easy to take down, all it takes is one demoman, like it always did.
[QUOTE=Electrocuter;31243026]Holy shit I love the beam effects, they're just so damn glorious. But yeah they're kinda OP, maybe remove the ability to set people on fire and disable sentries, sentries are still easy to take down, all it takes is one demoman, like it always did.[/QUOTE] Yeah, but the guns themselves pretty much cannot destroy a building. It takes the effort of another class, like a soldier with a rocket launcher, a pyro, a heavy, or a demoman. You alone can't take it out. When you actually use the gun, you realize that its not really overpowered at all. [editline]21st July 2011[/editline] [QUOTE=Electrocuter;31243026]Holy shit I love the beam effects, they're just so damn glorious. But yeah they're kinda OP, maybe remove the ability to set people on fire and disable sentries, sentries are still easy to take down, all it takes is one demoman, like it always did.[/QUOTE] Yeah, but the guns themselves pretty much cannot destroy a building. It takes the effort of another class, like a soldier with a rocket launcher, a pyro, a heavy, or a demoman. You alone can't take it out. When you actually use the gun, you realize that its not really overpowered at all. The projectiles are slower, the charge time is long, slows you down considerably, and uses the entire clip. The Bison has very slow projectiles, and they only do 12 damage per hit. If an enemy is running backwards, it can occasionally hit them two or three times because of the piercing, but that's it. And you only get four shots with it before you have to reload.
[QUOTE=Doctor Zedacon;31243153]Yeah, but the guns themselves pretty much cannot destroy a building. It takes the effort of another class, like a soldier with a rocket launcher, a pyro, a heavy, or a demoman. You alone can't take it out. When you actually use the gun, you realize that its not really overpowered at all. [editline]21st July 2011[/editline] Yeah, but the guns themselves pretty much cannot destroy a building. It takes the effort of another class, like a soldier with a rocket launcher, a pyro, a heavy, or a demoman. You alone can't take it out. When you actually use the gun, you realize that its not really overpowered at all. The projectiles are slower, the charge time is long, slows you down considerably, and uses the entire clip. The Bison has very slow projectiles, and they only do 12 damage per hit. If an enemy is running backwards, it can occasionally hit them two or three times because of the piercing, but that's it. And you only get four shots with it before you have to reload.[/QUOTE] 4 shots to take out a mini-sentry with the mangler is silly but makes the weapon have a disadvantage, and people are having lots of fun with them. Even if they do have around 24 deaths and 7 kills.
What I'd like is a Tesla Gun for the Engineer. Replaces the shotgun, does a short range burst of electricity that slows down enemies, and stuns enemies for a moment if they are, say, below 25% health. Give it two or three shots, and let it hit multiple enemies in the burst. But it would be a very short burst, and about as much damage as a normal shotgun blast at best. That actually really fits the Engineer's style. Keeps him as a support class, but gives him more versatility. [editline]21st July 2011[/editline] [QUOTE=Zet;31243226]4 shots to take out a mini-sentry with the mangler is silly but makes the weapon have a disadvantage, and people are having lots of fun with them. Even if they do have around 24 deaths and 7 kills.[/QUOTE] I heard earlier that one of the weapons, don't remember which, takes roughly 30 shots to take out a Level 3 sentry. Haven't tried for myself but that sounds about right from experience. I call that a pretty big disadvantage though, considering one of the main roles of a soldier is sentry removal. So they can still disable them temporarily, but it'll come back up quickly. It makes a soldier more reliant on his team, while still giving them good benefits.
For those disagreeing with my post, let me point out for you that: - the Pyro can rocketjump with the Detonator or by airblasting a rocket in front of his feet - the Soldier, Scout, Heavy and Demoman can heal themselves and/or others - the Engineer can snipe with his sentry gun using the Wrangler - the Sniper can headshot a Scout running in front of him by using the Huntsman - the Soldier and Heavy can run faster with the Equalizer or the Gloves of running urgently - the Demoman can cap as fast as the Scout by using the pain train - the Medic can have the Spy's ability to see the enemy's health with The Solemn Vow - the Spy can deal headshots with the Ambassador - and now the Soldier can sap sentries If that doesn't differ heavily from the classes original design then I don't know what would.
Pyro can't rocketjump with detonator FYI. It was only in beta.
[QUOTE=Blackbird88;31246700]Pyro can't rocketjump with detonator FYI. It was only in beta.[/QUOTE] Actually, he can still get about double his normal jump height, which is more than enough to reach a lot of otherwise inaccessible areas.
[QUOTE=DasMatze;31246616]For those disagreeing with my post, let me point out for you that: - the Pyro can rocketjump with the Detonator or by airblasting a rocket in front of his feet - the Soldier, Scout, Heavy and Demoman can heal themselves and/or others - the Engineer can snipe with his sentry gun using the Wrangler - the Sniper can headshot a Scout running in front of him by using the Huntsman - the Soldier and Heavy can run faster with the Equalizer or the Gloves of running urgently - the Demoman can cap as fast as the Scout by using the pain train - the Medic can have the Spy's ability to see the enemy's health with The Solemn Vow - the Spy can deal headshots with the Ambassador - and now the Soldier can sap sentries If that doesn't differ heavily from the classes original design then I don't know what would.[/QUOTE] Certainly some of these differ from the original design, but many things on your list are at least a bit exaggerated. Pyro can't rocketjump very much anymore I see the huntsman as a medium-range sniper rifle, it simple shifts the effective range of the sniper rifle closer to the user. It certainly doesn't allow a Sniper to easily headshot a scout right in front of them. The Soldier already had increased mobility at the cost of health: rocketjumping. The Spy focuses on quick elimination of a few priority targets; the Ambassador is just an extension. And the Soldier was already focused on Sentry destruction, it could be argued that this is actually a nerf to their destruction abilities.
As if the soldier wasn't OP enough
I wish the shots were a bit louder, I barely hear them in the middle of the fight.
[QUOTE=xeonmuffin;31248545]As if the soldier wasn't OP enough[/QUOTE] Yep, and now its not any worse.
Welcome to Soldier Fortress 2. [img]http://i.imgur.com/zDwXn.gif[/img]
[QUOTE=Doctor Zedacon;31246965]Actually, he can still get about double his normal jump height, which is more than enough to reach a lot of otherwise inaccessible areas.[/QUOTE] Not without losing half of his health, the detonator does increased self-damage.
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