Gully State
Member
I dunno if you can say sniper is the most skill based class as skill is something you can learn. You can't really learn the quick reflexes needed to be a competent sniper.
He never said it was the most skill based.Gully State said:I dunno if you can say sniper is the most skill based class as skill is something you can learn. You can't really learn the quick reflexes needed to be a competent sniper.
I occasionally visit one which has !rtdstrange_booj said:I played this for 5 hours last night and had such a blast. The server had a "diceroll" mod, where you would say "diceroll" and randomly get a benefiting mod or a crippling mod, stuff like; rapid fire, high gravity, no ammo, 1 HP, 20 seconds of invincibiily, you become a giant bomb.
We're just about done with the Scout pack, and our design and coding has already moved on to the next pack. The weapons and achievements are all nailed down, and we just have to finish up the final artwork on them. We like to do the final art as late as possible to ensure that we don't waste any work, which turned out to be a good decision this time around due to the large number of unlockables we tried out as alternatives to the Scattergun. Balancing his replacement weapon has been very tricky due to large threat difference of the Scout between skilled and non-skilled hands. More on that soon.
In the meantime, here's a few answers to some questions we get regularly:
"When's the next update going to be out?"
* We've got an update that should be out tomorrow with a bunch of bug & exploit fixes. Later this week we hope to have another update out that changes the way we store your unlockable items. You shouldn't notice much difference, other than if you play on multiple computers we'll now propagate your item choices. You can think of that update as the one that moves your inventory into the Steam Cloud. Once that's out of the way, we'll be able to ship the Scout pack.
"Why did you change the minigun's muzzle flash away from the original one shown in Meet the Heavy?"
* That muzzle flash was one of the earliest effects that we put in the game and it was done before our new particle system was in place. As we moved forward with the effects we decided that such a cartoony hard-edged look to the effects didn't help the readability of the overall game. If the muzzle flashes and all the effects had well defined edges, they would visually compete with the rest of the TF2 world and the players. So it was decided that the effects should be much softer than the rest of the game so as to not overwhelm an already visually dense game.
"Why should I use Natascha? And doesn't she only do 66% damage, not 75%?"
* You're correct, there was a bug that caused her to lose 0.75 damage off each individual bullet she fired. She spits out so many bullets that a tiny amount like that added up to a significant difference. Tomorrow's update will fix that, and also includes a slight boost to the amount of slowdown she delivers. Our internal playtesters have been finding her much more useful, especially on the large number of Scouts running around with new toys.
"Why is the Sniper such a fake Australian? Aren't several members of the TF2 team Australian?"
* Yes, it's true, the Sniper is a fairly unconvincing Australian. Most of his lines make him sound more English than Australian, and the voice actor is clearly an English actor faking an Australian accent. As for why we didn't fight to make him more authentic, we though it was appropriate that he was about as convincing an Australian as the Demoman is a Scotsman, or the Medic a German.
I really like Valve's way of answering. None of that hi-tech formal talking, but addressing it to the man. I'm sure alot of devs do it but shut up, I just really really like Valve :lolVolcynika said:
Sounds like it's reaaaaal soon.Won said:Wait! Soooo....Scout update next week?
Pretty much.Won said:Wait! Soooo....Scout update next week?
As a testament of how weak the current Natasha really is: a Sasha-equipped Heavy with no Medic tagging along can still win against a Heavy with Natasha and a Medic behind him. Even when the latter Heavy has overhealth and the other does not. That's a huge difference in power.Kulock said:I can't wait for the new Scout toys, and I'm happy they're fixing Natascha, it always seemed like it was a lot weaker than it was supposed to be.
Added percentage to UberCharge HUD panel for the Medic
Added upgrade progress and levels to Engineer HUD panel for all buildings
Added check in CTF HUD to make sure it doesn't point at disabled capture zones when the player is carrying the flag. Allows map authors to have more than one capture zone for each team in the map
Changed AutoTeam to give new players to the attackers on attack/defend maps if the teams are even
Fixed Natascha not getting the proper 75% of damage and slightly increased the strength of Natascha's slowdown
Fixed cloaked spies having a particle-beam effect while standing next to a dispenser that's healing them
firex said:although checking out the blog post, I saw one of the sketches had a scout with a submachinegun. I doubt that's going to be an unlockable, but some kind of rapid fire gun with a scout would be kind of interesting.
I can't either. :lolGully State said:I'm curious, what do you guys think the new natascha? I can't really tell the difference tbh..
Gully State said:Was there recently a nerf to the invisibility of the spy cloak ?
I just recently got the heavy's gloves...it did take awhile.MrPing1000 said:I've never really played the heavy weapons guy, he's not aggressive enough for how I play but in preparation for the scout patch I'm trying to get enough achievements to get natasha. Of course I don't cheat and use achievement servers, 11 so far. It's pretty slow tbh.
Heavy was pretty easy, just play as him and you'll get it. I think it took me 3 hours.MrPing1000 said:I've never really played the heavy weapons guy, he's not aggressive enough for how I play but in preparation for the scout patch I'm trying to get enough achievements to get natasha. Of course I don't cheat and use achievement servers, 11 so far. It's pretty slow tbh.
MNC said:*Fixed cloaked spies having a particle-beam effect while standing next to a dispenser that's healing them
*Spies will be able to recharge their cloaking ability by picking up ammo off of the ground or from health cabinets
Nahh.
Edit: I think I've misread your post, but cloak = 100% invisible to the other team as always.
Odds of that being an aim botter is low. Aimbotter would've head shot the spy cloaked.Gully State said:ok b/c I called out a cheater last night on a server (wasn't 100% sure if I was right). Basically this sniper was just owning the bridge on 2fort (He was sniping from the bottom left of the entrance). Usually I don't bother but he seemed too good (our team had 3 snipers and he was basically headshotting them and pretty much anyone else who dared set foot on the bridge) so I went into spectator and started watching him. Everytime a spy passed by while in full cloak, he would pull out his secondary weapon and back away then when the spy passed him, he would start chasing while the spy was still cloaked. I can't say that he was aimbotting but he definitely could spot invisible spies.
New client features:
- Added view model FOV slider to advanced multiplayer options.
- Added a hide view model option to advanced multiplayer options.
- Added custom crosshair support.
- Added crosshair image, scale, and color settings to the Options->Multiplayer settings tab.
- Moved HUD minimal mode & Disable Spray options into the Advanced Multiplayer settings.
- Added "open_charinfo_direct" command that opens the loadout directly to the class you're currently playing.
- Replaced the "Open Loadout" entry in the options->keys dialog with this new command. Rebind / reset your config to defaults to use it.
New server features:
- Added "tf_damage_disablespread" convar to disable the 25% damage spread on all damage.
- Added class limit support to tournament mode.
- Set the "tf_tournament_classlimit_X" convars to the max number of class X allowed.
- Added "tf_tournament_hide_domination_icons" convar, that allows a tournament mode server to force clients not to display domination icons over their nemeses.
Gameplay changes:
- Modified critical hit calculation. Overall, critical hit chance is now much more recent-performance based.
- Base chance is now 2% (was 5%).
- Bonus range based on damage done changed from 0%-15% to 0%-10%
- Damage range required for bonus changed from 0-1600 to 0-800.
- Reduced random damage spread applied to all player damage from +-25% to +-10%.
- Slight reduction (improvement) of the minigun's spread.
- Increased flare direct hit damage from 20 to 30.
- Rewrote Natascha's slowdown code to be more consistent.
- Sniper rifle now supports Crit Boost state like all other weapons (i.e. Kritzkrieg makes all shots critical hits).
- Stealthed spies are no longer able to pickup the intelligence. They must uncloak first.
- Increased soldier primary ammo count from 16 to 20.
Bugfixes:
- Added UTIL_IsCommandIssuedByServerAdmin() checks to several "physics_" CON_COMMAND scripts to prevent clients issuing the commands.
- Fixed bug in teleporter logic that allowed engineers to build teleporters with HUGE health values.
- Fixed matching teleporter not getting a health buff when the pair is upgraded (only the tele you were hitting got the health buff).
- Fixed Medic ÜberCharge percentage in minimal-HUD mode.
- Protected against an HLTV related server crash.
Note that we are still working on the client timeout and lag issues.
PillowKnight said:Odds of that being an aim botter is low. Aimbotter would've head shot the spy cloaked.
If I'm thinking it correctly, the crit rate actually increased and the damage from crits is reduced.Reduced crit rate...huh, I wonder if that's the demo nerf they were considering.
Friggin finally.- Stealthed spies are no longer able to pickup the intelligence. They must uncloak first.
No way. Spy enjoys being helpful to the team in such a way. Not being able to take the flag really hurts his team play.Friggin finally.
fallengorn said:4 more rockets. Wooo!
Why play any of the classes when you can just play spamoman.Kulock said:I'm having a hell of a time killing anything with rockets anymore. You would think two to the face of a charging Scout would be enough to take him down, and it feels like there's a real difference to the area or severity of the splash damage effect compared to what it used to be. People dance around my explosives like they were nothing. It makes you wonder, why even bother playing as Soldier anymore when it feels like you get 95% of the same benefits, and different ones beyond that, by playing as Demoman instead?
speedpop said:Crit rates were definitely increased from what I can tell.
It's easier to play soldier as you can get the splash and don't have to manage lobbying stickies. If you are up to using demo then by all means use it.Kulock said:I'm having a hell of a time killing anything with rockets anymore. You would think two to the face of a charging Scout would be enough to take him down, and it feels like there's a real difference to the area or severity of the splash damage effect compared to what it used to be. People dance around my explosives like they were nothing. It makes you wonder, why even bother playing as Soldier anymore when it feels like you get 95% of the same benefits, and different ones beyond that, by playing as Demoman instead?
Same here, I almost got atleast 1 crit every 4 rockets! Maybe they lowered the base chance but upped the calculation outcome! :lolBig-E said:I think you are right. In my first game post patch I was playing as a soldier and was getting crits everywhere.