speedpop said::lol @ Heavy formation.
I remember defending last stage of Gold Rush and we all went Engineers, got our arses kicked and they were close to capping so everyone went Pyro and pushed them back to their spawn. Good times.
Click on Achievements and you can mark the checkbox to get them to appear.Darkflight said:How are people getting the achievement bars on screen?
Hit "Esc" in game and click Achievements, then select the ones you want to show on your HUD.Darkflight said:How are people getting the achievement bars on screen?
Link?Ikuu said:Update out, was wondering why I couldn't connect to some servers:
Team Fortress 2
Wow, I really haven't played in a while, thought it was a mod, cheers :lolbenjipwns said:Click on Achievements and you can mark the checkbox to get them to appear.
What this means: Demomen who defend by shooting stickies at the ground and retreating (Usually against Scouts or Pyros) will do less damage if the enemy is approx ~6 in game feet (1.5 flamethrower flame lengths) near the Demoman.Ikuu said:Update out, was wondering why I couldn't connect to some servers:
Pipebombs now get a reduced close range damage ramp up (like Rocket Launcher & Syringe Gun)
Ultimately reduces damage done by pipebombs to enemies <512 units from the Demoman
Explain 2?TheOneGuy said:1) It's actually stickybombs, not pipe bombs.
2) As fallout just explained to dumb ol' me, it doesn't mean you do less damage the closer they are. It means the damage increase has been ultimately decreased. The rate at which damage grows is no longer as high as it was before.
It's poor wording on their part (and maybe I'm wrong), but the "ramp up" part would indicate the following. The closer you get to the explosion, the more damage it does to you, which has always been true. However, the rate at which that increases has been decreased. I assume this means that the maximum damage output of the sticky bomb has been decreased, as well.Hazaro said:Explain 2?
In relation to the rocket launcher and syringe gun too please.
Yeah. I give the tf2 forums on steam until the scout update is revealed to figure it out :lolfallout said:It's poor wording on their part (and maybe I'm wrong), but the "ramp up" part would indicate the following. The closer you get to the explosion, the more damage it does to you, which has always been true. However, the rate at which that increases has been decreased. I assume this means that the maximum damage output of the sticky bomb has been decreased, as well.
As for the rocket launcher, the same applies. Syringe gun would be based on how far you are from the target when you fire your gun. Still, that is really strange wording. I don't think I understand how the stickybombs work well enough to be sure about all that.
Interesting, but not what I wanted :[The farther the ball flies before ricocheting offa some chucklehead's skull, the longer he's gonna be stunned. And guys who think they're tough because they're invulnerable? It works on them too. Now the bad news: You can't double jump when you're carrying this little beauty.
Double Jump is the Scout's soul.MNC said:Wow... At first read, it sounds kind of overpowered.
Stunning ubercharged people? Only downside is no double jump? WOW.
lololfallout said:The internet categorizes TF2 weapon updates as one of the following two:
1. Entirely useless.
2. Horribly overpowered.
And the bat is both! :lolTheOneGuy said:lolol
So right.
As soon as the update hits, every game is going to start off like it's spring training.PillowKnight said:Scout update : http://www.teamfortress.com/scoutupdate/sandman.htm
A bat that stuns people. Meh, already hate it.
I do expect it actually... IIRC they mentioned something about a new mode a while ago.speedpop said:A new mode would be awesome, but I'm not expecting it.
Kulock said:There's going to be some Medic rage as every time they charge in there, some Scout knocks their uber-target stunned and useless. :lol I never expected them to take out the double-jump for something like this, though. That's a tremendous limit on the Scout.
Presumably this will work on disguised spies, so it makes for a pretty obvious spy check too, unless it can affect friendlies. Which it then becomes a griefing tool.
Ya, kinda like how a pyro will knock them off of bridges, or juggle them in the air to be pushed 100yds away by the sentries.Kulock said:There's going to be some Medic rage as every time they charge in there, some Scout knocks their uber-target stunned and useless. :lol I never expected them to take out the double-jump for something like this, though. That's a tremendous limit on the Scout.
Presumably this will work on disguised spies, so it makes for a pretty obvious spy check too, unless it can affect friendlies. Which it then becomes a griefing tool.
Can someone quote the text? Work is blocking the blog.Volcynika said:
Cheeto said:Ya, kinda like how a pyro will knock them off of bridges,
Cheeto said:or juggle them in the air to be pushed 100yds away by the sentries.
Cheeto said:Update sounds fine so far...sounds like its only one of the new weapons right? Are they going to be releasing details little by little during the week?
Cheeto said:Can someone quote the text? Work is blocking the blog.
The news you've all been waiting for: The Scout Update!
Also, we released an update yesterday with a change that needs some clarification. The update notes said this:
* Sticky bombs now get a reduced close range damage ramp up (like Rocket Launcher & Syringe Gun)
From the response we got, there's some confusion around this, so we thought it'd be good to do a post that explained what's going on here.
In TF2, almost all damage done to players is modified based on the distance from the player to the enemy who did the damage. There are several reasons why this is done, but the general purpose of it is that it makes close combat resolve faster than long range combat, giving approaching players more time to make tactical decisions (like whether to engage or retreat). The ramp centers around the 512 units (roughly 40 feet) range, and linearly remaps damage done from 150% at 0 units down to 50% at >1024 units. So if you're fighting someone closer than 512 units, you're doing extra damage.
Sticky bombs have an additional complexity on top of this: they use the distance modification for the first 5 seconds of their life, and then turn it off. This is because it's generally a dual purpose weapon: used offensively like a rocket launcher, and defensively to create traps. The 5 second rule essentially means distance matters in the offensive mode, but not at all in the defensive. So if you're a trap laying Demoman, you don't need to get near the stickies when you set them off.
So, yesterdays update reduced the amount of bonus damage that the stickies earned at close range during that first 5 seconds of their life. Their old distance-based damage ramp range was 150% -> 50% variance around the base 120 damage, and the update reduced that to 115% -> 50%. Here's a handy graph with the details, and it shows how the remap only affects damage closer than 512 units.
Why did we do this? We didn't think that the Demoman was overpowered at medium & long ranges, where the charge up time provides an existing penalty. If we did a straight damage reduction across the board, we would affect that. In addition, by weakening the Demoman specifically at short range, we've created a weakness that enemies can take advantage of in combat, and makes the Demoman wary of specific enemy classes (like the Scout and Pyro).
I believe it does.Javaman said:Has it been confirmed that the bat will paralyze ubered people? On a side not does Natsha slow down the movement of ubered players?
Ya, but now its better to use your regular grenades rather than just shoot stickies at the ground.Iadien said:"by weakening the Demoman specifically at short range, we've created a weakness that enemies can take advantage of in combat, and makes the Demoman wary of specific enemy classes (like the Scout and Pyro)." I've always been wary of close range scouts and pyros. This change hasn't affected my play style at all.
There are people that do that? :lolCheeto said:Ya, but now its better to use your regular grenades rather than just shoot stickies at the ground.
Hell yea, most demo players would rather shoot stickies at the ground to kill a rushing pyro then chance a miss with the skill weapon.speedpop said:There are people that do that? :lol
speedpop said:There are people that do that? :lol
Sniper can be too good, but it's really up to the map. A great sniper can be just as dangerous as a great [any other class]...but some maps make it too easy to snipe, that's the problem.Kulock said:Yes. Yes there are. And most of the time the demo would survive it while gibbing the class rushing them.
I had thought in recent days that stickies needed a sort of prime time to get to full damage, but apparently the game already includes it with a distance modifier (shutting it off after 5 seconds), so this is probably a good step.
Do people feel there are any other classes that still need a little polishing? I'm starting to feel like there needs to be an added complexity to sniping, too many career snipers have a frightening level of control over an entire opposing team now. I hate playing on maps like Turbine because of it.