Yeah, it makes me cry since I never got a new mouse to practice spy tauntkilling with. Pulling it off usefully was so rewarding too. They also got rid of the scout invincible tauntkilling a couple of updates ago.Iadien said:awww
The proper beta release would be better, no?Twig said:
Sure okay! Java you have your mission!Sciz said:
Now it's just rolled in additional awesome.Twig said:Flare gun was always awesome. :3
All the time. There are times when I can aim perfectly well and juggle people as Soldier, and then there are moments where I am simply hopeless at best.Tisan said:Does anyone else have weird days of terrible aim?
Yeah, but for me those weird days are everyday. Pretty much why I stick to stabbin' people now.Tisan said:Does anyone else have weird days of terrible aim?
I was playing scoot and I swear at one point shot almost two clips and hit this other scoot once FML
But then I nailed this pyro on 2fort battlements with my bat twice, bailed into the water and baseball killed them while in midair so I feel a bit better :>
firex said:Yeah, but for me those weird days are everyday. Pretty much why I stick to stabbin' people now.
apparentlyfirex said:oh, all black people look the same to you?
firex said:I'm just joking. other people think Bunk is Coach but it's actually this guy.
The flare gun tends to snap aim quite a bit.Proven said:After thinking about it some more, I'm a bit more ok about the Pyro changes. The biggest problem he always had was not being a threat at long ranges. Now, with amazing aim (although possibly too amazing considering that it's still a projectile), you are a clear threat at long ranges. Two hit kill most classes and three hit kill a bunch of others, just like the Soldier and Demoman already do.
You still are the most difficult to play on the front line compared to the other three big classes, though.
Team Fortress 2's long-awaited Engineer class update is "coming soon," developer Valve Software has revealed with a teaser trailer.
From the Medic update of April 2008 through to the recent joint 'War' update for the Soldier and Demoman, Valve has delivered new weapons and achievements to all classes bar the industrious engineer, who has evidently been toiling away all this time.
Meanwhile, Valve continues to decorate players for their veterancy, adding a new platinum 'Primeval Warrior' badge for those who have been playing since the beta.
Proven said:After thinking about it some more, I'm a bit more ok about the Pyro changes. The biggest problem he always had was not being a threat at long ranges. Now, with amazing aim (although possibly too amazing considering that it's still a projectile), you are a clear threat at long ranges. Two hit kill most classes and three hit kill a bunch of others, just like the Soldier and Demoman already do.
You still are the most difficult to play on the front line compared to the other three big classes, though.
Kuro Madoushi said:Pfft...not like it can kill you...like that damn lucksman...
Team Fortress 2
Added new community weapons and hats
Updated CP_Gorge
Added nobuilds to the awnings outside BLU's forward spawn to preventing players building up there.
More clip work and model collision work based on community feedback.
Fixed BLU forward spawn door appearing through roof.
Updated PLR_Pipeline
Added new stairwell in Stage 1 and window access to both teamsâ platforms by main choke point to help alleviate stalemates.
Reverted the starting position for the cart in Stage 3 if a team had won the first 2 stages to where you no longer get a big cart-start-position advantage.
Fixed rare cases where stage would break when cart had no nearby capper(s).
Fixed carts not always moving to their starting locations correctly.
Fixed respawn times in Stage 3 not being set to the proper values.
Fixed the map not finishing correctly in Stage 3 if the two teams capture the final point at the same time.
Removed sv_showhitboxes to avoid players confusing it with the method by which we do hit detection (see http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking for info)
Yeah, poor Java will have no reason to timebomb people on gorge anymore. :lolMrPing1000 said:Cool. glad they fixed the gorge issue. I told engies on the server I play on that they are basically exploiting by building up there.
Now if they'd just stop engies building on the roof of gravelpit B and I'll be happy.
perryfarrell said:I can't connect to any server since today's update. It says:
Disconnect: Pure Server. Client has downloaded extra file: [GAME
WTF
They've blocked building on the awnings, not the roof, so red can't build teles to get up there anymore, but blu will still be able to build there.Kuro Madoushi said:Hmm...does that mean even BLU can't build up there after they cap the first point? Might be interesting if they have to jump down to cap and someone can just walk up and sap or snipe that tele entrance.
:3Javaman said:87.68% ./orangebox\tf\models\player\items\pyro\pyro_monocle.mdl