Team Fortress 2 receiving large balance update (and new maps) in upcoming patch.

Pyro's may have to remember to use airblast on Demoknights. Certain ones may even (gasp) have to rely on something other than Degreaser insta-kills.

Yeah, but airblasting them isn't much use anymore cos you can't then switch to flare gun and hit them for meaningful damage. Basically your only way of dealing with a targe Demo is 1) have a shotgun or 2) airblast their charge and then hope you can just W+M1 them before they kill you.
 
Ended up playing for a few hours, still got it! Ended up in the top 3 in most rounds I played. The new maps are great too, only got to play them for a bit but from what I played they're dangerously balanced (hopefully not 2fort levels) and lots of fun. The server I ended up playing, people gave out so many vouchers for Summer crates I ended up with about 7-8 in the end. I also got a Salvaged Mann co. crate that's apparently worth a few keys, had no idea. I can't really notice the differences in balance since it's been so long since I last played but it seemed reasonable. Maybe I'll buy a key for one of these crates, I want that Gaben hair pretty bad.
 
Oh man I just went one on one with a Targe demoman as Pyro.

Ain't no way out of that alive anymore.
You can always try airblasting them and retreating. Pretty much every combat class but Pyro destroys a Targe Demoman in direct combat.

Also, if there are any rails or edges, try airblasting them over; it gets rid of the problem entirely because they now have to deal with getting back up (Or they're just dead).

I like using the Shotgun anyway.
 
Yeah, it's like they forgot you need to be low HP for it to be useful.

The problem was everyone used it, that's the whole point of this balance update.

Make the useless weapons less useless.

you know what's better than healing quickly? having overheal for the team to move forward and push.

King of the Hill is far too chaotic on certain maps for overheal to matter. When you have 10 people jumping around a single point a quick heal is much preferred. Like I said though I still used the default medi more than 9 times out of 10.

I might actually exclusively use the Quick-Fix now that it has a 50% overheal, seems pretty op.
 
I would have rather the Escape Plan got a no crits attribute rather than making you even more vulnerable while at low health.
 
This has actually been doable with -dxlevel 80.
Sorta, DX8 removes the phong but takes away a lot more with it as well. This lets you use all the bells and whistles of DX9 while just taking away the phong lighting on characters and buildings. My screenshot was a bad representation anyway, here's a better look:
95887c.jpg

Hey hey

look at that
I'll have to be hopeful for another update for the Shortest Straw. :(
 
Nerf the pomson.

That weapon is fucking bullshit. It's a shotgun with long range damage and long range crits.

U mad. Pomson rules. Engineer best class.

In other news, glad to see they've fixed some of the broken maps. Badwater Basin was bullshit before, hope it's been patched well.
 
Glad we're getting some maps for once. I'm definitely going to boot up to try them out.

Changes seem generally good, I've never cared for the Dead Ringer and I felt the complete set perks favour those overly invested (financially or otherwise) in the game so I'm happy with that change.

Feels weird being interested in TF2 after all these years.
 
I haven't really touched the game since the original spy nerf ie the new backstab animation and increased decloak sound.

Gonna have to give up my old spy ways if I want to play this again, apparently.
 
The balance changes are crazy! Heres my thoughts after a couple of hours:

-Shoudnt have debuffed the escape plan. You needed to have low health to use it, and you already couldnt be heald while using it

-Adding that 4th rocket to the Liberty Launcher and decreasing its damage is a game changer to me. I dont feel like the damage debuff makes it harder to kill people. That one extra rocket makes a big difference to me

-The powerjack is really cool. Im digging the 10% increase in speed, and Im finally using a melee weapon that isnt the axetingusher

- I dont play spy, but I am so so so happy that the dead ringer got nerfered the way it did

-While the winger got buffed, I dont feel like Im noticing the increase in jump height. Im glade they buffed it anyways, it needed it

-Allowing the quick fix to overheal now is really big to me. I still dont know if I would take healing people really quickly over a regular uber though. But the overheal buff on the quick fix is at least making me consider the way I play

- Im happy with what they did to the Cow Mangler 5000. I would much rather have a reduced clip (because you still have four rockets in this case) and a damage buff. Im also liking how they removed the slow reload and made the "rockets" more visible

-I am really bummed that they didnt debuff mini sentries. I think they are way to powerful
 
I was hoping it would include the SORRY-ENGINEER-THAT-WE-KEEP-FORGETTING-YOU-IN-UPDATES-WITH-NOTHING-USEFUL-EXPECT-THE-ODD-SHITTY-HAT bundle pack. Seriously for the character that is supposed to build stuff, the updates have been atrocious.
 
More frames I can understand, but the phong is sampled from the map's ambient lighting. Makes the models feel like they're more grounded.
Aesthetic preference. The flatter shading on the stylized character models looks nice, though not sure which I prefer myself yet. But I think it looks neat.
 
A quick update to fix bugs introduced with the big update. :P

General:
- Fixed Quick-Fix infinite heal exploit
- Fixed missing Cow Mangler 5000 particles when running in DirectX8
- Fixed Disco Beat Down unusual effect showing through walls
- Fixed incorrect projectile speed attributes being applied to giants in Mann vs. Machine
- When disguised as a teammate, the Dead Ringer will drop the body of the player the Spy is disguised as
- Fixed a bug where arrows and bolts would hit friendly players
- Fixed a bug where Strange parts and filters could not be removed from Strange weapons
- Fixed the "Show Entire Backpack" option in the crafting panel not preserving empty backpack slots and forcing items to stack

Maps:
- Fixed an areaportal improperly rendering in pl_goldrush
- Fixed players getting out of map in cp_standin
- Fixed players hiding in vents in cp_standin
- Adjusted HDR lighting in cp_process

That infinite Quick-Fix healing was pretty crazy.
 
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