TF2's Classless Udpate: Hats & Maps

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deject
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Post by deject »

I wonder if the Kritzkrieg counts for this and if you can still stun someone getting it.
Sol
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Post by Sol »

spoodie
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Post by spoodie »

Took a moment to work out what the second spy hat was. :lol:
Baliame
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Post by Baliame »

deject wrote:I wonder if the Kritzkrieg counts for this and if you can still stun someone getting it.
No and yes.
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Post by Gunslinger42 »

Not being able to stun ubers is pretty lame, and from what I understand it was only removed because "competitive" players were unhappy about the enemy team being able to counter a pair of friendly invulnerable players. A counter to invulnerable players, that's unbalanced! Pff. I don't think the other scout changes are very good either.

Also fail at the engineers being able to remotely repair teleporter entrances. I was a tele-entrance eating fiend. Sneak into spawn area, sap entrances, kill engineers when they come to build more... I suppose I can still do that, I'll just have to keep sapping the entrances over and over while they bash the exit to repair it.
deject
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Post by deject »

Sorry, but engineers are already the least useful class against a team with any organization at all. Keeping a sentry gun that took you a minute to build alive is nigh on impossible. It was a trivial matter for spies and scouts to pretty much make engineers useless on offense, which I think is pretty lame.
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Post by Baliame »

Gunslinger42 wrote:from what I understand it was only removed because "competitive" players were unhappy about the enemy team being able to counter a pair of friendly invulnerable players
Nnnnope. It wasn't competitive players, since the sandman is already disabled in league games, it was the general community of whiny fuckers.
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Post by Gunslinger42 »

Baliame wrote:
Nnnnope. It wasn't competitive players, since the sandman is already disabled in league games, it was the general community of whiny fuckers.
But wasn't it disabled in league games because they were 'whiny fuckers' too? :lol:

Being able to stun ubers was quite useful and fun, oh well. More than likely the sandman will become one of those things I never use now, considering the -30 health thing too
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Post by Baliame »

Possibly.

And yeah, I just noticed the -30 health thing, sorry, it's one thing that I can't double jump, but stun's not worth THAT much.
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Post by deject »

You can double jump with the Sandman now.
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Post by buzzmong »

Yes, but losing 25 hp and getting the double jump back, but losing really the only places the sandman was useful isn't really a fair tradeoff.
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Post by FatherJack »

I had moderate success popping out of cover and stunning allowing my teammates to advance, but the double jump doesn't really fit with that strategy, as it's for getting you to places your teammates typically aren't.
Baliame
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Post by Baliame »

Well King of the Hill has an excellent bug in it involving an awful lot of "overtime". I'll let you find it out.
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Post by Sol »

OVERTIMEOvertime OVERTIME Overtime OVERTIME Overtime
Gunslinger42
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Post by Gunslinger42 »

King of the <b>OVERTIME</b> is a very fun mode, and it has me playing maps (or slightly different versions of maps) that I usually don't play since I'm not a fan of arena mode
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Post by deject »

small update:

Code: Select all

Team Fortress 2


Fixed "r_rootlod" being marked as a cheat, which prevented it from being changed and caused a significant performance loss for some GPUs

Changed "The Big Hurt" Scout achievement to be "Stun 2 Medics that are ready to deploy an UberCharge."

Fixed Announcer overtime bug on KOTH servers using mp_timelimit

Due to many requests, added server ConVar "tf_overtime_nag". When set to 1, it keeps the broken announcer behavior

Fixed tournament stopwatch not displaying the time in the HUD

Fixed a bug with cloak meter regen and drain rates

Fixed Spies not being able to go invis while reloading

Fixed pipebombs sticking to saw blades

Fixed weapons not being hidden properly during loser state anims

Fixed a case where radius damage didn't reduce damage to self

Fixes Demomen taking too much damage from their pipebombs

Fixed a case where items would never show up in the backpack, even though they were available to equip

Fixed a case where items weren't being validated properly in class loadout slots


Community requests

Removed centerprint texts for TF_FLAGTYPE_ATTACK_DEFEND CTF game mode

Changed TF_FLAGTYPE_ATTACK_DEFEND capture reward from 30 kills to 1 capture
Baliame
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Post by Baliame »

deject wrote:

Code: Select all

Fixed Announcer overtime bug on KOTH servers using mp_timelimit

Due to many requests, added server ConVar "tf_overtime_nag". When set to 1, it keeps the broken announcer behavior
Noooooooooooooooooooooooooo and :lol:.

Also:

Image
buzzmong
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Post by buzzmong »

Hah, that sandman change has made it utterly useless.

You now have 95hp on a scout with it equipped, even looking at an enemy will result in your death and gibbing.
Stunning might be rather powerful, even pistol can off a scout at any distance without reloading means you can't actually use the sandman now, let alone against anyone using a weapon that does damage like a demoman or soldier who do more damage in a well aimed hit than your total health :(

They also did a sneaky change to the firing mechanism, instead of left mouse to use the stun ball like it was and then hit normally until it's reloaded, left now is a normal melee attack and right is use the stun ball. Nice a sneaky that one, cost me a couple of lives before I twigged.
Baliame
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Post by Baliame »

I actually found the new Sandman quite useful. Fundamentally, scout is designed to avoid enemy fire, and I've noticed little difference between 125 health and 95 health. The same heavy is going to kill me both ways, the same pyro will either burn me to death or I'll escape with afterburns both ways (afterburn is by the way 60 health, which means the pyro needs to be right in my face to kill me, otherwise I'll get away), sniper bodyshots kill a scout anyway, ambassador headshots do the same, you never have a chance against sentries anyway, rocket/pipebomb direct hits will kill you both ways, indirectly, now that makes the only difference.

Anyway, with the doublejump back, the sandman scout is maneuverable without a FAN, and fuck me sideways if you're going to take down a heavy (any good, I'm not talking about those idiots who only go heavy because he has a minigun and a lot of health, the TF equivalent of keyboard-turning tanks of WoW) without stun all alone. It's all situational now, on a KOTH, PLR or Well-type CP map, you don't need the stun, it's a fast paced warfare on a small isolated area, which means you're going to meet your enemy pretty much close up (even on viaduct, people don't tend to care about scouts going behind their lines), and a few scattergun shots will kill them. On attack/defense maps (dustbowl-types, payload), a well placed Sandman will break a siege or a main defense pillar (for example, if there's only one good heavy/medic pair a team relies on, taking out either of them from a long range (=long stun) will pretty much mess it up for them), while you can still jump around like a faggot and use hit-and-run tactics to take down loners. Stunning IS a very powerful weapon, no wonder they weren't allowed in leagues, taking away double-jump was not really an issue since FAN was around; the new penalty on it is more than justified, if you can use it well.

TL;DR new sandman is better than old sandman. (except for the can't stun über part)

/my 3.83656244 Hungarian Forints.
buzzmong
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Post by buzzmong »

I really do disagree, and fyi, Valve changed it in Feb so that the 125hp classes could not be one shotted by anyone but a sniper/backstab spy (or crits), the change goes against it.

Personally, I think the -30 hp is wrong alongside the removal of the uber stunning. Either or would be fine, low health but uber stunning, or normal health but no uber stunning.
Then again, I thought it was perfectly fine without double jump and being able to stun ubers before, although I can see how reducing the damage blocked by stunned enemies to 25% rather than 50% would have made it overpowered alongside the reduction in the minimal stunning range.

I find the damage change odd as well really, as when it first came out stunned enemies took 50% more damage and was responsible for it being banned from the leagues as it was far too overpowered then, so they made it do the opposite to reduce the guaranteed kill factor, only to improve it's damage this update. Hmm.
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