Update for August 13

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Re: Update for August 13

Post by Supreveio » Mon Aug 17, 2009 7:21 pm

[quote="ShadyIMG";p="189672"][quote="Super Steveio";p="189661"]There's been a lot of arguing over whether the whole Sapper/Teleporter thing was a Spy buff/Engie nerf or Engie buff/Spy nerf. But here is the real deal.


It was a Spy Buff.[/quote]

After watching that, I may want to try it, but now this news is made public I may never get to. =([/quote]

Engineers will have to repair their teleporters some time...
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Post by ShadyIMG » Mon Aug 17, 2009 7:38 pm

I'm not sure, but it might be considered spawn camping as well when killing others while attempting this stuff. ^^;
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Re: Update for August 13

Post by Cheesy89 » Mon Aug 17, 2009 7:58 pm

Yay the rocket jumping and rocket damage bug are fixed :D .
Last edited by Cheesy89 on Mon Aug 17, 2009 9:00 pm, edited 1 time in total.
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Post by unsmart » Mon Aug 17, 2009 8:29 pm

[quote="Super Steveio";p="189661"]
There's been a lot of arguing over whether the whole Sapper/Teleporter thing was a Spy buff/Engie nerf or Engie buff/Spy nerf. But here is the real deal.


It was a Spy Buff.
[/quote]Why did they have to make a video of that? Ruining my fun...
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Re: Update for August 13

Post by Dirty Dan » Mon Aug 17, 2009 9:01 pm

Phew, the rocket jump nerfing was making me lose it.
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Post by The Spanish Inquisition » Tue Aug 18, 2009 8:03 am

Alot of those kills just seemed like telefrags because the engie was repairing over the tele.
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Re: Update for August 13

Post by Clay Pigeon » Tue Aug 18, 2009 8:24 am

smart engies crouch far enough away to not get telefragged, and then they wrench the heck out of the spy that comes through.
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Re: Update for August 13

Post by Stevo » Tue Aug 18, 2009 10:35 am

I've always been very cautious around teleporter exits since they gave spies the ability to use them.

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Re: Update for August 13

Post by MMX » Tue Aug 18, 2009 12:41 pm

I'd really recommend now to not build the teleporter exit next to your dispenser or sentry. Better place it somewhere else best most far away but still useful for your team.

Also you don't have a chance if a spy sappes your entrance and resapps it over and over and you are trying to remove the sappers form the exit point.
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Re: Update for August 13

Post by Dirty Dan » Tue Aug 18, 2009 4:08 pm

[quote="MMX";p="189775"]I'd really recommend now to not build the teleporter exit next to your dispenser or sentry. Better place it somewhere else best most far away but still useful for your team.

Also you don't have a chance if a spy sappes your entrance and resapps it over and over and you are trying to remove the sappers form the exit point.[/quote]

Well the only real disadvantage to that is if you go back to spawn to rebuild, you can't teleport back to your stuff, right? I guess that's significant though. I don't know, I rarely play engie. I'm not great at it. Well at least in my mind I don't play it, my performance report says I play it like 4th or 5th most I think, which I dont understand.
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Re: Update for August 13

Post by NoahTheBoa » Tue Aug 18, 2009 4:10 pm

[quote="Dirty Dan";p="189806"][quote="MMX";p="189775"]I'd really recommend now to not build the teleporter exit next to your dispenser or sentry. Better place it somewhere else best most far away but still useful for your team.

Also you don't have a chance if a spy sappes your entrance and resapps it over and over and you are trying to remove the sappers form the exit point.[/quote]

Well the only real disadvantage to that is if you go back to spawn to rebuild, you can't teleport back to your stuff, right? I guess that's significant though. I don't know, I rarely play engie. I'm not great at it. Well at least in my mind I don't play it, my performance report says I play it like 4th or 5th most I think, which I dont understand.[/quote]
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Re: Update for August 13

Post by TheCarpe » Wed Aug 19, 2009 10:43 am

[quote="NoahTheBoa";p="189809"][quote="Dirty Dan";p="189806"][quote="MMX";p="189775"]I'd really recommend now to not build the teleporter exit next to your dispenser or sentry. Better place it somewhere else best most far away but still useful for your team.

Also you don't have a chance if a spy sappes your entrance and resapps it over and over and you are trying to remove the sappers form the exit point.[/quote]

Well the only real disadvantage to that is if you go back to spawn to rebuild, you can't teleport back to your stuff, right? I guess that's significant though. I don't know, I rarely play engie. I'm not great at it. Well at least in my mind I don't play it, my performance report says I play it like 4th or 5th most I think, which I dont understand.[/quote]
Engie's my least played class, but I have the highest scoring round with engie...[/quote]

Engineer is, I think, 6th most played for me, but his max points bar dwarfs the other classes for the night I got 168 teleports in one life :P
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Post by mr_s » Wed Aug 19, 2009 6:43 pm

lol. i reset all mine.

last night on turbine i kept building things as engy in the middle and managed to get 30 points....

i was like wtf?

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Post by black_and_blue » Wed Aug 19, 2009 6:58 pm

[quote="mr_s";p="190059"]last night on turbine i kept building things as engy in the middle and managed to get 30 points....[/quote]

That building in the middle is precisely why I don't play turbine very often...it seems like more often than not, one team or the other successfully establishes a base in the middle, and the game is one-sided from then on.

I don't blame you for doing it - if it's allowed and it's beneficial to your team, you should do it. But I sure wish the map would either remove the entire middle area or make it a no-build zone.

And I'm a little concerned about ctf_sawmill for the same reason. The jury's still out on it, but the one time I played it, one team got established in the middle area where the control point usually is, and the entire rest of the game was played on other team's side of the middle. Take out the middle like they did with ctf_well, or at least make it a no-build zone.

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Post by mr_s » Wed Aug 19, 2009 9:06 pm

[quote="black_and_blue";p="190062"]

That building in the middle is precisely why I don't play turbine very often...it seems like more often than not, one team or the other successfully establishes a base in the middle, and the game is one-sided from then on

[/quote]

eeer, i couldnt get it past level 3 because it keeps getting destroyed.

the other team won in the end.

in other words, dont worry too much about it

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