big tf2 update

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crimsonshootingstar
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Re: big tf2 update

Post by crimsonshootingstar » Sun Dec 19, 2010 9:21 pm

Holy smokes! Zork was doing something insane in tv1 earlier. He was running heavy with buffalo sandwich and iron gloves bull rushing them. It was working too. It kept the pressure up and confused the heck out of them. I attribute much of our victory to this insanity. :D
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Re: big tf2 update

Post by Zork Nemesis » Sun Dec 19, 2010 10:15 pm

crimsonshootingstar wrote:Holy smokes! Zork was doing something insane in tv1 earlier. He was running heavy with buffalo sandwich and iron gloves bull rushing them. It was working too. It kept the pressure up and confused the heck out of them. I attribute much of our victory to this insanity. :D
I don't think enough people know what these gloves do yet, they were backing off and shooting me while I was able to close the distance. Mini-crits reduce the damage reduction, but I was still taking roughly ~40% less bullet and explosion damage while sucker punching people for a good 80 per punch.

Another thing, these gloves are gonna get nerfed hard, I was able to withstand a level 3 sentry, point blank while being healed just punching the thing. Sure the engy was tanking it but it wasn't hurting me at all thanks to the medic.

They don't block fire though, pyros are a real challenge when I was running, but I came out with a 48-36 K/D ratio on 2fort using mostly that.

On other notes, in 3 days i've racked up 272 Ulapool Caber kills and 102 Fists of Steel kills. Can't track Loch-n-Load kills, the console (and hlstats as a result) calls the Loch tf_projectile_pipe, logging it at Grenade Launcher kills instead. Similar deal on the Brass Beast, game thinks it's Natascha.

The Ulapool Caber needs a nerf, I duelled Crimson and had one of the best duels against him yet. While I still lost 10-6, five times I killed him simply by charging him with the caber, while he was being healed. That weapon is a force to be reckoned with, and like I keep saying, there's usually nothing left of the strike but a smoking crater, and a pile of body parts from myself, my victim, and an innocent bystander.
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Re: big tf2 update

Post by bz » Mon Dec 20, 2010 1:13 am

I don't know whether to be amused or disgusted that the arguably the best anti-sentry/area denial/mid-distance sticky massacre has devolved into an asinine-kamakazi-robot.
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Re: big tf2 update

Post by Guardian » Mon Dec 20, 2010 1:38 am

I still prefer the classic demo, Loch-n-Load failed to impress me, seems extremely weak even though I have good pipe aim.

I like the Brass Beast but the other heavy items don't seem that good at all.

I like the 2 new medic weapons since they add some much needed depth to healing. I'm learning some cool tricks with the crossbow.

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Re: big tf2 update

Post by One_Medic_Army » Mon Dec 20, 2010 2:42 am

black_and_blue wrote:
Soltan wrote:I seem to get more kills with the medic crossbow than I do with needles (not that I use those much anyway, definitely prefer the saw for killing). The long range healing is nice too.
I think you would. For the purposes of simply getting a kill, the crossbow is probably better. On the other hand, for saving your life when you get ambushed by a pyro, the needlegun (or better yet, blutsauger) would probably serve you better.
The needle guns are actually quite accurate, if you can account for the incredibly long projectile flight times and very parabolic trajectory.
I regularly kill sentry guns and shower people with better than half a clip from the blutsager at medium to long range.
The crossbow is much easier to aim, especially if you're used to the huntsman I'd imagine, but I find that 40x 5-6 dmg needles are much more damaging than ~2 70-75 damage crossbow shots. (wiki lists their long range DPS at 32.6 for the crossbow, vs 50-60 for the blutsager, and 16.5 vs 100-150/sec for point blank)
Plus the blutsager/syringe gun darts are much harder to see in flight, meaning most enemies will have a harder time dodging them.

Overall giving up the damage potential of the blutsager is hard to do.
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Re: big tf2 update

Post by TheCarpe » Tue Dec 21, 2010 1:42 am

Buffalo Steak Sandvich + Gloves of Running Urgently = Heavy with the same run speed as a Scout.

:-|
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Re: big tf2 update

Post by Rockn-Roll » Tue Dec 21, 2010 4:32 am

TheCarpe wrote:Buffalo Steak Sandvich + Gloves of Running Urgently = Heavy with the same run speed as a Scout.

:-|
OMG! I didn't know they stacked. The Steak Sandvich by itself is faster than the GRU...are you sure you aren't just experiencing the Steak Sandvich by itself? I think if they stacked the Heavy would be going faster than the scout. The great thing about the Steakvich is that you don't lose any health...and move a little faster...add crit melee to that and you get an awesome weapon.

I'd like to see the new Medieval Map and Medieval Mode...perhaps on the Full Rotation server. It sounds like fun.

I've given up on the Loch-N-Load...it's a big nerf. I already switched back to the grenade launcher. The rest of the updates are cool. I actually think the new weapons provide better balance...we have had some really close games on TV7 recently.
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Re: big tf2 update

Post by One_Medic_Army » Tue Dec 21, 2010 5:52 am

Rockn-Roll wrote:
TheCarpe wrote:Buffalo Steak Sandvich + Gloves of Running Urgently = Heavy with the same run speed as a Scout.

:-|
OMG! I didn't know they stacked. The Steak Sandvich by itself is faster than the GRU...are you sure you aren't just experiencing the Steak Sandvich by itself? I think if they stacked the Heavy would be going faster than the scout. The great thing about the Steakvich is that you don't lose any health...and move a little faster...add crit melee to that and you get an awesome weapon.
Oh yes, they do stack, at least according to the official wiki. (and to the exact same speed as a scout)

I've already seen at least one Heavy using Steak+Iron Fists+a medic to devastating effect and some quite effective caps. Of course when people start recognizing the fists it'll be easier to deal with.
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Re: big tf2 update

Post by crimsonshootingstar » Tue Dec 21, 2010 8:26 am

TheCarpe wrote:Buffalo Steak Sandvich + Gloves of Running Urgently = Heavy with the same run speed as a Scout.

:-|
yes but it also means you are gru locked and taking mini crits if you run into anyone you are toast.
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Re: big tf2 update

Post by Flaming Cheese Wheel » Tue Dec 21, 2010 10:34 am

I can't justify the crossbow for myself. It heals very nicely, but the people that I might want to heal that are half a map away aren't usually going to stop squirming if I ask them, unless maybe they're riding the bomb cart. And I need more practice aiming. But the way I play, I use the Blut mostly because (a) my healing targets don't always protect me, so I have to backpedal and shoot and dodge, where waiting for the reload and second shot that I need to kill anything is easily fatally too long, and (b) when the chips are down and I go LEEROY JENKINS battle Medic to finish a capture point or fight my way out, I have gotten 5-kill streaks with the Blut. See (a) regarding the reloading time in that instance.

I'm not very good with direct-arc nading either, so I personally would avoid the Loch-n-Load, but the disintegrate-on-non-hit issue is the real killer for me, because I really like being able to roll nades into corners or bounce them off the ceiling/walls to winkle out sentries.

Also, to reiterate: The new melee weapons really shine on Degrootkeep. I need to come up with a suitably-weird-ferocious-cute name for my Backscratcher.
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Re: big tf2 update

Post by TheCarpe » Tue Dec 21, 2010 11:14 am

Well the Steak/GRU combo is likely going to become a staple for the start of games on TV8. I've tested it. If you eat the steak and start running just as the gates open, the speed will wear off in the tunnel leading from Point 2 to the Bridge. This means you can draw your gun again for the bridge battle.

The middle rush of Warpath is a crucial point in the game, and the fact that Heavies are going to be the first ones reaching it at the same time as Scouts is gonna make things very interesting to say the least.
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Re: big tf2 update

Post by Zork Nemesis » Tue Dec 21, 2010 12:24 pm

I can say i'm thoroughly enjoying the Loch-n-Load. When you can get the judgement down, making contact with it is devastatingly lethal. On average, the grenades do between 95-120 damage on hit, splashed. Two well aimed shots can bring down anything except a heavy, an overhealed soldier, or a demoknight.

The other big advantage to it is it's anti-sentry capabilities. I find the Loch-n-Load can bring down a sentry gun faster than three stickies. Since they don't move, all you have to do is drop two shots and the gun will be a pile of chunks in less than a second. The real advantage here is that one Loch-n-Load shell does more damage that the engineer can't repair enough to survive the second shell. Often times, the resulting splash will knock out the engy as well.

While it does seem a little underpowered for it's reduction in effectiveness, consider it vs the Direct Hit, as the Loch-n-Load is essentially a Direct Hit for the demo. DH rockets do about 120-140 point blank and suffer a damage falloff over range so that at long range, you're only doing 50-something damage with next to no splash. Though you have 4 of them, you can't really take on too many mobs at once without the spalsh. LnL does about 95-120 damage on contact, but this damage still splashes, meaning if there's more than one enemy, you'll still hit everyone for a significant chunk of damage, provided you do hit someone. LnL shells don't suffer from damage falloff either, meaning if you can snipe someone with one of these, they'll take the full amount of damage. Medium range, stage one, cap one, Thundermountain, I managed to knock out a medic, a scout, and a heavy pushing the cart up the hill with a well placed LnL shell, sending the cart back to the bottom. Lets see the Direct Hit do that.
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Re: big tf2 update

Post by Jesus_Faction » Tue Dec 21, 2010 2:48 pm

Loch n lode is severely underpowered when compared to the grenade launcher. It's possibly more balanced when taken into account the set bonus, I still don't think its worth it

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Re: big tf2 update

Post by Plinko » Tue Dec 21, 2010 2:56 pm

Damage falloff for rockets is one of the silliest things in TF2 that no one ever mentions.
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Re: big tf2 update

Post by Flaming Cheese Wheel » Tue Dec 21, 2010 5:15 pm

Fists of Steel recipe.
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Confirmed.
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