The Mecha Update

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Re: The Mecha Update

Post by YoullNeverWalkAlone » Thu Dec 20, 2012 12:09 pm

Plinko wrote:The last thing the game needs is yet another way to reduce fire damage.
Isn't that the truth. When I play pyro it feels like I'm just a glorified spy checker/uber airblaster.

Think the new medi-gun would work like some of the soldier banners? The demo cannon seems like it would be a large version of the LnL but the shot rolls after it hits the ground?
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Re: The Mecha Update

Post by Plinko » Thu Dec 20, 2012 12:13 pm

Kritz is extremely useful in structured play - I would hazard that's it generally preferred.

It's value is greatly diminished in large pubs where the majority of TF2 is played but the devs really do feel they need to balance stuff so that they're balanced for both settings, except pyro where they're content to keep them underpowered.
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Re: The Mecha Update

Post by Supreveio » Thu Dec 20, 2012 5:05 pm

Updates to Team Fortress 2, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Source Engine Changes (TF2, DoD:S, HL2:DM)

Updated some Big Picture features
Additional improvements for client stability

Team Fortress 2

Australian Christmas has begun!
Added community-contributed winter event items
Added Naughty and Nice winter keys to the Mann Co. Store
Mann Vs. Machine
Added a new tour of duty with unique loot:
Operation Mecha Engine, with 3 new advanced skill missions
New map mvm_bigrock
New Engineer Botkiller items
Added new Engineer robot


Added new Strange Filter items to the Mann Co. Store to support community map makers
Added new checkout dialogs and taunt-activated effect to raise awareness for Community Map Stamps
Added +context_action command (defaults to X for controllers). This will use the action slot if your Canteen contains a charge and will taunt otherwise3
Added +attack3 command (defaults to middle-mouse button)
Added Adult Swim items to the Mann Co. Store
Fixed an exploit that allowed players to be permanently invulnerable
Fixed the Pyro’s airblast not working correctly when facing downhill
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Re: The Mecha Update

Post by Zork Nemesis » Thu Dec 20, 2012 5:07 pm

+attack3; one or more of the new weapons has a tertiary attack function? Also what barnblitz exploits?
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Re: The Mecha Update

Post by The Domer » Thu Dec 20, 2012 5:15 pm

I'm dubious of +attack3

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Re: The Mecha Update

Post by l33tOMGlolz!11!shift » Thu Dec 20, 2012 5:20 pm

-OS/2

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Re: The Mecha Update

Post by Supreveio » Thu Dec 20, 2012 5:33 pm

The three weapons on the site are the only new stat weapons added. All three require a Reclaimed metal and three of a particular weapon.

THE RESCUE RANGER [Recipe: 3 Eureka Effects]
Alt-Fire: Uses metal to pick up buildings at long range
Fires a special bolt that repairs friendly buildings

-34% clip size
-50% max primary ammo on wearer
Self mark for death on building pickup


THE LOOSE CANNON [Recipe: 3 Loch-N-Loads]
Cannonballs have a fuse of 2 seconds; Fuses can be primed to explode earlier by holding down the Fire key
Cannonballs push back on impact
Cannonballs do not explode on impact
-50% damage on contact with surfaces


THE VACCINATOR [Recipe: 3 Quick-Fixes]
Special Attack: Cycle through resist types
While healing, provides you and your target with a constant 10% resistance to the selected damage type
+50% UberCharge rate
-66% Overheal build rate
UberCharge grants 75% resistance to the selected damage type. You are healed for 25% of the matched incoming damage on your heal target
Last edited by Supreveio on Thu Dec 20, 2012 5:38 pm, edited 1 time in total.
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Re: The Mecha Update

Post by Will T. » Thu Dec 20, 2012 5:38 pm

Finally, an Engineer weapon that repairs at range. I was wondering when we might see that, although I always sort of expected it to be a pistol.

Sounds like Flash will have some business at the weapon exchange!

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Re: The Mecha Update

Post by Zork Nemesis » Thu Dec 20, 2012 6:20 pm

I have to admit, I was laughing pretty hard when I saw the Festive Huntsman:
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This is hard to be cool and suave while being informative at the same time. Goddamn my coolness.
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Re: The Mecha Update

Post by Buzzy Beetle » Thu Dec 20, 2012 6:48 pm

Supreveio wrote: THE VACCINATOR [Recipe: 3 Quick-Fixes]
Special Attack: Cycle through resist types
While healing, provides you and your target with a constant 10% resistance to the selected damage type
+50% UberCharge rate
-66% Overheal build rate
UberCharge grants 75% resistance to the selected damage type. You are healed for 25% of the matched incoming damage on your heal target
-66% Overheal build rate
UberCharge grants 75% resistance to the selected damage type. You are healed for 25% of the matched incoming damage on your heal target
-66% Overheal build rate
So basically 50 seconds to charge and you can be harder to kill vs. a SPECIFIC damage type.
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Re: The Mecha Update

Post by One_Medic_Army » Thu Dec 20, 2012 7:53 pm

Buzzy Beetle wrote:
Supreveio wrote: THE VACCINATOR [Recipe: 3 Quick-Fixes]
Special Attack: Cycle through resist types
While healing, provides you and your target with a constant 10% resistance to the selected damage type
+50% UberCharge rate
-66% Overheal build rate
UberCharge grants 75% resistance to the selected damage type. You are healed for 25% of the matched incoming damage on your heal target
-66% Overheal build rate
UberCharge grants 75% resistance to the selected damage type. You are healed for 25% of the matched incoming damage on your heal target
-66% Overheal build rate
So basically 50 seconds to charge and you can be harder to kill vs. a SPECIFIC damage type.
nothankyou.jpg
I think you read that wrong.
+50% UberCharge rate means you charge Uber faster.
-66% Overheal build rate means people overheal at a slower rate.
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Re: The Mecha Update

Post by Boss Llama » Thu Dec 20, 2012 7:59 pm

50 seconds is approximately correct for a 50% increase in charge rate. It's 80 seconds for a normal one, 50% increase in charge speed gives you 53.33 seconds (it would require a 100% increase in charge speed to halve it).

That said, the weapon is still rubbish.

"Hmm, partial resistance to one damage type, or complete invulnerability against all damage types. I wonder which is preferable?"

Ran in to somebody using one today while seeding. They were using the bullet resistance, and I was a heavy. I annihilated both the patient and the medic with bullets. To be sure it's extra useless, it puts a giant beacon over your head that indicates what type of resistance you're using. Maybe I'm missing something, but this is significantly worse than even the Quick Fix (and that's saying something).
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Re: The Mecha Update

Post by Daryldime » Thu Dec 20, 2012 8:20 pm

Hey now! I love my QF! Just not as primary medic. If there isn't already another medic on the team, the QF is the biggest waste of time.
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Re: The Mecha Update

Post by The Spanish Inquisition » Thu Dec 20, 2012 8:28 pm

Alizée Fan wrote:
Ran in to somebody using one today while seeding. They were using the bullet resistance, and I was a heavy. I annihilated both the patient and the medic with bullets. To be sure it's extra useless, it puts a giant beacon over your head that indicates what type of resistance you're using. Maybe I'm missing something, but this is significantly worse than even the Quick Fix (and that's saying something).
I think 75% resistance should be further clarified. As with many some new weapons introduced, they are bugged, or not working right. Is it 75% of bullets that would normally hit you completely discarded or is it based on 75% damage reduction on all bullets that hit you?

This seems like more of a defensive weapon that turns your target into a meatshield while reversing the flow of healing. If you can switch defense types mid uber then it seems like a good tactic to have a second medic with vaccinator that travels with a kritzkrieg medic/assault class combo.
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Re: The Mecha Update

Post by Crusty Juggler » Thu Dec 20, 2012 8:34 pm

Uber 4 lyfe, yo.
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