Suspense

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Rockn-Roll
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Re: Suspense

Post by Rockn-Roll » Wed Jun 18, 2014 7:15 pm

I suppose from the 3 days to live comment in the video the items become available on or after June 30th, then expire on or after July 9th. Only time will tell. Those gloves look kewl, and who wouldn't want a Base Jumper!
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Re: Suspense

Post by YoullNeverWalkAlone » Wed Jun 18, 2014 7:28 pm

Rock!!! Long time no see! Glad you are back around!!
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Re: Suspense

Post by Supreveio » Wed Jun 18, 2014 7:38 pm

Update's out: http://www.teamfortress.com/post.php?id=13707

Of note:
- There are fifteen (15) new taunts
- You can now perform "partner" taunts (like high five) with enemies
- There is now a Taunt loadout slot; Taunts are equipped into it and you perform them by holding down your Taunt button and selecting one from a list of eight (pressing the taunt button again performs your weapon's taunt)
- New randomizer items: Mann Co. Stockpile Crate (contains one of four random items that can be shuffled), Mann Co. Audition Reel, which contains taunts and rarely Unusual Taunts
- Mann Co. Supply Crates now list the possible Unusual effects you can get from opening one

- Hitman's Heatmaker -- Focus is now activated by hitting Reload when full instead of firing
- Axtinguisher -- Now only Mini-Crits burning targets from the front, but deals full crits if you hit them in the back
- Bushwacka -- No longer has random crits
- Heavy Miniguns -- Now have ramping up damage and accuracy, getting stronger and more accurate as you fire which peaks at 1 second of firing.
- Demoman Sticky Launchers -- Now have damage ramp up which reaches its max at 2 seconds after firing
- Sentry Gun -- Bullets now have falloff beyond their normal autotarget range, and damage is now based from the Sentry's position compared to the target and not its Engineer's.

- Halloween mode is automatically activated when switching maps to a map with "_event" in its name.
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Re: Suspense

Post by Plas » Wed Jun 18, 2014 7:46 pm

Some interesting damage tweaks.

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Re: Suspense

Post by Supreveio » Wed Jun 18, 2014 7:58 pm

Crafting Recipes for the new items:

Air Strike : Beggar's Bazooka + Gunboats + Reclaimed Metal
Tide Turner : Chargin' Targe + Ali Baba's Wee Booties + Reclaimed Metal
BASE Jumper : Buff Banner + Sticky Jumper + Reclaimed Metal
Classic : Huntsman + Bazaar Bargain + Reclaimed Metal

Bread Box : Cosmetic Item x 3


The Back Scatter's crafting recipe isn't listed on the Crafting Page.
"So what have you been up to, man? Haven't seen you in so long!"
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Re: Suspense

Post by BigBiker05 » Thu Jun 19, 2014 1:15 am

I'm finding the classic absolutely amazing. Can charge it up, then go around the corner and find your target, then scope and kill. Feels a lot more like counter-strike sniping.

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Re: Suspense

Post by YoullNeverWalkAlone » Thu Jun 19, 2014 1:06 pm

Only used the Classic so far. Odd to be able to scope and move at regular speed. Had to get used to holding down the fire button to charge, not used to releasing the button to fire, so my reactions are a bit off. Might actually be quicker once I get used to it.

Having a hard time with that quick fire I'm used to being a pee sniper. I can usually move, quick scope and get jarate on someone without much charge. I would guess that people used to the machina will fare better. You do seem to need to be more deliberate with this new gun.

Need more parachuters so I can target practice....
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Re: Suspense

Post by Supreveio » Thu Jun 19, 2014 3:10 pm

Schema Update added a Back Scatter recipe

Shortstop + Crit-a-Cola + Reclaimed Metal
"So what have you been up to, man? Haven't seen you in so long!"
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Re: Suspense

Post by Zork Nemesis » Fri Jun 20, 2014 3:35 am

I don't think the Classic will catch on with most snipers simply because you can't quickscope headshot. The weapon is a cool concept and I love how it gibs your victims for no apparent reason though.

Hipshot headshots with the gun are a lot harder than they look by the way.

Based on my experience with the parachute, I think a lot of people are going to consider it. It's balanced in my opinion as not only does it remove the shotgun/pipe launcher, parachuting makes you a real easy target as you float pretty slowly and don't have too much air control. I can already see the Direct Hit becoming a counter to the parachute as it lands mini-crits on blast jumpers already (and I may try that in servers with abundant paratroopers). The chute and the Air Strike go together hand-in-hand as it lets you stay aloft for longer periods of time (floating with the chute is still considered a blast jump, cough-Market Gardener-cough) so you get more time to rain death.
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Re: Suspense

Post by Stevo » Fri Jun 20, 2014 2:28 pm

I wonder how many people realize The Classic is the sniper rifle from TFC.

There now needs to be a spy knife that gibs backstab victims.

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