View Full Version : TF2 Postwar Report
The Wandering God
12-20-2009, 06:43 PM
Hey, I'm on vacation right now and can't play, so I was wondering if I could get some questions answered.
1. How are the new weapons?
2. How's the Sandman?
3. How does the Direct Hit affect rocket jumps?
4. Is the damage indicator as useful as it seems?
5. I know how the Eyelander works in regards to increasing health, but what about speed? I've read that he's faster than scout after 4 heads.
Thanks so much for filling me in.
Oh and Merry Christmas one and all.
Art of Hilt
12-20-2009, 06:54 PM
1) FUN! Oh my god. The Chargin' Targe is a great joy to mess around with, especially in narrow corridors where your straight rush is likely to hit someone. The Eyelander is great if you can actually get some kills with it due to the buffs it gets you, and the Scottish Resistance is something that... well, you need to actually think about how you use it. You need at least a second more to plan how you'll spread those stickies than you would with a regular sticky launcher. That said, the regular sticky launcher is still useful for those Pushing Defense moods, especially the ones with the sentry guns involved where you need to sticky and then set them off at a distance.
Can't tell you much about the Soldier's weapons, though.
2) It's less annoying to get hit by it, although you'll still more likely to die if you weren't hit by it.
5) I've only survived up to two heads, but he's definitely speedier in a way you can notice.
Mirai Gen
12-20-2009, 07:24 PM
Haven't jumped into TF2 yet. Is there a reason to not use the rocket boots the Soldier got?
Haven't jumped into TF2 yet. Is there a reason to not use the rocket boots the Soldier got?
Losing the shotgun means you need to be really careful with your reloading times, since you have nothing to fall back onto if you run out of ammo in a skirmish.
Has anyone played with the KOTH bots yet? They're pretty good! They never play scout or spy but the other classes are fairly strongly programmed- medics pick decent targets and know generally good times to uber, engies build in sensible places, and snipers are almost too good. One thing I've noticed is they're pretty bad at spy checking (I was stood in front of a sentry sapping it and they never fired at me once). Still, a decent way to practice using certain weapons or classes you aren't used to before going into the real world and trying it for real.
Mirai Gen
12-20-2009, 11:06 PM
Oh it replaces the shotgun?
That's...interesting.
Jagos
12-20-2009, 11:17 PM
So does the Bugle. Good lord man. It's... different...
Doc ock rokc
12-20-2009, 11:28 PM
Hey, I'm on vacation right now and can't play, so I was wondering if I could get some questions answered.
1. How are the new weapons? All of them are fun and balanced in their own ways. They fofill the areas that they were made for greatly
2. How's the Sandman? It is now only balanced to the stunee not the stuner. The sandman is now the worst unlock because you can't do anything other then stun kill with it now (seriously it doesn't stop caps or the person from pushing the cart or the medic partner from body blocking you shots on the medic OR with escape). As you can read I was for the sandman because not of it's killing deal but because of it's multiple uses that were now removed
3. How does the Direct Hit affect rocket jumps? Yes and no. you can't do some of the horizantal super tricky jumps but everything else is fine
4. Is the damage indicator as usual as it seems? ? its fine and allows for more accurate assumptions
5. I know how the Eyelander works in regards to increasing health, but what about speed? I've read that he's faster than scout after 4 heads. The Eyelander increases health by ~15 each decapitation and ends up with speed slightly slower then a medic after 4 kills you can overheal youself with the blade alone though.
Ryong
12-21-2009, 08:40 AM
I thought the Gunboats went in the same slot as the medal? Dang. I haven't really seen any difference regarding OP unlocks yet, but I guess it's because EVERYONE is using them. Gotta say though, the Direct Hit makes the life of Pyros harder. And getting kills with the Equalizer is incredibly hard. I get kills more easily with the bonesaw than with it!
Edit: And I believe this should be mentioned. (http://nerfnow.com/comic/224)
Jagos
12-21-2009, 06:46 PM
One thing I notice people doing, which goes against EVERYTHING the Equalizer stands for.
They shoot themselves in base, then proceed to go out and get shot somemore because someone has too much free time with the DH.
It's as if these people can't figure out, the Equalizer is supposed to be a LAST DITCH weapon, when you're about to die but can either A) be healed by a Medic or B) find a health pack.
Doc ock rokc
12-21-2009, 09:02 PM
One thing I notice people doing, which goes against EVERYTHING the Equalizer stands for.
They shoot themselves in base, then proceed to go out and get shot somemore because someone has too much free time with the DH.
It's as if these people can't figure out, the Equalizer is supposed to be a LAST DITCH weapon, when you're about to die but can either A) be healed by a Medic or B) find a health pack.
yeah. I got Yelled at by some one when i used it as a last ditch weapon. I was injerd and in a corner so i pull it out smack the demo man (he was trying to decapitate me) kill him and ran to a medic and switched to the DH A scout who saw all of this commented that i should have rushed into the point and tried to cap it with my Equilizer out... The medic and I died laughing our asses off.
Yrcrazypa
12-22-2009, 08:39 AM
I don't care if you aren't supposed to use the equalizer as a primary weapon. It's a hell of a lot of fun, and I've killed 5 people in the same area with it. Granted, I don't bring myself down to below 100 anymore, but I used to and still had a lot of fun, which to me is the most important part of playing a game, winning is just a nice thing, not the only thing.
Ah, the bots are spoken of in the latest blog: http://www.teamfortress.com/post.php?id=3279
With the success of the AI systems of Left 4 Dead, we've been continuing to develop these technologies to create new kinds of game experiences. Team Fortress 2 is an excellent "sandbox" for explorations of this sort, and we've been quietly doing so for much of this last year. Some of the results of these explorations are TF "bots" — AI-driven player proxies with simulated humanlike senses, reaction times, and tactics. Although the TFBots are not yet complete, they play a pretty decent game of King of the Hill.
(...)
TFBots are "players", and take up player slots. They run the exact same code that human players do, moving and firing weapons by pressing "virtual buttons". The bots have simulated humanlike senses, and only know what they see, hear, and touch. They also have realistic reaction times and aiming limitations. They don't "cheat" or use omniscient knowledge of the server state to make their decisions.
As I said earlier, I think they're pretty solidly made.I'm learning a lot about classes I'd never have picked before because it doesn't matter how much I suck here, and although the bots don't play like humans do (especially regarding spies) they're good enough to get a semblance of how to use certain things.
Jagos
12-22-2009, 10:26 AM
I don't care if you aren't supposed to use the equalizer as a primary weapon. It's a hell of a lot of fun, and I've killed 5 people in the same area with it. Granted, I don't bring myself down to below 100 anymore, but I used to and still had a lot of fun, which to me is the most important part of playing a game, winning is just a nice thing, not the only thing.
There's a major difference between shooting yourself to "just red" vs "5hp left" Yes, you're fast but a scout with decent aim with the pistol will get you. This means less time with the Equalizer and more time respawning. I have no idea how that's beneficial in anyway.
Oh, and I play on Orange maps. We don't play to win, we play to kill that damn sentry that's been there for the last 20 minutes.
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