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Unread 12-20-2009, 06:43 PM   #1
The Wandering God
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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.

Last edited by The Wandering God; 12-20-2009 at 11:37 PM.
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Unread 12-20-2009, 06:54 PM   #2
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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.
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Unread 12-20-2009, 07:24 PM   #3
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Haven't jumped into TF2 yet. Is there a reason to not use the rocket boots the Soldier got?
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Unread 12-20-2009, 07:35 PM   #4
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Originally Posted by Mirai Gen View Post
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.
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Unread 12-20-2009, 11:06 PM   #5
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Oh it replaces the shotgun?

That's...interesting.
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Unread 12-20-2009, 11:17 PM   #6
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So does the Bugle. Good lord man. It's... different...
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Unread 12-20-2009, 11:28 PM   #7
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Quote:
Originally Posted by The Wandering God View Post
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
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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
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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
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4. Is the damage indicator as usual as it seems?
? its fine and allows for more accurate assumptions
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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.
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Unread 12-21-2009, 08:40 AM   #8
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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.

Last edited by Ryong; 12-21-2009 at 08:46 AM.
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Unread 12-21-2009, 06:46 PM   #9
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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.
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Unread 12-21-2009, 09:02 PM   #10
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Quote:
Originally Posted by Jagos View Post
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.
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