Team Fortress 2 - Heavy Update, New Maps, New Mode are all live now!

The meidic was always a very survivable class once you realized its specifically designed for support while staying behind cover, and that BY DESIGN his weapons are not particularly powerful and BY DESIGN he didn’t have a huge sum of health in order to encourage you to play the role the class was built for. Seriously, theres a post about it somewhere on the TF2 blog, early on, the needlegun was a GOOD weapon, but because of that there was really very little reason to play medic as a medic. Now, does this mean a scout could run behind your lines and fuck you up? Yup, but thats why its a team dynamics based game. If any class needed a survivability buff, it was pyro, since doesn’t even really have the damage output IN HIS IDEAL RANGE as soldier/demo, but when he got that it was just a shitstorm.

When it was first released, the kritzkrieg didn’t really charge very much faster at all, while it still had its uses on occasion, the regular ubergun at medic patch release was almost entirely better. Nowadays, sure, kritz has a lot of uses thanks to its fast ubercharge rate.

I wasn’t accusing you specifically of having said the FaN was OP, but its something a lot of people complain about even though its basically completely backwards.

I personally haven’t seen this play out this way, but I haven’t really played much since the soldier update anyways, I’m just going off the initial impressions the people I generally play with gave me, most of whom are quite good.

The fact is, no unlocks, NONE of them, have had a real, lasting impact on the way a class plays out in its role or how overall powerful the class is. I can see not wanting them in comp for various reasons, but I fail to see the logic in getting rid of all of them EXCEPT the medic weapons, the ones which made the biggest (although admittedly still small) impact on what, quite frankly, was already one of the most powerful classes.

This is the opposite of what I said. I said there was no reason to use the bonesaw over the ubersaw.

Some real not reading what I actually wrote in here. Please don’t accuse me of things I didn’t say.

If that is true, why do leagues allow almost all the weapons? If “most” of the competitive community thought this way, they should be able to simply ban them, or are you telling me I’m behind the times now?

For people talking about DH and RL, steam forum-goers and sometimes pubbers in-game complain about the DH all because of the one-hit kill. The problem is they only think about what happens to them, and not how much it sucks when a soldier completely misses. It’s also funny when engies and snipers complain, when neither should be near enemy soldiers. Skill in movement is a factor too. They say it’s too easy to hit someone with the thing when they don’t know how to move in a more unpredictable way. AFAIK in competitive play, no high level soldier has used DH an entire match (or maybe not even two full rounds), it’s risky. At high levels you need to make your shots count. That’s where RL splash comes in. RL splash damage isn’t bad and you have stuff like being able to damage multiple people (which is safe to say that the DH does rarely).

As an Engineer, I don’t care about OHKOs. I just don’t want my buildings to be destroyed so quickly. It was bad enough dealing with the smart engineers that could use the splash damage to their advantage. Nowadays, all a soldier needs to do it run head-on into a lvl. 3 and down it in two shots without dying.

Don’t forget about the Home Wrecker, that’s a really pragmatic weapon with a conceptually ingenious design

But seriously, it’s so retarded. Anyone can push you away; which includes the Sentry’s knockback – which gives the ENgineer time to repair it.

Bonk and The Homewrecker would be much better if they made you immune to knockback.

holy shit they increased item drop rates!

EVERYONE GETS ITEMS!
http://www.teamfortress.com/

Really…watch as I get screwed once again.

Wow…new update:

::deep inhale::

FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK!!!

::rage::

Yeah I’m not happy about the damage nerf…but the buff to compression blast is aight.
Reflacted stuff get minicritted.

I would just like to say that my reaction was the exact opposite of the one above.

Maybe that nerf will calm down some of the W+M1 goings on with the Pyro.

Soldier is the only class left that doesn’t have anything mapped to M2, btw.

But that is A-OK because he can rocket jump.

W+M1+Spacebar.

Pyro nerf ftw. The airblast mini-critting everything further entices noobs to drop the shitty ass Backburner, which is a good thing.

That is… unless this change only effects the flamethrower and not the backburner… which would be bad.

^_-;

air puffffffffffffffffffffffffff

wheres the fucking huntsman hitbox fix

The burn duration reduction and damage nerf really has me thinking of switching from FT/FG/AT to BB/SG/FA.

The Flare Gun is pretty worthless now, and although I do burn through Airblasts, most of my kills are still direct, so “eh”.

btw, if anyone wants to craft crit-a-cola do:

1 Scout Token (4 scout items)

1 2nd Slot Token (4 2nd slot items)

1 Scrap Metal (3 of the same weapons & other ways, i forgot them)

You will have a 1 in 2 chance of getting crit-a-cola (which is funnnn). Hopefully you wont get another bonk.

Edit, in case im wrong: http://www.tf2items.com/crafting/blueprints.php

And yess for airblast buffs.

Another TF2 update…

http://www.teamfortress.com/119/

Metals son…