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

I haven’t had this much fun playing TF2 in ages. As stupid as it sounds, having 80% medics makes the game such a crazy clusterfuck, its like no other game I’ve ever played.

In other news, I hate the kritskrieg. Its nowhere near as useful as the regular ubercharge, you have to expose your ally to far too much enemy fire for any situation where people are packed enough for them to get a lot of benefit from it. The new needlegun is too good, though.

^I agree. I am rather enjoying the chaos lol. I always love these sorts of moments in games.

Assists will get you the kills still for the kill based ones… As long as you got the kill, like it says your name first. I don’t need to farm anymore… But I still think you guys should do it tonight.

For Kritzkreig, it is much more dependent on what your patient can do and how well you guys position yourselves to sustain minimal damage. Before you could’ve just ubered and ran out in front of them because you both knew you could, but not with kritz.

And guys, be smart, try not to get caught by this awesome combo…
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Man, they should have just released all the class achievements at one time. I really hate going into pub 32/32 severs and its 30/30 medic vs medic -_-

Im glad my predictions about this combo proved to be so acurate! hooray.

Know what Engies need? Moveable Sentries/Dispensers/Teleports.

You can pick them up and move them, but the trade-off is:

General Rules
-Same metal cost to build/upgrade as old buildings
-Same health levels as old buildings, maybe a little less
-Engineer can’t do anything else while carrying building
-Buildings take 2 seconds to place after executing the action? Whack it with your wrench (switches to last weapon automatically after placement, so if you pick up while wrench is out it returns to that) to minimize the placement time to 1 second?
-Drop occurs immediately though, just like placing a building for the first time. You can drop and switch to shotgun to try and chase off weaker classes.
-Can be sapped during placement process and be destroyed almost immediately. This would require a clever spy though.

Sentries
-Sentries can only shoot in a 90 degree cone
.Give them the little range dome when moving/placing so the Engineer has an idea of the area they cover.
-Can’t shoot while being carried
-Looks like a half-sized version of regular level 3 sentry.

Dispensers
-Only contain half the health/ammo, maybe a third of what a regular dispenser contains.
-Maybe only gives out 3/4 of what the old dispenser put out at a time? 3/4 slower health regen at all the same levels, only 30 metal instead of 40?
-Or dispense the same amount at a 10% slower rate?
-Can’t dispense while being moved.
-Lots of variables to play with to keep it balanced.

Teleports
-Take an extra 3-4 seconds to build up a charge?
-Same here, can tag any increase on recharge time to balance.

I think the sentries and dispensers would be most interesting. They’d be most effective for an offensive engineer, who could keep their sentries moving forward and sacrifice some line of sight. It would also give the defense more reason to use their ubers rather than as a straight counter shot. Lots of times on larger maps, the engineer’s defensive line is in a place the defense can’t directly access anyway, or the blue team spawns closer to that area. It’s mostly to prevent spawn campers.

Moving sentries would also be susceptible to spies more. Since they can no longer shoot behind themselves, you can backstab the engineer first and sap the sentry comfortably in its blind spot. Unless another sentry is covering it, a moveable sentry has a big weak spot.

Dispenser moving helps the defense and offense stay alive in larger groups. Every time the battle moves up a corridor, grab the dispenser and move it along with the group. It kind of gives the Engineer the ability to do a Medic’s job, but you can just adjust dispensing levels so a moving Dispenser can never replenish health faster than a Medic can.

Teleporters speak for themselves. Most maps you have two points of conflict and teleporters only bring to the one furthest from your spawn. After that, the lines have moved forward and there is little use for them anymore. Movable teleporters might help on maps like Goldrush though, keeping them right around the corner from the payload so the user never has to travel far.

Moveable gear is obviously appealing to the offensive engineer the most, and I think it’s a step in the right direction. Teleporters are always useful. If a team of twelve has two offensive engineers or a team of eight has one, you will at least know that all the stuff isn’t still back at spawn because the engineers can easily move it to keep up with the front lines. Two engineers can stick together and put their sentries right next to each other to cover their backs, two lines of fire, or whatever they so choose.

I think that’s something engineers should/might get.

Just tried the Goldrush map last night. I admit that it seems easier to be on the defending team (at least for the last rush since in the games I played, the Blue team never got that last push for the cart to the final check point). I’ll have to give it another try when I get the opportunity.

Based on the character setup screen, the engineer will get replacements to the wrench, pistol, and shotgun. Which is disappointing. Hopefully the weapons on the setup screen now aren’t a real indication of the replacements coming. I would LOVE some new buildings.

Man, got my critzcrieg and I have seven or eight more before I get the ubersaw. I could probably knock these out in about a half hour. Does anyone want to get a group going tonight? I want that ubersaw so bad… so I can go back to playing medic normally.

I’d like to…I feel like farming tonight.
I want to play around with the Ubersaw before Valve catches on and nerfs it.

Yeah I would love a new turret or something else… It’d be kind of nice to have like an artillery turret… that lobs grenades at people from further away but cna’t shoot within a sphere around it… I don’t know exactly how useful it’d be but it’d be cool…

Or maybe like an ambush turret… one thats super heavily armored but with a closer hit range… and you put it in places to ambush people.

Hmm I wonder what else…

I think replacing shotguns is going to be the big thing. Maybe the heavy will get bras knuckles… that make crits happen more often but it does a bit of damage to the heavy everytime he hits…

I’m down for farming tonight, as I don’t have ANY of the new medachievments. Do we get each other on steam? or how do you guys get together?

I too am down for farming tonight. How are we going to meet up? Should we all join the SRK group chat room on Steam? What time should we get together?

I volunteer to be a scout target, since somehow I already have that achievement accomplished scratches head. In fact there were a few of the tough achievements that somehow were already accomplished for me. Like my scout achievement was at 50/50 from the beginning, so the first scout that I needled gave me the achievement. Same for the bonesawing medics and a couple of others. Hey I’m not complaining! I still have a ton to go.

If anyone wants to post up their steam I’ll add them, I’ll be on IRC throughout the day too.

My steam account is TtamNedlog. My “nickname” is Big Daddy Rex. I don’t know which one you need to add. I always seem to have trouble adding/finding people through Steam.

Here is my steam page http://steamcommunity.com/profiles/76561197987733527

Based on that it looks like my ID is the Big Daddy one… but I have a feeling you need to add TtamNedlog.

I’m up for farming tonight. I only have 7 of the Medic achievements and I need the new needler stat! That’s one of the only reasons why I was excited about the update.

So there was this bug in steam yesterday that me and some people noticed while doing achievement farming. The achievements wouldn’t show up and we did the same one twice, after the second one we restarted and found we didn’t have the achievements but we somehow got + 3. I needed blast assist, 1st do no harm, and family practice. I did the soldier one twice, logged out and had everything completed O_O but not filled out. Some other guy said he had gotten + 3 as well, for ones that had nothing to do with what were trying. Good ole Valve. + That triple jump thing is pretty broken with the scout in 2fort. :rofl:

east coast guys wanna do this around 8-10 EST? Just give me a definite time tonight and I’ll help out. I need 9 more, but I won’t be able to get first do no harm unless we can get 12 people together.

All we need is 4 people, though the more we have the better.

First Do No Harm is easy if you’re in a game filled with heavies / soldiers and you’re one of the only medics.