|
New Freight's last point seems like a pretty good improvement. Not sure about that super sentry next by 2nd tho. We were playing super pub mode, so it's hard to tell if it was just the team being awful. We should try it again on a North American server like the Learning Center.
|
# ? Jun 5, 2014 06:10 |
|
|
# ? Jun 10, 2024 22:59 |
|
I like the new flanking options and the design of the last point. The last<->2 routes could be larger and less "complex" though, paths/corridors that make a ton of turns before reaching their end where you can only see the next one are quite disorienting and unintuitive and beginners will probably get lost or turned around using them and hate it. And very small/cramped rooms are unfun to fight in for most classes (at least to me). There are probably a few ways to crack blue's defensive sentry nest, but it's kind of in a castle with a moat in front of it. If you get multiple dedicated lvl3s engies and a decent pyro there it completely locks down all approaches, although i guess we should try those preset defensive team compositions to answer that. And even if it's possible to take down with teamwork and the right loadouts that might not translate well to pub-teams. RoadCrewWorker fucked around with this message at 09:22 on Jun 5, 2014 |
# ? Jun 5, 2014 09:18 |
|
That new flanking option was a neat little surprise when I stumbled onto it completely by accident. Nobody really noticed me when I used it. Don't remember how I got there to begin with, but that just means play more Freight.
|
# ? Jun 5, 2014 13:34 |
|
The secret to busting that sentry nest was just to jump onto the crate by the train gate at mid, then lob a few stickies into it. It was pretty simple to figure out, but I'm not sure how many people would notice that when trying to break the hold.
|
# ? Jun 5, 2014 14:36 |
|
The Dark One posted:New Freight's last point seems like a pretty good improvement. Not sure about that super sentry next by 2nd tho. We were playing super pub mode, so it's hard to tell if it was just the team being awful. I'm pretty sure you can build that sentry in the same spot on the old version of the map as well. It's just a good spot if you get a nest built up, it's by no means broken. My team did a good enough job of keeping pressure off of it and there weren't really any coordinated efforts to take it down.
|
# ? Jun 5, 2014 14:43 |
|
You can wear the Soldier's Stash and the Team Captain at the same time.
|
# ? Jun 5, 2014 18:41 |
|
New blog post on some of the scrapped weapons the TF2 team have come up with over the years. Sounds like we've finally got some new weapons coming soon, The B.A.S.E. Jumper being one of them maybe?
|
# ? Jun 5, 2014 19:38 |
|
Rocket Jump up, deploy parachute, nail players on the ground with a volley of rockets while you slowly descend. Easy counter would be the Direct Hit, or maybe the Market Gardener if you're feeling saucy.
|
# ? Jun 5, 2014 19:54 |
Baron von Eevl posted:Rocket Jump up, deploy parachute, nail players on the ground with a volley of rockets while you slowly descend. Easy counter would be the Direct Hit, or maybe the Market Gardener if you're feeling saucy. Reserve shooter
|
|
# ? Jun 5, 2014 20:01 |
|
Seems like you'd be pretty easy sniper bait if you're just floating down, though I'm sure you'd get off most of your rockets before they saw you. So basically potentially sacrificing yourself to potentially get their back line poo poo like engies and medics.
|
# ? Jun 5, 2014 20:15 |
|
I might have read over it by accident, but what would it potentially replace if it was an in-game item? Action slot, maybe?
|
# ? Jun 5, 2014 20:16 |
|
CJacobs posted:I might have read over it by accident, but what would it potentially replace if it was an in-game item? Action slot, maybe? Secondary probably
|
# ? Jun 5, 2014 20:18 |
|
I love that someone suggested a knife that only works from the front, everyone agreed it was probably a terrible idea, but they went ahead and tested it anyways, just because they could. My guess is that it'll go in the secondary slot, since that's where backpacks for soldiers have typically gone.
|
# ? Jun 5, 2014 20:18 |
|
I just worry that the more time people spend hanging around in the air, the more they'll slam into the skybox and get annoyed by it.
|
# ? Jun 5, 2014 20:21 |
|
It would probably be the secondary slot for backpacks, so in exchange for increased airtime, you can't use any of the banners or the shotguns, so rockets would be your only offense. I like this idea, I think it could add another playstyle for the Soldier while not affecting too much.
|
# ? Jun 5, 2014 20:25 |
|
Zero! posted:New blog post on some of the scrapped weapons the TF2 team have come up with over the years. Can't wait for THE BIG BOMB to be a thing. Imagine it for MvM.
|
# ? Jun 5, 2014 20:25 |
|
Peanut President posted:Can't wait for THE BIG BOMB to be a thing. Imagine it for MvM. It already is in MvM!
|
# ? Jun 5, 2014 20:33 |
|
B.A.S.E. Jumper could be useful but it's entirely contingent on how fast you can glide through the air and how much hang-time you get. If I can do fairly quick fly-by barrages I am in.
|
# ? Jun 5, 2014 20:36 |
|
verbal enema posted:You can wear the Soldier's Stash and the Team Captain at the same time. It's one of the best changes. I wear my haunted Ghosts stash with tons of other hats to make it look like I own a number of Soldier unusuals. My favourite combination currently is probably the stash and the crosslinker's coil as they overlap so well.
|
# ? Jun 5, 2014 20:39 |
|
pyrrho posted:It's one of the best changes. I wear my haunted Ghosts stash with tons of other hats to make it look like I own a number of Soldier unusuals. My favourite combination currently is probably the stash and the crosslinker's coil as they overlap so well. Can you combine an unusual stash with another unusual for double the unusual effects?
|
# ? Jun 5, 2014 20:42 |
|
CJacobs posted:
I actually imagined the big bomb being sentry busters without legs, oddly enough.
|
# ? Jun 5, 2014 20:45 |
|
the wildest rear end posted:Can you combine an unusual stash with another unusual for double the unusual effects? Yes. https://www.youtube.com/watch?v=ooYmlAogZyo
|
# ? Jun 5, 2014 20:46 |
|
CJacobs posted:
It's easy to forget how drat creepy that thing is.
|
# ? Jun 5, 2014 20:55 |
|
xzzy posted:I just worry that the more time people spend hanging around in the air, the more they'll slam into the skybox and get annoyed by it. And then Valve will double the height of all the skyboxes
|
# ? Jun 5, 2014 20:58 |
|
Excellent.
|
# ? Jun 5, 2014 21:02 |
|
Solumin posted:And then Valve will double the height of all the skyboxes But leave that invisible wall over the bridge on thundermountain stage 1 as a giant gently caress you.
|
# ? Jun 5, 2014 21:04 |
|
The B.A.S.E. Jumper sounds like a fun item to play around with. I'm totally down with "more hangtime to bomb ground targets" at the cost of "is easy to shoot out of the sky".
|
# ? Jun 5, 2014 21:14 |
|
Hell, combine it with a rocket jumper and a market gardener and you've got yourself a Funhavers night.
|
# ? Jun 5, 2014 21:34 |
|
Nameless Pete posted:Hell, combine it with a rocket jumper and a market gardener and you've got yourself a Funhavers night. Holy poo poo yes
|
# ? Jun 5, 2014 21:47 |
|
Nameless Pete posted:Hell, combine it with a rocket jumper and a market gardener and you've got yourself a Funhavers night. Oh man, if floating on the parachute counts as "rocket jumping" for the Market Gardener then the skies are the new battlefield of TF2. Reiley posted:Finally everyone is going to get the airshot practice they've sorely been missing. My theory is that everybody will be so used to airshotting slowly falling targets that they'll screw up trying to shoot down real flying threats. Which is fine by me, makes it easier to divebomb snipers. Mercury Crusader fucked around with this message at 22:09 on Jun 5, 2014 |
# ? Jun 5, 2014 21:49 |
|
Finally everyone is going to get the airshot practice they've sorely been missing.
|
# ? Jun 5, 2014 22:08 |
|
These new weapons should be good, they've had a year and a half to playtest them. The way they talked about testing a new stickybomb launcher makes me hope they've already come up with a new one. That, a melee weapon that isn't based on demoknighting and a Medic weapon or two are all that I really want.
|
# ? Jun 5, 2014 22:27 |
|
Mercury Crusader posted:The B.A.S.E. Jumper sounds like a fun item to play around with. I'm totally down with "more hangtime to bomb ground targets" at the cost of "is easy to shoot out of the sky". Agreed, that looks like a blast to play with and with several immediate, obvious counters. Headshots, airshots, anyone who can aim, sentries and more. But man it'd be fun to go soaring around and bomb from above. Overpowered weapons chat: Stickybomb launcher ideas - same damage, only 5 bombs, +15 health on hit - some combo of damage but leaves huge smoke balls for 2-3 seconds Not overpowered at all: Something to equip in Heavy's primary besides a minigun -Another sandvich -A backstab-proof cape (works like razorback) -Backpack that gives double-jump I like the idea of carrying another sandvich the best to be honest. I play a fair amount of melee heavy and another way of getting health would make it a lot of fun, as well as allowing me to carry a shotgun and sandvich, which is what everyone wants. "another shotgun" as a primary would frankly be way too powerful, 12 shots of full power shells coming out of a dude with 300 health would be more that most close-range classes could take
|
# ? Jun 5, 2014 23:52 |
|
A giant cooler that makes Sandviches recharge in 3 seconds. Special needs Medic.
|
# ? Jun 6, 2014 00:57 |
|
Still want the heavy rollerskates secondary where he slides around in the opposite direction his minigun fires in. I have been asking for this since like 2008.
|
# ? Jun 6, 2014 01:04 |
|
I want the B.A.S.E. Jumper to have an alternative which is basically the parachute from Just Cause. Right click to deploy, click again to release and freefall, right click to redeploy.
|
# ? Jun 6, 2014 01:09 |
|
Mercury Crusader posted:Oh man, if floating on the parachute counts as "rocket jumping" for the Market Gardener then the skies are the new battlefield of TF2. Scout needs a secondary that increases melee damage while airborne to pair with the Soda Popper.
|
# ? Jun 6, 2014 01:55 |
|
Nameless Pete posted:Hell, combine it with a Direct Hit and a market gardener and you've got yourself a Funhavers night. There ya go.
|
# ? Jun 6, 2014 07:16 |
|
I feel like the really obvious disadvantages of giving rocket jumps longer airtime gives them a lot of leeway to make the item pretty powerful to compensate. I can see it being used to extend the distance you can rocket jump by gliding further, which would make it a nice alternative to the gunboats, or just tapping right click for a second at the apex of your jump to give you the time to get another rocket off in the air. Looking forward to running around with the reserve shooter and the direct hit if/when this weapon is released.
|
# ? Jun 6, 2014 07:21 |
|
|
# ? Jun 10, 2024 22:59 |
|
Are people assuming the BASE jumper will be a primary and not a secondary? Because it would be a pretty sweet secondary without being too overpowered. If its a replacement rocket launcher it could still be fun, but not as much fun.
|
# ? Jun 6, 2014 07:26 |