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Aerox

TEAM FORTRESS 2 SCOUT UPDATE COMING NEXT WEEK
Scout Site Unveiling Release Details
February 17, 2008 - Valve, creators of award-winning games and leading technologies, today announced a set of new releases for Team Fortress 2, the title named Editor's Favorite Game of All Time by PC Gamer (UK). The releases are headline by the Scout Update and will be made available Tuesday, February 24. Between now and then, folks can learn more about what's coming by checking www.tf2.com/scoutupdate each day.

I'm like your own personal Doug Lombardi!
in before complete fucking shitstorm
The Sandman sounds frickin incredible.
That bat seems like it could be OP.  On the plus side I will get a lot of use out of Natascha.
The bat seriously sounds like some crackhead idea from the Steam forum Sad

At least it doesn't kill sentries or some bullshit.
Awwww hell, do we really need potential game breaking shit?  All I can say VALVe had better have tested the living shit outta that.  Things that knock you senseless in FPS games are VERY hard to get right.

*edit*

Then again, not being able to double jump is going to be a huge loss.  I don't see the pros dropping jumps for this.  Could be very situational depending on the mechanic.
Why do they have to release this shit on Tuesday

Of the class updates, two of them have completely broken the server  :-\
on the plus side, from that image, stunned ppl are going to look hilarious.  I can only imagine how the heavy will look...
Quote:Karrde link=topic=2359.msg67306#msg67306 date=1234907006]
Awwww hell, do we really need potential game breaking shit?  All I can say VALVe had better have tested the living shit outta that.  Things that knock you senseless in FPS games are VERY hard to get right.

*edit*

Then again, not being able to double jump is going to be a huge loss.  I don't see the pros dropping jumps for this.  Could be very situational depending on the mechanic.

The update says you only lose double jump when you're holding the bat. What's stopping you from switching to your scattergun and being jumpy again?
(02-17-2009, 04:51 PM)Shoopfox link Wrote: [ -> ][quote author=[fr31ns]Karrde link=topic=2359.msg67306#msg67306 date=1234907006]
Awwww hell, do we really need potential game breaking shit?  All I can say VALVe had better have tested the living shit outta that.  Things that knock you senseless in FPS games are VERY hard to get right.

*edit*

Then again, not being able to double jump is going to be a huge loss.  I don't see the pros dropping jumps for this.  Could be very situational depending on the mechanic.

The update says you only lose double jump when you're holding the bat. What's stopping you from switching to your scattergun and being jumpy again?
[/quote]

I'm pretty sure it meant while you have the bat, whether you're wielding it or not.
(02-17-2009, 04:51 PM)Shoopfox link Wrote: [ -> ][quote author=[fr31ns]Karrde link=topic=2359.msg67306#msg67306 date=1234907006]
Awwww hell, do we really need potential game breaking shit?  All I can say VALVe had better have tested the living shit outta that.  Things that knock you senseless in FPS games are VERY hard to get right.

*edit*

Then again, not being able to double jump is going to be a huge loss.  I don't see the pros dropping jumps for this.  Could be very situational depending on the mechanic.

The update says you only lose double jump when you're holding the bat. What's stopping you from switching to your scattergun and being jumpy again?
[/quote]

I think it means you don't get it at all, if you have it in your inventory, no double jumping

Equipped or not
Jesus here we go. "Weapon so and so sounds like it's OP blah blah it's gonna break the game blah blah"

Sigh..people never learn.

The loss of the double jump is a huge loss by carrying this weapon. Not to mention you actually have to hit them with the ball to stun them..It's not going to be easy to do and it's probably a slow animation anyways.
Yeah if it was only when holding the bat, there'd be no reason not to use the bat since you don't double jump using the bat usually anyway.
(02-17-2009, 04:51 PM)Shoopfox link Wrote: [ -> ]The update says you only lose double jump when you're holding the bat. What's stopping you from switching to your scattergun and being jumpy again?

Yeah, thats kind of like saying that when the Pyro update was released, Pyros only had more health while they were holding the backburner and lost 50 when they took out their shotty.

Edit: And I think this weapon will be very useful in dustbowl clusterfucks where the scout would normally fail. You don't have to go in, but you can stun a few guys for your pals.
On an actual interesting note. Anyone notice the weapon the soldier is holding in the last picture?
(02-17-2009, 04:53 PM)Caffeine link Wrote: [ -> ]I think it means you don't get it at all, if you have it in your inventory, no double jumping

Equipped or not

Oh, well it's phrased all retarded on the page Wink
(02-17-2009, 04:57 PM)cbre88x link Wrote: [ -> ]On an actual interesting note. Anyone notice the weapon the soldier is holding in the last picture?

Sneaky Valve. It looks like a knife or a spade or something. A spade would be awesome.

Edit: looking at it again, it looks like just the shovel at a very tilted angle.
The ball and bat are interesting, though something to definitely test out before giving a final say.  Could be awesome or could be totally annoying.  I do like that it could be of benefit so the scout has something that'll help at range.  Peg someone from a distance and then let your team mate annihilate him.  I'm sure it has to count for a co-op kill.
I think this will be the second "backburner", if you will.

I'm real iffy on this one. Seems a bit game breaking.
This isn't game breaking at all. It will be as useful as the pyro airblast. It has a time and a place. On the other hand, the fact that it can stop ubers is fucking retarded, we don't need every goddamn class being able to stop ubers, ESPECIALLY THE SCOUT!
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