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Dave
White Lighting - Extra 50% Free


Posts: 4,177
Joined: Jun 2008
#61
12-12-2008, 03:32 PM

(12-12-2008, 03:29 PM)chronomaster link Wrote: Next Demo nerf: Pipes won't explode on contact after the zeroth bounce. :V

But seriously, I'm cool with stickies being destructible, just not after ONE FUCKING BULLET. If they're in a tight corridor, it shouldn't take two shotgun shots to knock them down in 3 seconds.

It's called a chokepoint for a reason. It should deter and slow you down when properly defended, even with threats.


The Lv3 Dispenser/Sentry combo is even more of a cockpunch to the Demoman. Engis can shoot the stickies faster than Demos can lay them.

put them somewhere he might not notice. or even better use the pipes for once, he cant do shit about pipes, its like what 2 pipes to down a hardhat? then you just pop his shit at will.


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Radio Raheem
BRB, Posting


Posts: 1,306
Joined: Aug 2008
#62
12-12-2008, 03:56 PM

(12-12-2008, 12:10 PM)Surf314 link Wrote: The update will force demos to get skills using the normal nades again instead of relying on stickies for everything.

This is what it should have done. They are not killable in a fighting situation, only traps for the most part. You can still sticky whore all you want and don't need any pipe skills.




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Surf314
Seriously, this week I'll play PS
******

Posts: 12,078
Joined: Mar 2008
#63
12-12-2008, 04:00 PM

(12-12-2008, 03:56 PM)Radio Raheem link Wrote: [quote author=Surf314 link=topic=1960.msg54939#msg54939 date=1229101822]
The update will force demos to get skills using the normal nades again instead of relying on stickies for everything.

This is what it should have done. They are not killable in a fighting situation, only traps for the most part. You can still sticky whore all you want and don't need any pipe skills.
[/quote]

I use to be a nade terrorist, I could arc them into peoples faces like crazy.  But the sticky made me lazy and complacent and I lost my skills.  Seriously the way the sticky was there was no reason to use regular nades.  Stickies would function as nades that blew up when you wanted and also for traps.


[Image: samjackson-4.png]
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CaffeinePowered
Mad Hatter
*******

Posts: 12,998
Joined: Mar 2008
#64
12-12-2008, 04:11 PM

(12-12-2008, 04:00 PM)Surf314 link Wrote: [quote author=Radio Raheem link=topic=1960.msg55001#msg55001 date=1229115399]
[quote author=Surf314 link=topic=1960.msg54939#msg54939 date=1229101822]
The update will force demos to get skills using the normal nades again instead of relying on stickies for everything.

This is what it should have done. They are not killable in a fighting situation, only traps for the most part. You can still sticky whore all you want and don't need any pipe skills.
[/quote]

I use to be a nade terrorist, I could arc them into peoples faces like crazy.  But the sticky made me lazy and complacent and I lost my skills.  Seriously the way the sticky was there was no reason to use regular nades.  Stickies would function as nades that blew up when you wanted and also for traps.
[/quote]

6 shot clip then please :|


[Image: caffsighl7.jpg]Â[Image: 1184299259221.gif]
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chronomaster
BBP Gardevoir


Posts: 1,812
Joined: Jun 2008
#65
12-12-2008, 04:18 PM

(12-12-2008, 03:32 PM)Dave link Wrote: [quote author=chronomaster link=topic=1960.msg54996#msg54996 date=1229113791]
Next Demo nerf: Pipes won't explode on contact after the zeroth bounce. :V

But seriously, I'm cool with stickies being destructible, just not after ONE FUCKING BULLET. If they're in a tight corridor, it shouldn't take two shotgun shots to knock them down in 3 seconds.

It's called a chokepoint for a reason. It should deter and slow you down when properly defended, even with threats.


The Lv3 Dispenser/Sentry combo is even more of a cockpunch to the Demoman. Engis can shoot the stickies faster than Demos can lay them.

put them somewhere he might not notice. or even better use the pipes for once, he cant do shit about pipes, its like what 2 pipes to down a hardhat? then you just pop his shit at will.
[/quote]
Say that when your target is entrenched between his sentry and dispenser. You'll hit one before you hit the engi, and he'll just heal back the splash damage.

It'd take a nice swarm to try to take out one turret. If I recall last night, it took upwards of 8 players to take down one combo, and that was possible because Blues was trapping the spawn. We couldn't even get one turret down out of the three when we were on offense It wasn't pretty.

I have two ridiculous ideas to fix this, and I'd expect one or the other before both, if any. One, make constructs vulnerable to crit explosives. It gives constructs a direct weakness and gives the kritz a greater purpose, while the maneuver is riskier than going in invincible. Two, allow Spies to sap while cloaked, because why not? It gives them some minor defense in attempting to take down constructs.

Also, in advance, fuck you and your denouncement, Dave. :V


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Dave
White Lighting - Extra 50% Free


Posts: 4,177
Joined: Jun 2008
#66
12-12-2008, 04:26 PM

(12-12-2008, 04:18 PM)chronomaster link Wrote: [quote author=Dave link=topic=1960.msg54998#msg54998 date=1229113925]
[quote author=chronomaster link=topic=1960.msg54996#msg54996 date=1229113791]
Next Demo nerf: Pipes won't explode on contact after the zeroth bounce. :V

But seriously, I'm cool with stickies being destructible, just not after ONE FUCKING BULLET. If they're in a tight corridor, it shouldn't take two shotgun shots to knock them down in 3 seconds.

It's called a chokepoint for a reason. It should deter and slow you down when properly defended, even with threats.


The Lv3 Dispenser/Sentry combo is even more of a cockpunch to the Demoman. Engis can shoot the stickies faster than Demos can lay them.

put them somewhere he might not notice. or even better use the pipes for once, he cant do shit about pipes, its like what 2 pipes to down a hardhat? then you just pop his shit at will.
[/quote]
Say that when your target is entrenched between his sentry and dispenser. You'll hit one before you hit the engi, and he'll just heal back the splash damage.

It'd take a nice swarm to try to take out one turret. If I recall last night, it took upwards of 8 players to take down one combo, and that was possible because Blues was trapping the spawn. We couldn't even get one turret down out of the three when we were on offense It wasn't pretty.

I have two ridiculous ideas to fix this, and I'd expect one or the other before both, if any. One, make constructs vulnerable to crit explosives. It gives constructs a direct weakness and gives the kritz a greater purpose, while the maneuver is riskier than going in invincible. Two, allow Spies to sap while cloaked, because why not? It gives them some minor defense in attempting to take down constructs.

Also, in advance, fuck you and your denouncement, Dave. :V
[/quote]

in which situation could you put a sticky there and not a pipe?

bitches dont know bout their primary weapon.


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Honest
Ignoooore Meee, kupo


Posts: 2,334
Joined: Sep 2008
#67
12-12-2008, 04:37 PM

lrn2pipe.

Seriously, it's a bloody sticky trap for a reason. If people can see your stickies, you don't deserve the kill. They should A) Blow up sentries and B) Reward tricky placement. Not C) Lock down entire areas. Let's face it, in a corridor even if you can blow the stickies away, they'll still be 5 feet down the way, still preventing you from doing anything about it.

Still doesn't kill Demos using them as a main weapon, but at least it eliminates retarded sticky mine fields.


(05-10-2009, 07:39 PM)Radio Raheem link Wrote:in the straightest way possible i have to say honest is by far the best looking person here

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Spore
2 guys, no cups necessary


Posts: 2,587
Joined: Mar 2008
#68
12-12-2008, 04:40 PM

2 pipes kill any building and all buildings within about a 4 or so foot radius. This usually includes the engie. It also just so happens to be faster than stickies.


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Surf314
Seriously, this week I'll play PS
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Posts: 12,078
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#69
12-12-2008, 04:47 PM

Time to lay some pipe.


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JoKeRRRRRRRRRRRRRRRRRRRRR
Lurker


Posts: 472
Joined: Jun 2008
#70
12-12-2008, 06:11 PM

I don't like new Spy. Spy never needed this. Spy needed fixed backstabs.

That's all Spy ever needed.
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KarthXLR
Free of STD's ... lolwut?


Posts: 9,927
Joined: May 2008
#71
12-12-2008, 06:25 PM

Besides the new engie upgrades, I really haven't seen any noticiable changes/complaints.


And I love my spy update. <3
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Spore
2 guys, no cups necessary


Posts: 2,587
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#72
12-12-2008, 06:35 PM

(12-12-2008, 06:11 PM)JoKeRRRRRRRRRRRRRRRRRRRRR link Wrote: I don't like new Spy. Spy never needed this. Spy needed fixed backstabs.

That's all Spy ever needed.

No, Spy did need this. It is just that he needs a whole Hell of a lot more. It was low on his lengthy "shit to change" list.


Feeling generous? Karf is a respectable human being. http://i.imgur.com/MTVw5.png
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[fr31ns]Karrde
The Handy Murse


Posts: 2,655
Joined: May 2008
#73
12-12-2008, 06:48 PM

Uh oh (ganked from TF2 forums), don't overheal your spies.  Apparently the overheal particle effect shows up while you're cloaked x.x


<+Karrde> welp, time to learn some basic patterning skills
<@Negate> 12121212121212121212
<@Negate> there is a simple pattern
<+Karrde> I changed my mind.  Gonna cosplay as a gay demon from hell and get negate raped instead XD
<+Caffeine`work> Karrde: Gay demon? Why would you need to cosplay just go as yourself
<+FlyingMongoose> Caffeine`work: Karrde would actually have to tone it down some.
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Spore
2 guys, no cups necessary


Posts: 2,587
Joined: Mar 2008
#74
12-12-2008, 06:52 PM

Quote:Karrde link=topic=1960.msg55032#msg55032 date=1229125693]
Uh oh (ganked from TF2 forums), don't overheal your spies.  Apparently the overheal particle effect shows up while you're cloaked x.x

I noticed that, hilarious actually seeing a little cloud of health for 5 seconds running around. Valve will probably fix it... with the Spy update in some 6 months.


Feeling generous? Karf is a respectable human being. http://i.imgur.com/MTVw5.png
Thank you, Mr. Pelican.
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chronomaster
BBP Gardevoir


Posts: 1,812
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#75
12-12-2008, 07:37 PM

(12-12-2008, 06:52 PM)Spore link Wrote: [quote author=[fr31ns]Karrde link=topic=1960.msg55032#msg55032 date=1229125693]
Uh oh (ganked from TF2 forums), don't overheal your spies.  Apparently the overheal particle effect shows up while you're cloaked x.x

I noticed that, hilarious actually seeing a little cloud of health for 5 seconds running around. Valve will probably fix it... with the Spy update in some 6 months.
[/quote]
Actually I think they were trying to nerf Spies while disguising it with a Spy buff. JUST LIKE A SPY WOULD DO.

After today, I'd say it's not as bad now as it was yesterday. I'm not fond of Engis, and love Demos, so yeah. I still call piping an Engi twice before he heals while he's between his buildings pretty improbable, so hey, whatever.

Maybe Blues is just imbalanced. Nerf Blues.


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Versus
My fursona is a blops attack dog


Posts: 10,103
Joined: Mar 2008
#76
12-13-2008, 01:22 AM

my fps is TERRIBLE. There is like a 10% increase in my framerate if I go from 1920x1200, 8xMSAA, everything maxed, to 640x480, no AA, everything at lowest without going into some weird shit in the conifg.



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Wedge
I make Reavers my Bitch


Posts: 2,704
Joined: Apr 2008
#77
12-13-2008, 01:32 AM

The level 3 teleporter is the best thing ever.  Rest of the stuff is w/ever.  I haven't gotten used to trying to shoot at stickies yet, but it doesn't seem that bad for normal combat.  Dunno how it effects trying to blow up senties, because I haven't had to defend against demomen and I only play "defensive" engineer on CTF.


(09-11-2008, 05:11 PM)Dave link Wrote:i would totaly ride that gay ass dragon thing.
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Luca Shoal
Some king of fox thing


Posts: 2,118
Joined: Mar 2008
#78
12-13-2008, 03:18 AM

(12-12-2008, 04:18 PM)chronomaster link Wrote: Two, allow Spies to sap while cloaked, because why not? It gives them some minor defense in attempting to take down constructs.

Also, in advance, fuck you and your denouncement, Dave. :V
If I remember right, Spy COULD do that back in beta.


And with strange aeons, even Death may lay down in the street and die.

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copulatingduck
Following in Gordon's Footsteps


Posts: 7,518
Joined: Apr 2008
#79
12-13-2008, 03:23 AM

Lvl3 teleporters + 32man server + instant respawn = TurtleFortress2

edit: yea, idk what's up with valve's shit anymore. #2 is routinely dropping all players from the server every few mapchanges, sometimes the server crashes, sometimes it doesn't. performance has dropped a lot, and maybe it's just me but HOLY FUCK I've seen a lot of laggy players and been in a lot of laggy servers lately.


Ripped like paper
raped with ease
hey scrub nerd pyros
suck on these
(This post was last modified: 12-13-2008, 03:49 AM by copulatingduck.)
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cbre88x
Seabreeze: That Damn Sniper


Posts: 2,835
Joined: Apr 2008
#80
12-13-2008, 03:42 AM

i wish they would do the multicore fixes pronto..I'm getting tired of playing with 10 fps


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