Kirian
2801
What they’ve basically done is reduce the basic chance of getting a critical hit (i.e. just by firing) and made it more dependent on how much damage you’ve done and other ‘performance factors’. I don’t know what those might be, hence the marks around that phrase.
Critical hits themselves, and hits in general, will have a lower range of damages (i.e. hits won’t very so much in the damage they cause). Also, the range of a critical has been decreased, which is odd. I think the change to the chain gun spread might disappear- a few games indicates they might be too powerful.
I am looking forward to the Scout update- I like playing as Scouts. I think they need some sort of anti-Heavy or anti-Sentry weapon. Speed isn’t quite good enough when a Heavy can turn and aim just as fast as you can move, and they’re weak enough that an anti-Sentry shouldn’t make them over-powerful. Maybe I’m just rubbish.
Idea: the Nerf Bat. Each hit does Y% damage but decreases the damage of your opponent by Y% (numbers should be tweaked) for X seconds.
Since I play engineer far more often than spy, this is gonna get me real twitchy. It also explains why I was having such a hard time keeping my sentry up on the truck in Gold Rush.
I read on the official TF2 forum that people have tested the cloak thing and say the instant you hit mouse2 to decloak you pick up the intel. Not much difference really, except maybe helping spies in 2fort getting into position to sap or stab without accidentally picking it up.
Ha, so it’s not until you completely decloaked? Guess they weren’t trying to fix the inching intel after all.
SamF7
2805
I like the change where spies can pick up metal to increase their cloak time, too.
It makes it MUCH easier to predict where a cloaked spy you are chasing is going to run…just head towards the nearest metal, and when it disappears - FIRE!
SamF7
sluggo
2806
Valve posted some info on the New Crit Math over at the TF2 blog.
[I]We had a few things we wanted to change with the old system:
- Reduce the overall number of critical hits occurring in the game.
- Make critical hits more skill / performance based. [/I]
ZekeDMS
2808
I don’t know if this goes here or TV, really. But I’m putting it here.
The ShamWow guy is clearly being turned into a TF2 scout, and with the scout upgrade coming up, I think Valve needs to hire him, dress him up, and use the following lines.
“You followin’ this Heavy Weapons Guy?”
“Upgrade in the next 20 miuntes, because we can’t do this all day, and we’ll throw in the caltrops for free.”
If there happens to be a snack for the scout to regain health or pick up a speed boost, well, you know what it has to be. “You’re gonna love my nuts!”
And a testimonial from the engineer. “He’s very quick, it’s a time saver for point capturing.”
For those who haven’t seen it yet…
Slap-Chop!
Anyone know if there is a console command to change the spray? I can find a lot of “here is how I did this” but no “here is everything that is possible” (this being the closest I’ve found). I want to have context sensitive sprays and there’s nothing like binding a key to do it for me.
Sprays are loaded when the map loads, right? So you can’t force a spray change mid-map.
sluggo
2811
I noticed today that there’s now at least one server running Swift_RC1. Is this map getting prepped for possible “official” inclusion with the Scout update?
I’ve played Swift about a dozen times or so already, and I really like it. It’s a solid Payload map (minus a few annoying geometry niggles), and I’d love to see it get Valve’s blessing.
bloo
2812
Swift is a lot of fun, especially with a lot of players.
I hope my sprained wrist is healed up in time for the scout update. No shooters for me and I’m jonesing.
I had an amazing couple of rounds with scout today. I think I got upwards of 6 kills in one life once, and that’s very rare for me even with the classes I really like.
First part of the Scout update: the Sandman.
Oh man, that looks like a hell of a lot of fun. And it turns the scout into a very powerful support class.
ZekeDMS
2816
Awesome. That could be a hell of a method to hold a cap point, just keep lobbing baseballs until support shows, or nail someone on an intel run before they can react, get in and out with ease.
Kirian
2817
I like it. Looking forward to the other reveals.
I particularly like that it stuns invincible people too- it means that people will have to use tactics that aren’t waiting and then uber-rushing. I can hear the wailing already, followed by “Eat it, fatty”.
New maps that I don’t think I’ve run across out in “the community”.
Not really a big Arena fan…but maybe I just yearning for some long sight lines. Excitement level rising!
I’ve played Junction before; nice, but I was surprised that it was being made part of an official update.
Where’s my Circlejerk and Swift?
Also: Hall of Death and the rebuilt Melee Barn.