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Author Topic: Scout Update!  (Read 114908 times)
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« Reply #195 on: February 25, 2009, 07:03:42 PM »

Nat doesn't slow ubers!

But yes, they might as well give every class a temp self-uber ability.
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« Reply #196 on: February 25, 2009, 07:04:31 PM »

I think it's time to got critz Cheesy
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« Reply #197 on: February 25, 2009, 08:22:36 PM »

my server is up... ask me or nineblade for password... im off out for now

IP= 85.236.101.9:27315
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« Reply #198 on: February 25, 2009, 09:21:50 PM »

has anyone tested yet whether a scout with energy drink can physically block people?
Imagine stun then standing in front of the heavy, could waste pretty much the entire charge.
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« Reply #199 on: February 25, 2009, 09:26:08 PM »

drink doesnt block... it negates damage from sentries and some fire (list of which I dont have, but deffo sgs)
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« Reply #200 on: February 25, 2009, 09:27:01 PM »

drink doesnt block... it negates damage from sentries and some fire (list of which I dont have, but deffo sgs)
Yeah fire just makes them burn...
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Hzza
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« Reply #201 on: February 26, 2009, 12:08:53 AM »

From my small ammount of time playing with the new shit, I can basically see 2 loadouts. The first is the offensive load out which is SG/Bonk/Bat, for running around getting kills, capping points and stealing intel.The second is the defensive loadout which is (obviously) FaN/Pistol/Sman, Sman to block ubers, pistol to finish off stuned people that aren't uber'd, FaN to blast people off points. I can see me getting use out of all of them after initally doubting them. Valve, you were right.

Also, big thanks to Chaos, Tea, Nick, Deadly, Chug and everyone else that helped me get this stuff. Except for Lt. He was a douchebag Wink.

Ok, Lt too. Only becuase I love his tight little bottom hole and the way he said NANANANANA.
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« Reply #202 on: February 26, 2009, 12:53:11 AM »

At first glance this is a very amusing update.... but on second glance the scout changes are over powered. I say this as scout now affects planned ubers (baseball). Not liking it one bit. Demo man is cancelled out by very powerful shotgun at close range, heavies take a dig too. Sad

Valve has done its usual and upset the balance terribly. I admit that scout needed something, but stopping ubers is a bit much. Sad

Well done valve.. stop tinkering and start fixing please.

oh yes.. thats before I mention the fact that PL maps seem to be well and truly broken! lol

Apart from that, enjoyed the new maps (but maybe the appeal wont last on Egypt). Spies are more devious and harder to spot (fair enough - they do get killed allot).
« Last Edit: February 26, 2009, 12:55:07 AM by Junta » Logged
Hzza
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« Reply #203 on: February 26, 2009, 01:03:34 AM »

To be fair, hitting a moving target with a baseball is pretty difficult, Demos have always been vunerable to the scattergun anyway and the FaN is never going to 2-shot a heavy. But, like I said, haven't really played with them properly just yet, so will reserve judgement until after the frag-fest or something.

I am, however, looking forward to the new maps. Had a bit of a blast on the new arena one, seem'd like a really odd combination of cramped close quaters and wide open areas with little cover! Egypts the one that I really want to try though Smiley.

Whats the problem with payload maps as well?
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« Reply #204 on: February 26, 2009, 01:05:25 AM »

Read the rest of the post john... all of the new weapons were overpowered at first!
valve keep changing them to make them more "balanced"
and the scout isnt the only uberstopper... the pyro can do it too
also Egypt = fail... played it ages ago, hated it then, hate it now
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« Reply #205 on: February 26, 2009, 01:08:33 AM »

I do read the posts mate. My opinion is the same - valve rock the boat too much with updates. This is also due to the fact that they always release one at a time (rather than two or more as I'd like). The effect is teams full of the same class and harder work for teams.

Valve have enough time, testers and money to introduce a balanced game. For an example, see TF2 when it first came out!! Valve can do it. This tinkering at the edges is carelessly executed and results in fiddles all the time (Pyro backburner, demo stickies etc being prior examples).
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« Reply #206 on: February 26, 2009, 01:12:08 AM »

This kinda reminds me of the stories about the original TF (Quake-TF) where the developers did experiment a lot and tried various things.
In TFC there were comparatively little changes in that regard.
Now they are back to try bold concepts to create whole new concepts of the game. For that I applaud them, even if they screw up the balance every now and then.

Personally I find it interesting to countermeasures to übers are possible, because the dynamic of übers has become very fixed (perhaps not the best word).

This is also due to the fact that they always release one at a time (rather than two or more as I'd like).
IMHO that would make the balancing even more complicated and vulnerable.
« Last Edit: February 26, 2009, 01:13:46 AM by Teatime » Logged

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« Reply #207 on: February 26, 2009, 01:12:31 AM »

Not convinced Valve really get it sometimes. Nerf sentries and people won't play engie. Put yet another way to block uber and there'll be less medics.

@Chaos : Take your point and you're right - however, I really don't like 'stun' as a game mechanic. Taking control away from the player like that is awful.
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« Reply #208 on: February 26, 2009, 01:13:26 AM »

I'm kinda glad I'm at Uni atm, sounds like I'd find this update quite traumatic. Undecided
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« Reply #209 on: February 26, 2009, 01:16:46 AM »

Egypt seemed pretty cool, dustbowl style map.
Quote
Demo man is cancelled out by very powerful shotgun at close range, heavies take a dig too
The FoN actually does 20% LESS damage, it just has a bigger spread so it's easier to hit other scouts. Combined with only two shots before the reload I had much more success killing people with the scattergun.
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