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Author Topic: Engineer update  (Read 172575 times)
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Teatime


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Still rubbish after all these years


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« Reply #615 on: July 12, 2010, 07:02:38 PM »

During that repair break, is the sentry protected or not?
Because like you said, the shield is there until the sentry gets concious again.
Not really tested, but I assume it is no longer protected and already in the 3 seconds inactive state.
Valve really should either immediately make the shield disappear or at least change color (e.g. a pale yellow) to clearly mark the inactive state.

The sentry does tilt down while it's inactive (oh...and obviously it won't shoot at you Cheesy )

And of course the target laser is gone. Still ....
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Brahms
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« Reply #616 on: July 13, 2010, 06:23:28 PM »

This RPS article seems to claim that the update has reduced stalemates

http://www.rockpapershotgun.com/2010/07/13/the-long-night-of-the-engineer/#more-33624

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Teatime


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« Reply #617 on: July 13, 2010, 07:38:12 PM »

Well, from the limited knowledge I have yet assembled so far I think the efect for the standard way to play engy (means NOT the new dropping mini-sentries kinda offensive engy) very much stays the same:
Have a team that supports you and you can rule, have a team leaving you alone and you will die miserably. A lot!
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Ringelbeatz
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« Reply #618 on: July 13, 2010, 07:45:49 PM »

I kinda like the new plr map. Intense fight on the lift in the end.
Had good games on that one.
Our team also managed to push on the desert pl map to the end. But the cause of that maybe was the imbalance of the teams.
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scroggage
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« Reply #619 on: July 13, 2010, 10:54:19 PM »

I kinda like the new plr map. Intense fight on the lift in the end.
Had good games on that one.
Our team also managed to push on the desert pl map to the end. But the cause of that maybe was the imbalance of the teams.

I played Hightower on our server earlier today... and I think it was the least fun I've ever had playing TF2. Actually felt worse than a 2fort 24/7 server... everyone just running out of spawn doing their own thing.
And no-one ever wins because the kart goes right past the enemy spawn. :-/
Major hate for Hightower.

Edit: Either Hightower or upward, whichever is Payload race.

Edit2:
This RPS article seems to claim that the update has reduced stalemates

http://www.rockpapershotgun.com/2010/07/13/the-long-night-of-the-engineer/#more-33624


Having now read that, it's clear that the good folks at RPS don't really play TF2 a great deal or very seriously. But still feel qualified to comment.
« Last Edit: July 13, 2010, 11:03:56 PM by scroggage » Logged
Tommy the Cat
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« Reply #620 on: July 13, 2010, 11:02:42 PM »

I quite like hightower.
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scroggage
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« Reply #621 on: July 13, 2010, 11:04:15 PM »

I quite like hightower.
But... but... it's a pile of shit.
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Captain Valentine
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« Reply #622 on: July 13, 2010, 11:08:55 PM »

I quite like hightower.
I'm with tommy on this one, hightower can be quite fun.
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claws
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« Reply #623 on: July 14, 2010, 12:12:59 AM »

But... but... it's a pile of shit.
This. Awful. 2fort in 3D.
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Lazzars
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« Reply #624 on: July 14, 2010, 12:49:51 AM »

hightower was a good idea but it was executed terribly. it usually comes down to one side having their cart at the tower and the other just holding them off. i can't see it ever reaching the point where both the carts are on the tower.

one side get slightly ahead and the other team is almost destined to loose.

i don't think its like 2 fort though as its the opposite of the static defence scenario, free movement everywhere but its all filled with spam.
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CruelCow
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« Reply #625 on: July 14, 2010, 12:53:17 AM »

Hey guys, I've got a great idea: let's create a map where the teams are forced to at least temporarily spawncamp!
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scroggage
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« Reply #626 on: July 14, 2010, 01:35:05 AM »

Hey guys, I've got a great idea: let's create a map where the teams are forced to at least temporarily spawncamp!
Valve's latest design philosophy. Was playing Thunder Mountain earlier, same thing happened... you spawn, and you're at the enemy spawn. You kill them, because that's the point... it's silly.
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Junta
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« Reply #627 on: July 14, 2010, 07:09:48 AM »

I quite like hightower.
But... but... it's a pile of shit.
I can't quite make out the map tbh.

Fill it with players who don't know what they're doing and then the map is fun for a very short time.

Fill it with WDG clan and our loyal regs and the map becomes a meat grinder... (i.e. people start paying attention to the cart and cover areas of the map effectively).

Still. pl_upward and pl_thundermountain makes the other maps look like a shining triumph of map building excellence.

pl_thundermountain - stage 3 is a fairground rollercoaster and is by far, the worst map I have ever seen + played Cheesy I actually prefer 2Fort to this! lol
« Last Edit: July 14, 2010, 07:12:54 AM by Junta » Logged
Naftman
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« Reply #628 on: July 14, 2010, 11:33:51 AM »

Only played hightower for now, and I got to say: it's fun with max 8 players.

Increase it to 32 and it becomes one giant spam-clusterfuck.
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discordance


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« Reply #629 on: July 14, 2010, 11:39:11 AM »

24 is official max players so in fairness those maps wern't balanced for 32 player spam fests.
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