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Team Fortress 2 Sniper Update Info, Pyro Megaton

speedpop said:
Doubt that will ever happen. Most of the class upgrades are benefits to different playstyles, not improving an existing weapon that is only defeatable through one 100% failproof measure (i.e. Demoman uber). Engineer will be a tough class to upgrade, much like the Demoman, because his playstyle is relatively set in stone - defend with your lvl 3 SG or attack with your lvl 1 SG whilst providing tele's and dispenser support in both areas of play.

If there were some protective bubble around SGs it would certainly make a lot of players hate chokepoint maps.

I see what you are saying but in defense of a needed upgrade for SG's all it takes is one really skilled heavy/demo and medic with the impending threat of uber to take down an entire defense of sg's. which usually consists of 1 and if your lucky 2 sgs on any give pub server. Lord knows too that when a clan gets together on a pub and stacks one team to hell and back with great players, it is way lopsided as is without uber and totally ridiculous and not fun when they use those ubers just to kick your teeth in.

It would be great to nerf the uber in that way, an SG with a shield to counter it. Not necessarily an upgrade for SG but a counter. That is what valve has been doing with these updates, is giving classes a counter to other specific class abilities that would in the beginning of tf2 just dominate other classes.

To be fair as well, it would make great sense that you could only use the shield once on an sg and cant again until you have to build a new one. People could try to abuse this by dimantling their own sg just to get another shield but if the Defense is being attacked constantly, dimantling the sg would be a risky proposition.
 
Been joining in the sniper whoring. Love the shit out of the huntsman, even though i totally suck with it. It is so damn satisfying when you get a headshot.

Monroeski said:
In no way, and I mean IN NO WAY, will I ever support different stats for each weapon. That has its place in many games, but not in TF2 imo.
Yep, i am 100% against any such addition to the game. Doesn't fit this game at all and i think there would be a big backlash if Valve did go through with it.
 
Spotless Mind said:
Been joining in the sniper whoring. Love the shit out of the huntsman, even though i totally suck with it. It is so damn satisfying when you get a headshot.


Yep, i am 100% against any such addition to the game. Doesn't fit this game at all and i think there would be a big backlash if Valve did go through with it.


Hmmm but your 2 sentences don't match, you love the bow which has different stats compared to the sniper rifle.

Bow, faster to hit 100% charge shot, shorter range compared to the sniper rifle.

Edit: Oh you mean different variation for the same weapon? Yeah Valve won't do that, it's just taking a stab at MMORPGS (WOW in general).
 
EvilDick34 said:
I see what you are saying but in defense of a needed upgrade for SG's all it takes is one really skilled heavy/demo and medic with the impending threat of uber to take down an entire defense of sg's.
You'd be surprised at what an attentive Pyro/Soldier/Demo can do it nullify stickies and an uber'd Heavy. One rocket/sticky/compression blast will blow away any stickies that an uber'd Demo throws onto an SG, and a Pyro juggling both an uber'd Demo/Heavy will tend to annoy the shit out of the attacker.

EvilDick34 said:
It would be great to nerf the uber in that way, an SG with a shield to counter it. Not necessarily an upgrade for SG but a counter. That is what valve has been doing with these updates, is giving classes a counter to other specific class abilities that would in the beginning of tf2 just dominate other classes.
That's why the Sandman was introduced; problem is that it's a very defensive weapon, has only one shot chance, and Scouts lose the ability to double jump so it's hardly used.

As is always the case with TF2 everything is entirely situational. Ultimately an Engineer's best friend isn't their SG but a teammate who will protect their "camping" spot such as a Pyro, but then that Pyro loses the ability to face incoming uber's before they become a bigger threat as well as being a roaming spycheck to protect the Medics. It's all based on a knife's edge gameplay which is why we love TF2 so much.
 
Papercuts said:
I've been having a lot of fun with the scout lately, but I also realized I hate all of his unlocks. The sandman is nerfed and just annoying to the person on the recieving end, bonk has little to no point...especially not to replace the pistol, and the FaN is just annoying too. I have him with all the default stuff, while every other class uses atleast two of the new things.

Actually, I forgot about the Heavy. I don't use his stuff either...then again I don't like playing him in general.
pretty much my sentiments exactly. Except just yesterday I started messing around with the FAN and having fun.

Bonk seems to get worse and worse the more I use it. Wtf is the point of being invincible if a sentry can still pin you down? If a SG is pointed at your doorway, you are not getting in that room using BONK. So the fact remains that the single class built almost entirely for offense has no answer to the most basic form of defense.

Oh and I crunched some numbers on FAN today and discovered it actually does less damage overall.

Say standard gun fires 100 pellets for 1dmg each. FAN fires 20% more for 20% less dmg. 120 x .8 = 96. 4% less damage than the normal! (all though, who cares really =P)
 
Suburban Cowboy said:
Say standard gun fires 100 pellets for 1dmg each. FAN fires 20% more for 20% less dmg. 120 x .8 = 96. 4% less damage than the normal! (all though, who cares really =P)
seems like a good trade off for getting the knock back effect
 
Suburban Cowboy said:
Bonk seems to get worse and worse the more I use it. Wtf is the point of being invincible if a sentry can still pin you down? If a SG is pointed at your doorway, you are not getting in that room using BONK. So the fact remains that the single class built almost entirely for offense has no answer to the most basic form of defense.
I've said since it came out that it needs to get rid of the knockback from the Sentry bullets. You're supposed to be "dodging" all of those. I see tons of great Scouts deploy the Bonk just to get pinned against a wall or the Sentry model for the duration of it.

I don't think this is too devastating of change since, for example if you're capping intelligence you still have to make it out of the base without the Bonk. And most everyone will come hunting for you knowing you picked it up anyway.
Been joining in the sniper whoring. Love the shit out of the huntsman, even though i totally suck with it. It is so damn satisfying when you get a headshot.
Lulz, yeah, there is something about it, I just have fun trying to fire it at people even though my accuracy has to be like 10%.
 
i thought last patch said they removed "final" from map names? Why do i still see it on junction and egypt


Oh ya, and egypt and junction are still garbage btw
 
For the people talking about stats, I'm in the borked camp. Noticed they rolled back a little while ago. And not only did I lose records, but I can't record anything new. It'll hold high scores for a little while, but next time I boot up, reverts to old ones. My sniper is stuck at 2 points because I never played him before the bow and arrow became available and nothing new sticks for longer than a couple hours.

The only thing that seems to record is time played, but even that is spotty.
 
Scout is my fave class now over Heavy with the new gears, Bonk! is so damn handy sometimes I prefer to carry it over the pistol, many times I have charged past some sentrys to grab their case and return back a different route while the other team are all wtf, but most default maps seem rather useless for it. Depends if you prefer to rush base or not.

I prefer the FaN since it fires two quick shots and pushes back, may not be as great for killing most classes but the push on a heavy has saved me a few times already in the last few days, even pushing back demo's and soldiers has it's mild uses, the FaN is a gun which changes how you approach everything instead of strafing and shooting.

Sandman is fuck awesome, get good with it and you piss off a LOT of people :lol and I use the FaN to "double" jump, works a treat.

I play on 32 man servers so maybe that's why I feel the scout's new gear is worth the time.
 
my new comp died (specificlaly the hdd), so just for kicks i went back to the x360 version......man is it slow and boring. i dont play on 32 player games, but 8 vs 8 feels so slow compared to 12 vs 12, and the frame rate is hovering around 30 fps and its ugly (p.s fuck you pc gaming now i cant live with 30 fps)
 
Chinner said:
my new comp died (specificlaly the hdd), so just for kicks i went back to the x360 version......man is it slow and boring. i dont play on 32 player games, but 8 vs 8 feels so slow compared to 12 vs 12, and the frame rate is hovering around 30 fps and its ugly (p.s fuck you pc gaming now i cant live with 30 fps)
any game which is 20 players or under using default 20 second respawn time is too slow for me, I think I stare at as much respawn screen as I do playing it.
 
This is now the second thing I've heard about Viacom and youtube today. I suspect the Nazis are staging a hostile YouTube takeover. ARE YOU A BAD ENOUGH DUDE TO SHAVE THE PRESIDENT?
 
Blizzard said:
This is now the second thing I've heard about Viacom and youtube today. I suspect the Nazis are staging a hostile YouTube takeover. ARE YOU A BAD ENOUGH DUDE TO SHAVE THE PRESIDENT?

more like a bad enough dude to meet the scout!
 
Almost every spot in my inventory is filled now. Doubles or triples of practically every weapon but still no KGB or Ubersaw!

Oh well, at least they're crappy melee weapons
 
platypotamus said:
This is a fucking awesome idea. Did the Indians dominate? I feel like they would have.

It's hard to say, because, as this was a public server, there were a few people who weren't playing nice (I believe there was at least one Pyro on each team). Still, even though the Huntsmen is arguably much stronger than the Ambassador, the Spies managed to win every time, even if they did struggle to take the fort.
 
Spotless Mind said:
Yep, i am 100% against any such addition to the game. Doesn't fit this game at all and i think there would be a big backlash if Valve did go through with it.

And those people would be wrong and stupid. If they want to play the same game forever they can switch to Counterstrike. TF2 evolves.
 
Did they change the loot system? I got sniper milestone 1 and unlocked the huntsman right then. I recall the backlash when the spy/sniper update was released because this wasn't the case and you could only unlock things at random based on play time?
 
MisterAnderson said:
Did they change the loot system? I got sniper milestone 1 and unlocked the huntsman right then. I recall the backlash when the spy/sniper update was released because this wasn't the case and you could only unlock things at random based on play time?

Yes, you can now unlock sniper/spy weapons through achievement milestones. Hats are still completely random.
 
Found all the Sniper weapons through random play now =) Spy ones through Milestones. Yay. I'd like the Backburner though... wonder when I'll get that.
 
The original is better than the backburner though. :)

Especially now that CBs can turn off fires among other things.
 
Firestorm said:
Found all the Sniper weapons through random play now =) Spy ones through Milestones. Yay. I'd like the Backburner though... wonder when I'll get that.

You're welcome to all of my extras once they finally allow sharing.
 
Firestorm said:
Found all the Sniper weapons through random play now =) Spy ones through Milestones. Yay. I'd like the Backburner though... wonder when I'll get that.
I don't think the old milestones are disabled, and the pyro ones are actually some of the easier ones
 
Okay, I've got a question.

Lately I've been noticing an increasing trend of engineers building their teleporter entrances INSIDE the team's spawn area. You're not supposed to be able to do this because it effectively makes the teleporter indestructible to the enemy and I certainly have not been able to do it, but I see engineers somehow do it now all the time. It's pissing me off - not because I can't figure out how they're doing it (although that's part of it) but because it's not fair play. Is this some kind of exploit that I'm unaware of?
 
I'm pretty sure there's a hack/exploit to build inside the rooms themselves, but you can also do it on some of the door frames if you crouch around enough. Valve usually kills the latter after they become known.
 
benjipwns said:
I'm pretty sure there's a hack/exploit to build inside the rooms themselves, but you can also do it on some of the door frames if you crouch around enough. Valve usually kills the latter after they become known.
Is it a VAC-bannable offense? It should be.
 
I think the best engineer new item I can come up with is either a shotgun or pistol replacement that is basically a spraycan containing some super-slick flame retardant material. The end result is you use it and it makes sappers slide off your buildings once, and a pyro charging in close will do less damage. Maybe that seems like a weird extra counter, but I know as a pyro, any spot where I can sneak up on the sentry = sentry is dead unless it's impossible to strafe it (which it is, 99% of the time, quite possible to strafe it).

I also wouldn't mind a new sentry gun, preferably one you can drop on the run a la combat engineer dropping level 1 sentries now, but it would be stronger and build faster, at the cost of not being able to upgrade past level 2, and taking 300 metal to upgrade.

And, actually, if they wanted to give the engineer a nailgun (a real nailgun and not the quake weapon) as a shotgun replacement, I think that would be cool and might make me play engineer more.
 
Gary Whitta said:
Is it a VAC-bannable offense? It should be.
I'm not sure if it is or isn't, but it shouldn't be. Exploits are Valve's fault and nobody else's. That is actually how the game works. That is, there is no objective way for anyone except Valve to determine if something is an exploit or if it was intended/acceptable game function. However, each individual server can set whatever arbitrary server rules they want and kick/ban players for breaking them.

VAC, on the other hand, should limit itself to objectively cheating activities, like using modified clients, and such.
 
Gary Whitta said:
Okay, I've got a question.

Lately I've been noticing an increasing trend of engineers building their teleporter entrances INSIDE the team's spawn area. You're not supposed to be able to do this because it effectively makes the teleporter indestructible to the enemy and I certainly have not been able to do it, but I see engineers somehow do it now all the time. It's pissing me off - not because I can't figure out how they're doing it (although that's part of it) but because it's not fair play. Is this some kind of exploit that I'm unaware of?

I think it's some sort of server setting. Anybody can do this on one of the servers in my favorites list, Nemu's Battleground, but I've never seen it done in any other servers. The blueprint deal will still make it look like you can't do it, but you can still plop a teleporter down all the same.
 
Hazaro said:
Getting your engie stuff built in spawn on Gravelpit takes skill :lol
When i see another engineer trying to do this i go engineer and build a sentry and dispenser there.

Alternatively put an exit there and an entrance somewhere for spies to get into spawn.

EDIT: there's also a server mod that allows it. On the goldrush spawns with the small steps down into spawn room, get there with some friends and you can build teleporter traps to cover the entire exit of the spawn.
 
does anyone else get the bug as heavy where the crit sound and graphic will go off but you arent actually firing crits? Pretty sure this has been happening to me since launch
 
Suburban Cowboy said:
does anyone else get the bug as heavy where the crit sound and graphic will go off but you arent actually firing crits? Pretty sure this has been happening to me since launch
Yeah I get it frequently. I'm all 'Now you're gonna get it aaahahahwhat?' Dead.
 
Gary Whitta said:
Okay, I've got a question.

Lately I've been noticing an increasing trend of engineers building their teleporter entrances INSIDE the team's spawn area. You're not supposed to be able to do this because it effectively makes the teleporter indestructible to the enemy and I certainly have not been able to do it, but I see engineers somehow do it now all the time. It's pissing me off - not because I can't figure out how they're doing it (although that's part of it) but because it's not fair play. Is this some kind of exploit that I'm unaware of?

Do you mean all the way inside or just on the threshold? The latter is still sappable. On the other hand. I found it strange that they would design Hoodoo cp set 2 to have an huge un-sappable area just just outside spawn before you get to the garage.
 
Javaman said:
Do you mean all the way inside or just on the threshold? The latter is still sappable. On the other hand. I found it strange that they would design Hoodoo cp set 2 to have an huge un-sappable area just just outside spawn before you get to the garage.
All the way inside. Totally unreachable by the enemy.
 
Gary Whitta said:
All the way inside. Totally unreachable by the enemy.

So are you talking about all maps, or just Hoodoo? I just assumed it was some strange quirk on Hoodoo because it's not an official map.

On a related note, ever since Java made the obvious post about how people at spawn should switch to engineer and upgrade entrance teleports (duh), I've been doing this. But I tried doing this to a fully functioning level one in a Hoodoo spawn the other day, and it wouldn't let me. First thought was: That's weird. Second thought: How is this even here?

On a side note, why is this switching to engineer at spawn not obvious to us gamers? You'll see a group of five guys waiting in line at a level one and nobody switches to upgrade it. Thanks to Java, now I'm no longer just another dumb ass in line.
 
I finally got my first hat, the sniper teeth hat. Unfortunately, even when taunting when you see your own head, it doesn't show the hat. And the loadout screen doesn't show the hat. So the ONLY WAY I can know my own awesomeness is for other people to look at my head and tell me. :/
 
1-D_FTW said:
I've seen a soldier, medic, scout, and engineer hat. Engineer hat is definitely my favorite. Soldier my least.


Subconsciously I find myself wanting to heal heavies last when they have the helmet on. It's like they have better armor or something. :lol
 
I have yet to encounter the Soldier, Engineer or Sniper hats, I've seen all the rest (but not gotten any myself). I think the Medic and Spy are my favorites.
 
Javaman said:
Subconsciously I find myself wanting to heal heavies last when they have the helmet on. It's like they have better armor or something. :lol
I tend to view them as....."special". Like he has special needs.
 
Regarding building in spawns... general Best Practice is to fill the spawnroom with a func_nobuild so Engineers can't build in there. I know Junction lacks those in the little hallway areas though. I believe there are ways for admins to disable entities, which could explain it, or there are just mappers that forgot to include them.

(I tend to focus on these kinda things with my maps.... I play Engie a lot so I can almost tell when an architecture would be exploited and try to prevent it.)
 
I've been seeing more and more hats but have yet to acquire a single one. I would give away all of my dupes for a Pyro Beanie or Medic Kaiser Helm. The Soldier's WWII helmet's pretty cool too.
 
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