Exactly. Enjoy the chaos while it lasts!jaundicejuice said:Embrace the insanity of the class update, TF2 will return to business as usual soon enough, servers will die down, the class balance will return but for now, enjoy the insanity, play as a counter-class. Live it up as a spy or demo.
Yeah, it absorbs 500dmg. I take it it resets when you turn off then on?speculawyer said:Yeah, that shield is interesting. From what I can tell, other players can crouch behind it and attack.
So am I correct in thinking that other players (heavy, demo, soldier, etc.) could hide behind the shield, look through the shield, and fire through the shield. Basically, the shield is a fixed point uber that lasts until it is blown up. (But it can be blown up.)
I love the wrangler so damned much. Biggest problem I've had with it is how defenseless I am to backstab+sap. It makes the awesome experience a lot less enjoyable.L00P said:The Wrangler is super-fun. Especially if a bunch of engies are just spamming it:lol
Team Fortress 2
Fixed an exploit that allowed Engineers to build level 2/3 mini sentries.
Fixed a bug that allowed sapped buildings to be picked up by the Engineer
Fixed a bug where Wrangled level 3 sentryguns would still fire rockets when they were out of ammo.
Fixed a bug where players would go into reference poses when switching classes while carrying a building.
Fixed seeing the changeclass label in the spectator HUD when using cl_hud_minmode.
The amount of revenge crits a player can have at one time is now capped at 35.
The Wrangler no longer shows the shotgun's ammo count.
Engineers can no longer pick up buildings while stunned or in loser state.
Fixed Engineer shotgun and piston not using team skins for the Engineer's arms.
Fixed an issue where Wrangled sentrygun effects wouldn't be attached to the sentrygun.
The Gunslinger 3 hit combo now only increments the combo count when hitting enemy players.
Fixed a crash in the control point progress bar.
Fixed a server crash in the player death code, related to building carrying.
Fixing performance spikes that occur at round start, and after each point capture, when TFBots are present in the server.
Achievement fixes:
The "Rio Grind" achievement limit is now correctly set to 50.
Fixed a typo in Six-String Stinger achievement name.
Fixed a bug in the "Death Metal" achievement that caused it to rapidly complete itself.
Fixed getting the Six-String Stinger achievement without playing the guitar.
Fixed sentrygun detection code in "Best Little Slaughterhouse in Texas" and "Deputized".
Missed notes from yesterday's release:
New response rules and sounds added for some classes
Same thing happened with the sniper/spy update, usually happens after every class update in fact :lolD4Danger said:that's a lot of fixes for an update that came out less than 24 hours ago
The Gunslinger 3 hit combo now only increments the combo count when hitting enemy players.
Jenga said:
ohjaundicejuice said:You can't just swing your arm in the air like a spaz to chain up to the three attacks to get the crit
Jenga said:oh
didn't even know you could do that :lol
snoopeasystreet said:is there a GAF server?
InsaneZero said:According to the artist of the Engineer comic, Valve currently has four different versions of Meet the Medic that they're currently fussing/rewriting over, so at least we have some information on how that's progressing.
Sai-kun said:My dad made a TF2 joke earlier
Me: "So in TF2, everyone's absolutely loves hats. It's so weird. They just want more and more hats. They love hats."
Dad: "So....I guess that makes them....haterosexual?"
Me: "....*stunned silence*"
:| Oh dad
Sai-kun said:My dad made a TF2 joke earlier
Me: "So in TF2, everyone's absolutely loves hats. It's so weird. They just want more and more hats. They love hats."
Dad: "So....I guess that makes them....haterosexual?"
Me: "....*stunned silence*"
:| Oh dad
Bullets and such can still travel through the shield when someone's hiding behind it, so I'd only recommend doing this behind a level 3 sentry just to be on the safe side. I found this out the hard way when I was making sure a mini-sentry under the control of the Wrangler wouldn't run out of ammo.speculawyer said:Yeah, that shield is interesting. From what I can tell, other players can crouch behind it and attack.
So am I correct in thinking that other players (heavy, demo, soldier, etc.) could hide behind the shield, look through the shield, and fire through the shield. Basically, the shield is a fixed point uber that lasts until it is blown up. (But it can be blown up.)
chixdiggit said:One thing that still confuses me about this game. Lets take The Southern Hospitality for example. It states "One hit bleed for 5 seconds" So does this just mean melee with the wrench or all weapons? It also says "No random Critical hits" Does that mean just with the wrench or all weapons?
DMPrince said:hats off to your dad.
I feel you're overrating the ability to move sentries around, especially if you're playing Demoman. Perhaps there'll be a slight delay to pack it up in a future patch now that video's are popping up that show Engineers can rocketjump with it to some extent (not sure what the execution barrier for that is) but other than that, I honestly feel the ability for the most part is fine as is.Boonoo said:Looking at the sticky launcher (which, I think, we can agree is the king of sentry killers) it generally takes 2 or 3 stickies to take out any given sentry. Many is the time that I've been tending my sentry that I see stickies start to fly in. It used to be that I would whip out my shotgun and try and break them; now all I need to do is right click and back up 10 feet; since the demos are generally far away or blind firing I'm safe for the time being.
Same thing with rockets. As long as my team keeps on fighting and gets rid of the assailant I'm good to go.
Now it's a given that this won't work all the time, but I think it will work enough of the time to raise some red flags. Packing up your gear should primarily be used to "move that gear up" it shouldn't be an oh shit button.
A 2 second deconstruction time would do that fine. Long enough that if you do it in the face of danger you're dead, but short enough so that you can push forward to help your team.
As far as killing a sentry in the build phase; it's hard when the sentry drops down with full health and an engie beating on it. It dropping with half health, I think would be a good thing.
It's not so much that it cuts down on the time it takes an engie to build; it's that the enemy has a minuscule window of opportunity to destroy the sentry when he just plops it down. When you're building up a level 3 from a level 1 there's a wealth of opportunities to destroy it not the least of which is the initial low health building phase (not present in a prebuilt lvl3 ). It's faster, less dangerous, and more powerful. It lets an engie set up a fully powered sentry under light fire.
There need to be some ramifications to this huge boost in potential. It should be more dangerous than it is to pack up and move your sentry around.
I like that it's quicker and cuts down on busy work for the engineer, but it shouldn't make things a complete walk in the park. It's all reward, no risk.
Moving your sentry up should be safe and efficient if you're behind your own lines like in say a payload map as you move your gear from the captured point 1 to the now captured point 2 as your team begins to assault point 3. Moving up to the contested point 3 with your gear, though, should be a dangerous maneuver (as should, say, the defense moving their gear from the taken point 2 to the contested 3).
Anytime you move your gear under fire it needs to be more risky.
I think we mainly do see it as a welcome streamlining of the process. But you need to be more vulnerable when you move your gear. It's just to easy to plop a level 3 down on the front lines.
I'd suggest 3 basic changes.
1) 1-3 second deconstruction time.
2) A placed object starts at half health.
3) Movement slowdown based on lvl of object, so that a level three makes you noticeably slower than the heavy.
This would, as I said about, make things safe and efficient when you're behind your own lines, but a real risk when you're pushing to a contested zone.
As for the wrangler. I haven't seen it in action too terribly much, but I'd say, as my first thoughts that 1) the shield is far too powerful, and 2) it needs severe distance penalties.
snoopeasystreet said:The mini-sentries don't seem great. Maybe it's that people don't know how to use them correctly yet but I dunno, they seem kinda useless. I think it'd be fairly cool if you could throw them or have them stick to walls. It'd at least make them a bit more unique from the regular ones.
snoopeasystreet said:The mini-sentries don't seem great. Maybe it's that people don't know how to use them correctly yet but I dunno, they seem kinda useless. I think it'd be fairly cool if you could throw them or have them stick to walls. It'd at least make them a bit more unique from the regular ones.
It's best to use the wrangler in non obvious ways, like stick it somewhere high at the back of an area, run somewhere else and more or less rain death, also it's faster fire rate when being used manually along with it's 66% shield make's it rather tough to take out, when you swap to your wrench to repair it still has a shield up for 2-3 seconds, two smacks and you can resume shooting again without the shield dropping.Confidence Man said:Mini-sentry is the best addition in the update. Between that and the health boost it lets you go toe-to-toe much more effectively.
The wrangler still seems pretty useless to me. The range is helpful but unless you've got another engy dedicated to refilling it's ammo and healing it's not worth the trouble. I hate the way you aim it - would've preferred if you could aim in first person and keep yourself hidden as long as you have line-of-sight to the sentry.