tf2 update (Engi got fucked)

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Godzillarich(aka tf2godz)

Get the point
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Aug 1, 2011
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http://www.teamfortress.com/gunmettle/powerhouse.php

well this is happening, and my God me and my friends are unhappy about it.

GAME PLAY CHANGES
New feature : Weapon exchange and pick up. Weapons dropped by killed players can no longer be picked up for ammo. Killed players will now also drop a medium ammo box. Players that can normally equip the dropped weapon (proper class) can look at the weapon and press the 'action key' to exchange it with what they have equipped. The player's equipped weapon will be dropped on the exchange.
Inspect Target has been changed to Inspect Target or Item. While having a decorated weapon deployed with no target under the cross hair and then pressing the bound inspect key (+inspect) , an interruptible view model animation will play.
Random Damage Spread is off by default (ConVar tf_damage_disablespread is set to 1).
Auto reload is on by default (ConVar cl_autoreload 1). Existing users will still use their currently set value. This setting can be changed under Advance Options or through the developer console.
Updated various weapon descriptions to better detail the weapon's features.
Class and Weapon Changes

SPY
Spy no longer smacks himself in the face while reloading a revolver (New Spy revolver reload animation that does not block cross hair)
Changing to a new disguise while already under a disguise takes 0.5 seconds instead of the normal disguise time of 2 seconds
In the disguise menu, pressing 'reload' will also toggle the disguise team.
While invisible, Spy receives 20% less damage from all damage sources
While invisible, Spy has reduced timer on debuffs (fire, jarate, milk, bleed)
Decreased the damage penalty on Sentries sapped by the Spy from -66% to -33% (i.e. shooting a Sentry the Spy sapped with a Revolver is now more effective)
Spy-cicle
Changed fire immunity for 3 seconds to fire immunity for 1 second and 7 seconds of afterburn immunity
Removed silent killer attribute
Spy-cicle recharge timer can now be reduced by picking up ammo boxes
Enforcer
Changed +20% damage bonus while undisguised to +20% damage bonus while disguised
Big Earner
Added 3 second speed gain on kill
Kunai
Health penalty reduced from -65 to -55 (70 Health total)
Minimum Health gain of 75 on kill
Maximum overheal from Kunai increased from 195 to 210
Cloak and Dagger
Can now pick up ammo kits for cloak meter while visible. Previously could not pick up ammo packs for cloak. Cloak gain is at a reduced rate when compared to stock invis watch on ammo pick up
Dead Ringer
Triggering Feign Death instantly removes 50% cloak meter
Changed increased drain rate to a decreased drain rate. Overall duration of invisibility is still 7 seconds when accounting for initial spend of 50 cloak meter for triggering Feign Death
Decreased cloak regen rate from +80% to +50%
When Feign Death is triggered, the Spy receives a 3 second speed boost
Initial attack that triggers feign death has its damage reduced by 50%
Damage resistance on triggering feign death scales over time. 65% to 20% over 3 seconds
Feign Death stealth has no bump shimmer for 3 seconds
3 seconds after triggering Feign Death, the Spy is under normal invisible conditions (20% armor and shimmers if bumped or shot)
Can no longer pick up ammo for cloak meter while cloaked
ENGINEER
Construction boosts (wrench hits, redeploys) from multiple sources is now additive instead of multiplicative. Calculations are based around a 1x base building speed.
Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)
Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)
Building pick up speed penalty reduced from 25% to 10%
On Wrench equip change, buildings no longer self-destruct unless the building type is changed (i.e. Only Sentry explodes when switching from Wrench to Gunslinger)
Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)
Level 2 and Level 3 Sentries have less passive damage resistance against Heavy miniguns. Level 2 Sentry Minigun resistance changed from 20% to 15% and Level 3 Changed from 33% to 20%
Gunslinger / Minisentry
Mini Sentries can now be repaired
Mini Sentries can now be wrench construction boosted
Mini Sentry base build speed decreased. Mini Sentries that are wrench boosted build slightly faster than previously.
Mini Sentries start at 50% health on construction and gain health during construction instead of starting at 100%
Metal gibs from destroyed Mini Sentries no longer grant any metal
Pomson 6000
Uber and Cloak drain decreases over distance from target. Decreases start at 512 Hammer Units (Hu) from target and reach 0 drain at 1536Hu
Wrangler
Ammo and Repair given to a shielded Sentry is reduced by the strength of the shield (66% reduced) when shield is active
Engineer death keeps the Wrangled sentry shielded and disabled for 3 seconds, same as when Wrangler is switched away. Previously Engineer death caused disable state for only 1 second
Jag
With the change to Base Construction boost, Jag bonus has improved. 30% increase of 1.5x makes a total of 1.95x (total of 2.95x when base speed is added)
Added +15% swing speed.
Added 20% repair penalty. Repairs will give up to 80hp per swing instead 100hp per swing.
The Short Circuit
Projectile destruction has been moved to alt-fire at the cost of -15 per shot. There is a 0.5s cool down between attempts and refire
Cannot pick up buildings when the Short Circuit is deployed
Eureka Effect
Previous penalties have been removed and replaced with the following
Construction hit speed boost decreased by 50%
50% less metal from pickups and dispensers
SCOUT

Baby Face's Blaster
Added Boost reduction on taking damage.
Increased amount of Boost lost on air jump
Short Stop
No longer uses secondary ammo and now uses primary ammo instead
Healing and knockback passives are only active when weapon is deployed
Pretty Boy's Pocket Pistol
Passive effects on the Pretty Boy's Pocket Pistol are only in effect when the weapon is deployed
Removed +15 max health passive
Added up to +3 health per hit
Changed damage vulnerability from +50% fire to +20% all sources while active
Fan O' War
Now crits whenever it would normally mini-crit
Reduced damage penalty from -90% to -75%
SOLDIER

Airstrike
Removed clipsize penalty
Reduced radius penalty from -15% to -10%
Reduced damage penalty from -25% to -15%
Rocket jump blast damage reduction reduced from -25% to -15%
Equalizer and Escape Plan
Changed no healing penalty to 90% less healing from Medics while active
Blackbox
Changed +15 health on hit to +20 health on hit per attack
Changed how health on hit works for radius damage. Is now capped per attack and scales with total damage done relative to base damage.
i.e. doing 45 damage nets +10 health on hit as base damage is 90. Hitting 3 enemies for 45 each for a total of 135 damage only returns +20 health.
Liberty Launcher
Now has +25% clip size
Battalions Backup
Fixed an issue that caused rocket jumps to be decreased when it was active.
DEMOMAN

Tide Turner
Self damage will no longer decrease charge when charging
Fall damage will no longer decrease charge when charging
Amount of charge taken away on damage when charging reduced from 3 to 1 per point of damage
Bootlegger / Ali Baba's Wee Booties
Added +10% movement speed bonus
Changed 25 charge on charge kill to 25 charge on melee kill
The Claidheamh Mòr
Changed 25 charge on charge kill to 25 charge on melee kill
Loch-n-Load
Changed +20% damage bonus to +20% damage against buildings
Iron Bomber
Removed damage penalty on self-detonate
Reduced radius penalty from -20% to -15%
Quickiebomb Launcher
Damage is now increased based on charge amount when the bomb is fired
Ullapool Caber
Reduced explosion base damage from 100 to 75
Reduced damage ramp up bonus for close range attacks. Now is the same as other explosive weapons.
PYRO

Flaregun
Added text to describe 100% critical hits on burning targets
Scorch Shot
Reduced damage penalty from -50% to -35%
Now has increased knock back on burning targets
Increased the blast radius from flares from 92Hu to 110Hu
Hits and explosions always minicrit burning targets
Detonator
Added text to describe 100% minicrits on burning targets
Slightly increased blast jump height when doing a Detonator jump
Increased blast radius from 92Hu to 110Hu
Detonated explosions now also minicrit burning targets
Increased damage penalty to -25%
Increased self-damage penalty from +25% to +50%
MEDIC

Vaccinator
Fixed a bug that gave Vaccinator patients full crit immunity.
Vaccinator base resist does not grant any crit resistance.
Vaccinator Uber deploys now always take exactly 1 bar of Uber charge.
Vaccinator Uber deploys give the patient a 2.5 second bubble of 75% damage resistance of the current resist type and full crit resistance to that type. These bubbles do not disappear if the medic stops targeting the current patient. Multiple bubbles of different types can be applied to the same patient or multiple patients given the same resist uber each consuming 1 charge.
Vaccinator uber build now suffers the same penalties as other mediguns when it comes to multiple medics on the same target and max overhealed patients.
Decreased the bonus healing a Medic received for properly selecting the right damage resistance type from 25% of incoming damage to 10% of incoming damage
Added Penalty of 66% decreased uber build rate while healing a overhealed patient
Solomn Vow
Added 10% attack speed penalty
SNIPER

Sydney Sleeper
Jarate now applies on all scoped shots, duration scales with charge duration (2 to 8 seconds)
Bazaar Bargain
No longer lose heads on miss
Collecting a head requires a headshot kill and not just a headshot
Each head boosts charge rate by 25% up to 200%
Charge rate penalty changed from -20% to -50%.
Now requires 2 headshot kills to be back at base speed and 6 kills for 200% charge rate
Bushwacka
Changed penalty from +20% fire vulnerability to +20% damage vulnerability while active
HEAVY
Minigun damage penalty on Level 2 and Level 3 Sentries slightly decreased. Level 2 Sentry resistance changed from 20% to 15% and Level 3 changed from 33% to 20%
Natascha
Added 20% damage resistance while spun up
Stun amount now has distance falloff. Decreases starting at 512hu down to zero stun at 1536Hu
Brass Beast
Added 20% damage resistance while spun up
Tomislav
Now 20% more accurate (less spread)
Increased spin up bonus from 10% to 20%
Family Business
Now has +15% increased attack speed
Warriors Spirit
Now has +10 health on hit
Eviction Notice
Now has 3 second speed boost on hit
Dalokoh's Bar
Now has 10 second cool down on use
Can now overheal up to 400hp
Can be thrown (alt-fire) as a small medkit for other players to use
Lunchbox items
Updated description to note that these items can be thrown (alt-fire) to supply players with a medkit.
MULTI-CLASS

Panic Attack
Base Fire rate increased (from 15% to 30%)
Base reload speed increased (from 33% to 50%)
Added increased switch to speed by +50%
there's also a three month paid event to get some random weapons inside skins I guess.

http://www.teamfortress.com/gunmettle/

yeah I don't like this update what do you guys think.
 

Mr.Mattress

Level 2 Lumberjack
Jul 17, 2009
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Eh, as an Engie Fan, it's not that bad. Yes, the EE got nerfed hard, with the Pomson and Short Circuit getting moderately nerfed, but everything else for Engie seems pretty good, especially the Jag and Gunslinger.

All I know is I want the Boxtrot Taunt badly. I don't even like Metal Gear, but I like the Spy doing that.

The Update itself is fine, but I don't plan to spend 6 Dollars to get painted weapons. At least we got a ton of new maps.
 

Zontar

Mad Max 2019
Feb 18, 2013
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As a heavy Pyro player I'm at least happy they didn't do another needless nerf again. Everyone complained about the phlagistonater for the longest time, but we didn't use it because it was overpowered, we used it because it was literally the only weapon that wasn't useless at the time. I feel as though someone at Valve came to the mistaken conclusion that the class was overpowered once upon a time, and so now it needs to be underpowered to make up for it.
 

Neverhoodian

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Apr 2, 2008
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Oh for fuck's sake. Just because TF2's art style is dead doesn't mean it's okay to desecrate the corpse even more. I'm not touching ANY of those reskin abominations.

Ah well, the fight was lost on that front years ago. Now to focus on the real meat and potatoes, the gameplay changes:

-As a Spy CnD main, I'm rubbing my hands and cackling with glee. Reduced damage while cloaked? CnD can refill with ammo packs now? Shooting at sapped buildings is more effective? Pinch me, I must be dreaming...

-I do play Engie quite often as well, and these changes are...interesting. I'm happy for some (faster construction speeds, Jag is actually useful now), not so much for others (increased repair costs, the aformentioned sapped building damage).

-BFB nerfed. As much as I loved that thing, I readily admit it was OP, particularly in the hands of a skilled player. Good change.

-Sounds like good changes to the Soldier's weapons, buffing the UP ones and nerfing the OP ones. Also, uber Equalizer taunts are possible now. Let that sink in for a moment.

-Pyro buffs aren't really a huge deal either way. I don't play Pyro often, and when I do I don't usually use the weapons listed here.

-LNL NERFED! Praise Gaben!

-I'm not sure what to make of the Medic changes (another class I play often). Vaccinator is...nerfed? Well, it's not like I ever used that thing anyway. That reduced uber build on overhealed targets is rough, though. I applaud that they're trying to reduce pocketing one player exclusively, but sometimes that's the only option you have. Also, stock Bonesaw is useful again.

-Hee hee. WEEEEE HEE HEE! I'm going to have SO much fun pissing (pun DEFINITELY intended) people off with the new Sydney Sleeper. I can already hear the "bodyshot fag" comments now...

-Ooh, my Fat Scout (I stopped playing "normal" Heavy long ago) may have a use for the new Family Business. Combining it with the Warrior's Spirit or Eviction notice has potential...

And finally, the Panic Attack is still pretty useless simply on account of its base stats. Nothing short of a complete rework is going to save that thing.

All in all, a net positive, despite the weapon reskin eyesores. I look forward to firing up TF2 tomorrow and experimenting with all these changes.

TL;DR: Screw the cosmetics, but kudos for the gameplay changes.
 

vallorn

Tunnel Open, Communication Open.
Nov 18, 2009
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Holy hell I'm still processing the gameplay changes, I might take a try at Team Fortress 2: Global Offensive but the meat and potatoes of this update are insane;
-Engie has needed a bit of a nerf for a while but they might have gone a bit too far with this one,
-I love the Scorch Shot changes,
-Spy... I don't play Spy but now I'm going to be VERY wary about my spine's positioning,
-the Dalokoh's bar changes have been a LONG time coming,
-Caber and LnL nerfs break my troll knight's heart but they and the changes to charge reduction were much needed,
-I guess I won't be using the Black Box anymore since it's only good in small fights now and I'd rather have the extra rocket in those,
-BfB nerfs... But... Gotta Go Fast... No they were needed but it might be a little much,
-the Minisentry changes are exactly what it needed.

I'm happy with the changes on paper, now to see how they affect the game tomorrow.
 

Victim of Progress

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Jul 11, 2011
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vallorn said:
Holy hell I'm still processing the gameplay changes
I agree with you on this one. Holy shit, so many balance changes. I think this is a great update. Especially with the Engie and Spy weapons rebalance. I can finally use the Eureka Effect and not be laughed at.

Thank you TF2 team.
 

MHR

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Apr 3, 2010
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Some of these changes are fucked. Not the weapon skins or any of the content, that's all great. I'm probably going to buy that cosmetic item thing and get sweet swag, but still, some of the balance changes are fucked

Well first off, they disabled random weapon damage spread. It seems like a good idea when you think about it, but we've had it on for so long that this is shaking things up, possibly unneeded. We'll have to see whether a fully charged bodyshot kills a medic 100% of the time or if 2 regular melee hits are guaranteed to take out 125 HP, things like that. At least they didn't nerf random crits like everyone has been whining for. Hooray for half-measures.

-Spy changes are solid. No complaints here. It was all needed in one way or another. Just makes me simmer a little to think Cloak and Dagger is being validated as a weapon to the idiot noobs who insist on failure with it, but whaddya gonna do? It's all still good.

-Engi changes were only from the whining. Mini sentries were fine except to tryhards that tried to play solo fortress with scout or pyro and expected it to be easy. For pomson, The fact is, uber drain still exists, the piddly little nerf doesn't actually do anything but attempt to placate. Shoulda been left as-is, now it just insults both parties.

I don't at all understand the reasoning behind the repair cost changes. What was so overpowered about engineer repairs before? You usually died to people who placed explosive splash well before, and repair costs were already relatively prohibitive, they didn't need to be increased from a factor of 3 to 5. Since wrench healing is now garbage, everyone is pretty much required to take the damned rescue ranger for its free heals, something I already thought was overpowered, now it's required-tier to patch class shortcomings. It even works on mini sentries now, which is just great. No more Funtier Justice fun for me.

I don't understand the short circuit changes, they aren't explained. Does M2 destroy all projectile in the fired-upon area for a flat 15 metal cost? Or is it going to gouge you like it currently does, and clearing a few stickies will still drain your metal severely, and all this now with a small window to operate in?

Heavy buff against sentries is understandable. Never when you thought of "sentry destruction" or overall useful firepower did you think of the heavy himself. He never quite did enough damage to buildings.

-Scout

Pocket pistol is now garbage-tier. Thanks Valve. Good job.

Big bad Fan o war buff. wooooweee. Now maybe people can level their stranges up from "strange" 0 kills to "hardly lethal."

Baby Face's Blaster desperately needed the nerf, but now my ability to use it as a boost to a melee-only playstyle is impaired. 1/10. Would have been better that speed can only be removed if you have the primary active.

Still no Force a Nature ammo loss fix since day 1. It wasn't mentioned at least. How difficult could that POSSIBLY be?!

-Soldier

I don't care.

-Demo

Old loch n load won't be missed. Trying to make the iron bomber less embarrassing is cute. I just don't care about demoknighting anymore.

Is that a caber nerf I spy? tsk tsk.

-Medic

Vaccinator was a really weird out-of-place weapon before these changes. I didn't want to try it initially, but when I finally found one for a random drop and actually learned about it, I couldn't believe it existed in this form. It's like seeing a whole family of albino animals, too weird. 100% crit resistance? cheap ubers in 1v1 situations? Healing the medic? No uber penalty for healing one single guy? It didn't make sense. The changes are probably good, but I'll be sad to see the security against headshots go. It really screwed over hackers and tryhards.

-Pyro

At least no spiteful phlogistinator nerfs. Ill still be skeptical about the versatility of any of the flare guns compared to the shotgun when not employed by cheap degreaser combos.

-Sniper

-I don't get it, you think trying to skill index the sydney sleeper of all things needs to happen? Looks like a nerf to me. It wasn't even close to overpowered.

-Good bushwacka nerf.

-Heavy with a couple of weird changes.

Natasha with damage resistance? I would have preferred the horribad spinup times be scrapped, but this will probably do. We'll have to actually go test to see if the slowup still works or it's insultingly defanged and is only good at really close ranges where things would die in a second anyway.

Brass Beast with damage resistance is just funny. Now noobs are tough little annoying boulders. Like a turtling level 3 engineer with even less effort required.

I don't think I like this dalokoh's change. It substituted for sustained healing sources at the expense of having to eat it for quite a few times as opposed to the sandvich which was only good once. I don't understand why the cooldown needed to be added. If a heavy needs to burn so much time eating 2 or 3 times to get his full heal, why prevent that? All that time lost and vulnerable and constantly rolling D2 to see if a spy pops up was a big enough penalty of its own. Now it's there to give your teammates a small medkit? Weak. If I thought the situation was adequate enough to support me with heals, I would have already taken the sandvich for the helper medkit or shotgun in the first place.

-Panic Attack

Still don't care.
 

Doom972

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Dec 25, 2008
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There are some improvements to compensate for the nerfs, so I wouldn't say it's that bad.
Your reaction reminds me of when they changed the Sandvich so I couldn't throw it and then pick it up for immediate 50% heal as a Heavy. I was a bit disappointed at first, but ultimately it made me a better player as I learned to adapt.
 

Skatologist

Choke On Your Nazi Cookies
Jan 25, 2014
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Well...it still isn't in effect yet I guess. Maybe it's just the language, but I have very little idea what a lot of these mean, other than not being able to 1 shot classes anymore as Sniper or Demoman really.


Pyro: changes for secondary flare guns seem nice too, especially as someone who admires the Scorch Shot.

Spy: reload animation change will be cool, along with the reduced damage when cloaked.

Engineer: I need to know what all that means, but it certainly looks like an engy nerf in all aspects, especially with the Heavy and Soldier Buffs.

Scout: Those are some weird changes. Shortstop idea is nice, and so is fan o'wr, but I'll miss the BFB and PBPP as they were prior to update.

Medic: I have no idea what's up with the Vaccinator, but I guess I kind of like the Solemn Vow's nerf since now there seems to be a reason to choose a bonesaw/reskin since the Vow is no longer a bonesaw with an ability the original it doesn't have.

Soldier: I think those are all buffs and I've been playing the class more recently so I'm not complaining.

Heavy: Same as Soldier

Sniper: What are they doing to you Bushwacka? They get rid of your random crits, and now their increasing the damage you take? That's just not fair. Rifle changes seem fair enough though.

And finally Demoman: Is there a reason to use the LnL other than destroying buildings? Caber damage would be nice not to hurt yourself as much as usual. Happy the Tide Turner has its nerf overturned. And don't much care about the other weapon stat changes.
 

TheYellowCellPhone

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Sep 26, 2009
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I don't think Engie got nerfed. His buildings take more damage to Heavies, but I thought Heavy has been woefully underpowered for the longest time now, so I'm fine with it. The Wrangler has been a weapon a lot of people have been calling for a nerf, because people find it angering that a wranglered mini can tank around 4 stickies, or that a Level 3 can tank an Ubered heavy. Wrangled sentries are still tanky as shit (Level 3 having almost 700 HP), but they can't be tanky like they were before for as long. Plus, Engie got some really good buffs to redeploy speed, The Jag, The Eureka Effect, and movement speed when holding a building.

So, my thoughts on each class, as a person who plays in minor competetive:

Scout - Thank god that BFB and PBPP are nerfed. I think the BFB boost drain isn't enough except when facing higher DPS classes like Heavy, Pyro, or Engie, so they can continually tick off damage. Sniper, Demo, and Soldier, who have one or two good shots, are still going to be SOL if they miss, and are still going to practically one-shot them if they hit. PBPP removing tank scouts is a long time coming.

Soldier - literally no reason to buff the Escape Plan. It's not like around 75% of all Soldiers equip it, and leave other melees like the Equalizer and stock in the dust. No, we want 80% of Soldiers to equip it now. The other RL changes are something I have to see -- I think the Air Strike will still be a screw-around garbage weapon, Liberty Launcher I can see earning back its title as "Number 1 Soldier Crutch" because it still has fast rockets and now it has more spam.

Pyro - Detonator's damage nerf is saddening, as a person who's started using the Detonator more. It's now being treated as a mobility weapon more than an AOE damaging weapon, with Scorch Shot taking over that role since it can minicrit players now. Still no changes to the airblast being a stun.

Demoman - Thank FUCK that the Loch is getting nerfed. Tide Turner I think was just fine how it was with negating charge on damage, as it's still to freakish powerful of a shield with charging around corners and regaining charge on kill. Claidheamh Mor change I'm looking forward to since I actually use it, Bootlegger/Booties is going to be interesting but a needed buff, Quickiebomb and Iron Bomber are going to see practically no change. RIP in potatoes getting a multikill with the Caber, but I think its damage nerf is negligible.

Heavy - Much needed buffs to all Heavyman's unused weapons. I doubt you'll see any more users of Family Business, Brass Beast, or Eviction Notice, but at least it's somewhat better.

Engineer - Pomson and Short Circuit is no longer spammable shitsticks, Jag and Eureka Effect have a purpose again, Minis got a small rebalance. I'm okay with it.

Medic - RIP anti-script kiddie Vaccinator. Now if an aimbotting Sniper shows up, you can't just pocket a Sniper with this and dominate the hacker. Bug or not, this really hurts the Vaccinator's uses, and no longer does this game give power to the players against hackers. Will almost certainly be missed -- now you have to rely on votekick and admins to rid yourself of scriptkiddies, which can be unreliable.

Sniper - Biggest thing I cared about as a Sniper main. Bazaar needed a buff, but I think this is too much. Bushwacka is still too fucking powerful and this made it a little more better -- I still say it needs a damage nerf. Sleeper is still an unused cheese weapon. WHY DIDN'T THEY REMOVE THE DARWIN'S DANGER SHIELD IT'S THE MOST STUPID THING IN THE GAME.

Spy - Spycicle looks too strong now, I hope it gets banned next season in UGC. DR change I have to wait and see. Enforcer is still a cheese weapon and I hope it never gets unbanned. CnD I'm fine with the tiny buff. Kunai is meh, Big Earner still will be underused, cloak changes with damage vulnerability and speed boosts looks... "interesting"

Panic Attack - nobody uses it so who gives a shit. (Okay, maybe I can see Pyros with Panic Attack having Degreaser switch speed without the Degreaser, but the Panic Attack is still weaponized garbage.)
 

Dr.Awkward

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Mar 27, 2013
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I vote we revert to way back during the Payload/Heavy Update days and act like nothing happened in the last seven years. That's when I started and mostly stopped playing.

Anyone else in with that plan?
 

vallorn

Tunnel Open, Communication Open.
Nov 18, 2009
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Well... surprising nobody the contracts are bugged to all hell. Their HUD doesn't update so to see it you have to enter hud_reloadscheme into the console ever time you want to see your progress, as well as this when you complete a contract you have to reset TF2 to be able to turn it in. Oh and the Bonuses to contracts do not seem to work currently.
 

vallorn

Tunnel Open, Communication Open.
Nov 18, 2009
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Valve missed out a couple of things from the patch notes:

Notes missed from the previous update:

Power Jack
Reduced health gained on kill from +75hp to +25hp
Cozy Camper
Removed increased damage taken penalty
Rescue Ranger
Decreased cost of long range building pick up from 130 metal to 100 metal
Spy-cicle (previous note was incorrect)
Changed fire immunity for 3 seconds to fire immunity for 1 second and 10 seconds of afterburn immunity
They also fixed the issues I previously mentioned, the HUD graphics work properly now and you no longer have to restart the game to turn in contracts, Bonuses seem to do okay. I've got a kind of red and white medigun and a pistol that looks like it's made of wood which is pretty nice, I'm slightly miffed that the new Gun Inspect function only works for TF:GO items... I was looking forwards to amusing myself with my other guns...
 

Godzillarich(aka tf2godz)

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vallorn said:
Valve missed out a couple of things from the patch notes:

Notes missed from the previous update:

Power Jack
Reduced health gained on kill from +75hp to +25hp
I knew it! valve can't do an update with out nerfing the pyro. it's like Nintendo not nerfing Greninja, If they did that reality would tear itself apart.

Ps. I heard soldier's rocket jumping got kind of fucked up in this update can anyone clarify that
 

vallorn

Tunnel Open, Communication Open.
Nov 18, 2009
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tf2godz said:
vallorn said:
Valve missed out a couple of things from the patch notes:

Notes missed from the previous update:

Power Jack
Reduced health gained on kill from +75hp to +25hp
I knew it! valve can't do an update with out nerfing the pyro. it's like Nintendo not nerfing Greninja, If they did that reality would tear itself apart.

Ps. I heard soldier's rocket jumping got kind of fucked up in this update can anyone clarify that
I'm not the best at jumping but I'll have a look... However, Muselk didn't mention it and nor did others, I think Star_ did a TF2 stream for the update and he jumps a lot so maybe check there?

Other than that, so what good melee do we have as Pyro now? Jack was perfectly balanced as it was against other classes but because Pyro's other melee's either started out horribly (Sharpened Volcano Fragment) or were nerfed to hell and back (Axtinguisher) everyone used it... So what's Pyro's melee meta now? Keep using the Jack for the speed boost? Use the backscratcher? Maybe the Third Degree for Medic hunting? Homewrecker still has a nice niche for being a Pybro with engies and with them taking a lot of hits this update pybros are much more essential.
 

Godzillarich(aka tf2godz)

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vallorn said:
tf2godz said:
vallorn said:
Valve missed out a couple of things from the patch notes:

Notes missed from the previous update:

Power Jack
Reduced health gained on kill from +75hp to +25hp
I knew it! valve can't do an update with out nerfing the pyro. it's like Nintendo not nerfing Greninja, If they did that reality would tear itself apart.

Ps. I heard soldier's rocket jumping got kind of fucked up in this update can anyone clarify that
I'm not the best at jumping but I'll have a look... However, Muselk didn't mention it and nor did others, I think Star_ did a TF2 stream for the update and he jumps a lot so maybe check there?

Other than that, so what good melee do we have as Pyro now? Jack was perfectly balanced as it was against other classes but because Pyro's other melee's either started out horribly (Sharpened Volcano Fragment) or were nerfed to hell and back (Axtinguisher) everyone used it... So what's Pyro's melee meta now? Keep using the Jack for the speed boost? Use the backscratcher? Maybe the Third Degree for Medic hunting? Homewrecker still has a nice niche for being a Pybro with engies and with them taking a lot of hits this update pybros are much more essential.
As a Pyro player I'm really sick of getting nerfed ever update. when this one didn't seem like that was going to happen they hit us with this. At least this nerf doesn't affect me (I'm one of the few pyros who still uses the extinguisher) that still sucks.

At least the heavy got a well deserved buff.
 

Neverhoodian

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I just finished a long play session, and my initial impressions are as follows:

-It turns out those awful skins don't show up in DX8 mode. I guess playing TF2 on a toaster has its benefits.

-The Spy buffs...good God, the Spy buffs. To be honest, they may have buffed the Spy a bit TOO much. I was shanking fools and taking down buildings like it was going out of style.

-For those raising a stink about the Engie nerfs, take my advice: equip the Jag. Seriously, that thing's a beast now. Not only can you construct buildings much faster, but the +15% swing speed means you upgrade faster as well. It also pretty much negates the damage and repair penalties.

-I dabbled a bit with the various other classes, and I can already tell I'm in for weeks of experimentation. There are so many different combos I want to try now. Some of them have already proven to be loads of fun, such as the new "Fat Scout" loadout with the buffed Family Business and Eviction Notice. Get a Kritkrieg Medic to back you up and it's crazy how much carnage you'll be able to wreak.

-I broke down and bought two of the new taunts. The Kazotsky Kick is essentially "Conga 2.0," bringing the same type of glorious server-wide shenanigans. However, my favorite taunt is The Box Trot simply for the lulz factor. Try the following sometime: sneak your way to the enemy spawn and activate the taunt when nobody's looking, preferably near some crates or similar props. I was laughing my ass off at how often players walked right past me, thinking I was part of the scenery. I guess Metal Gear Solid is more true to life than I gave it credit for.

In short, I haven't had this much fun playing TF2 in a LONG time. It's times like these that I remember why I loved this game so much in the first place back in '07.
 

BytByte

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As a scout main, I think the Pocket Pistol is gonna be super fun. The slightly better Shortstop and Fan O War will be nice too despite them being pretty alright as they were. Also, even as a scout main, that Baby Face nerf is well deserved while still making the weapon seem viable, except around sentries...

I'll echo this thread's sentiments on the spy and engi. I am afraid the Spy may be too strong now (but YAY Big Earner buff) and the engi nerf doesn't seem too debilitating, just a different type of engi now.

Lastly, I am scared to death of running into a competent heavy now.
 

vallorn

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Nov 18, 2009
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After trying it out and holding off 6 people with just me and a medic, I can honstly say that the new Brass Beast is a monster of a gun, 20% damage reduction when you have overheal and a medic makes you AMAZINGLY tanky. (Plus nobody wants to get up close with someone who can pump out that much DPS)

The Tide Turner is fun again too! Not hilariously broken like it originally was but you can actually move with it again without tripping off a small rock stopping your charge dead!

EDIT: So long as you can position right and such, The 20% damage bonus from the Brass Beast coupled with the changes to sentry damage resistance and the 20% damage resistance that the heavy gets makes it a really effective sentry buster in certain circumstances. I cleared 3 level threes from Turbine's cap room with it and a medic.