Right, for those who don't know Valve is finally releasing the Meet The Medic movie and with it new map(s) and new weapons and the obligatory hats for classes.
Day 1 it was Mobster Monday: http://www.teamfortress.com/uberupdate/day_01.html
Offering new weapons and hats for Spy and Heavy.
The Heavy
The Heavy's new weapons is a new minigun, the Tomislav, it is 75% faster, with silent spin-down but as a downside it has 20% slower firing speed.
"Silent down-spin, why is that?" You might ask, but if you've played TF2 for a while...not even that, you might've discovered that a minigun the Heavy has spinned down is very noisy and easy to hear, but some times a Heavy sneaks up on you, silently like a ninja and then you hear the sound of doom when he spins down his gun.
To the point: This new minigun will add to the arsenal for those who manage to sneak around as Heavy or wait around corners waiting for an unsuspecting victim to run into the crossfire.
The Family Business: The new Heavy shotgun, 40% bigger clip, but it deals 15% less dmg.
Pretty basic really, clip size increases from 6 to 8 shots, but your dmg goes down, according to the wiki the regular shotgun does 86-90 point blank, while the Family Business 74-46 point blank. I'm not much of a shotgun user so some input on how this will work you is appreciated
And lastly for the Heavy is The Eviction Notice, new melee weapon. Brass Knuckles which deal 60% less dmg, but you punch 50% faster. What Surprised me really is that those knuckles don't have the bleed effect, looks like a fitting weapon to have bleed effect.
The Spy
The Enforcer: A new Revolver that deals 20% more dmg, but it takes 0.5 sec longer to cloak. Powerful gun really for the spy, considering with the regular revolver it takes 2-3 shots to kill a razorback Sniper now you save 1 bullet and can use it on the dirty pyro coming up behind you
Big Earner: You get 30% cloak on kill, but you have 25 less hp, so you're down to 100HP max.
I don't know how to actually play a spy...besides heavy he is my second least played class, so just a theory.
Wouldn't this one work great with the Dead Ringer? Dead Ringer "kills" you early, so the other team thinks you're dead. However the Dead Ringer cloak drains fast and fills slowly, even while picking up metal. So if you decloak and stab or even kill someone with a knife slash you get more cloak for the Dead Ringer.
Über Update, Day 2: http://www.teamfortress.com/uberupdate/index.html
The Sniper
The Bazaar Bargain: A new sniper rifle...which I like tbh, on successful headshot the rifle charges faster, 10% for each consecutive headshot. If you body shot you still get a bonus, but reduced. And if you miss, the recharge is reset. This was all nice and good, when it was released yesterday, but over the night they added a new stat aswell. It has -20 base charge to start with, so you need to get 2 conscutive headshots to be up to normal charge rate before you start to get faster then normal rifle.
Which is alright, since it didn't really have a downside until that was added.
The Shahanshah: New sword for The Sniper. You deal 25% more dmg when your health is under 50% of your max hp, but you deal less dmg with it when you have 50% more then your max hp.
So regular dmg when you have full hp, less dmg when overhealed and more dmg when near death-ish
I'm more of a Jarate + Bushwacka person, so I'll have to test this one out before I make up my mind.
The Demoman
The Splendid Screen: 25% Fire dmg resistance, 20% damage resistance, 70% increase in charge impact and can deal charge impact dmg at any range. Which is of course another shield for demoman.
The Persian Persuader: 100% increase in charge rate recharge and all ammo you pick up become health.
And Ali Baba's Wee Booties: 25 more hp and 100% increase in turning control while charging.
Now, this set annoys me...mainly because I know people will use it outside of the Medieval mode.
Fully equipped with it removes all the demomans range weapons, no nade launcher and no sticky launcher...which deafeats the purpose of a demoman.
And if you click the smashed bonk can on the bottom of the Day 2 page you see the new weapons for the scout.
The Scout
The Soda Popper: 25% faster reload, 50% faster firing speed, -60% clip size and no random critical hits. However While you run you build up Hype and when Hype is full you unleash minicrits.
Now..that's kinda interesting, they combined the Crit-a-cola with a scatter gun and implemented a new system for the scout with him getting "Hype" bar while he runs...better charge slowly though or people will run in circles before round start and pop it whne gates go up.
The Atomizer: Grants Scout a triple jump and deals 10 dmg on the third jump, however it has 30% slower firing speed and 20% less dmg done.
Now a triple is welcome..means I don't have to use the FaN or the Boston Basher to hit myself for a boost. However..the 10dmg on third jump..is that towards yourself or towards someone you land on? Since its in blue text on the update page I'm not entirely sure.
and lastly there is The Winger: A new gun for scout, deals 15% more dmg and it has 60% smaller clip. Not much of a pistol scout myself, rather use bonk or milk, so someone else make an input about that one
Über Update Day 3: http://www.teamfortress.com/uberupdate/
The Soldier
2 Packs for this guy.
The Mantreads, new soldier boots. -75% reduction in push force taken from damage. And deals 3x damage to the player you land on.
The Disciplinary Action: A new melee...a riding crop... On Hit Ally: Boosts players speed for several seconds. Deals 25% less dmg then regular melee.
Second Pack.
The Liberty Launcher: New Rocker launcher. Shoots projectiles 40% faster, but 25% less clip, so 1 rocket gone. Mix between Regular Launcher and Direct Hit.
The Reserve Shooter: New shotgun. 15% faster weapon switching speed. Minicrits airborn targets for 3 sec after switch. -50% Clip size.
The Market Gardener: New Shovel. Deals Crit dmg while rocket jumping, but deals 25% less dmg then regular melee weapon.
The Pyro
They snuck in 1 pyro.
The Detonator: Modified Flare Gun that allows you to detonato (duh) the flare mid-air for splash dmg. The stats actually don't show on the Über Update, but I reckon the Stats are the same from Beta. So 20% more dmg from their own explosions.
TL;DR: What do you think of these new weapons so far and any of them which seem interesting?
Day 1 it was Mobster Monday: http://www.teamfortress.com/uberupdate/day_01.html
Offering new weapons and hats for Spy and Heavy.
The Heavy
The Heavy's new weapons is a new minigun, the Tomislav, it is 75% faster, with silent spin-down but as a downside it has 20% slower firing speed.
"Silent down-spin, why is that?" You might ask, but if you've played TF2 for a while...not even that, you might've discovered that a minigun the Heavy has spinned down is very noisy and easy to hear, but some times a Heavy sneaks up on you, silently like a ninja and then you hear the sound of doom when he spins down his gun.
To the point: This new minigun will add to the arsenal for those who manage to sneak around as Heavy or wait around corners waiting for an unsuspecting victim to run into the crossfire.
The Family Business: The new Heavy shotgun, 40% bigger clip, but it deals 15% less dmg.
Pretty basic really, clip size increases from 6 to 8 shots, but your dmg goes down, according to the wiki the regular shotgun does 86-90 point blank, while the Family Business 74-46 point blank. I'm not much of a shotgun user so some input on how this will work you is appreciated
And lastly for the Heavy is The Eviction Notice, new melee weapon. Brass Knuckles which deal 60% less dmg, but you punch 50% faster. What Surprised me really is that those knuckles don't have the bleed effect, looks like a fitting weapon to have bleed effect.
The Spy
The Enforcer: A new Revolver that deals 20% more dmg, but it takes 0.5 sec longer to cloak. Powerful gun really for the spy, considering with the regular revolver it takes 2-3 shots to kill a razorback Sniper now you save 1 bullet and can use it on the dirty pyro coming up behind you
Big Earner: You get 30% cloak on kill, but you have 25 less hp, so you're down to 100HP max.
I don't know how to actually play a spy...besides heavy he is my second least played class, so just a theory.
Wouldn't this one work great with the Dead Ringer? Dead Ringer "kills" you early, so the other team thinks you're dead. However the Dead Ringer cloak drains fast and fills slowly, even while picking up metal. So if you decloak and stab or even kill someone with a knife slash you get more cloak for the Dead Ringer.
Über Update, Day 2: http://www.teamfortress.com/uberupdate/index.html
The Sniper
The Bazaar Bargain: A new sniper rifle...which I like tbh, on successful headshot the rifle charges faster, 10% for each consecutive headshot. If you body shot you still get a bonus, but reduced. And if you miss, the recharge is reset. This was all nice and good, when it was released yesterday, but over the night they added a new stat aswell. It has -20 base charge to start with, so you need to get 2 conscutive headshots to be up to normal charge rate before you start to get faster then normal rifle.
Which is alright, since it didn't really have a downside until that was added.
The Shahanshah: New sword for The Sniper. You deal 25% more dmg when your health is under 50% of your max hp, but you deal less dmg with it when you have 50% more then your max hp.
So regular dmg when you have full hp, less dmg when overhealed and more dmg when near death-ish
I'm more of a Jarate + Bushwacka person, so I'll have to test this one out before I make up my mind.
The Demoman
The Splendid Screen: 25% Fire dmg resistance, 20% damage resistance, 70% increase in charge impact and can deal charge impact dmg at any range. Which is of course another shield for demoman.
The Persian Persuader: 100% increase in charge rate recharge and all ammo you pick up become health.
And Ali Baba's Wee Booties: 25 more hp and 100% increase in turning control while charging.
Now, this set annoys me...mainly because I know people will use it outside of the Medieval mode.
Fully equipped with it removes all the demomans range weapons, no nade launcher and no sticky launcher...which deafeats the purpose of a demoman.
And if you click the smashed bonk can on the bottom of the Day 2 page you see the new weapons for the scout.
The Scout
The Soda Popper: 25% faster reload, 50% faster firing speed, -60% clip size and no random critical hits. However While you run you build up Hype and when Hype is full you unleash minicrits.
Now..that's kinda interesting, they combined the Crit-a-cola with a scatter gun and implemented a new system for the scout with him getting "Hype" bar while he runs...better charge slowly though or people will run in circles before round start and pop it whne gates go up.
The Atomizer: Grants Scout a triple jump and deals 10 dmg on the third jump, however it has 30% slower firing speed and 20% less dmg done.
Now a triple is welcome..means I don't have to use the FaN or the Boston Basher to hit myself for a boost. However..the 10dmg on third jump..is that towards yourself or towards someone you land on? Since its in blue text on the update page I'm not entirely sure.
and lastly there is The Winger: A new gun for scout, deals 15% more dmg and it has 60% smaller clip. Not much of a pistol scout myself, rather use bonk or milk, so someone else make an input about that one
Über Update Day 3: http://www.teamfortress.com/uberupdate/
The Soldier
2 Packs for this guy.
The Mantreads, new soldier boots. -75% reduction in push force taken from damage. And deals 3x damage to the player you land on.
The Disciplinary Action: A new melee...a riding crop... On Hit Ally: Boosts players speed for several seconds. Deals 25% less dmg then regular melee.
Second Pack.
The Liberty Launcher: New Rocker launcher. Shoots projectiles 40% faster, but 25% less clip, so 1 rocket gone. Mix between Regular Launcher and Direct Hit.
The Reserve Shooter: New shotgun. 15% faster weapon switching speed. Minicrits airborn targets for 3 sec after switch. -50% Clip size.
The Market Gardener: New Shovel. Deals Crit dmg while rocket jumping, but deals 25% less dmg then regular melee weapon.
The Pyro
They snuck in 1 pyro.
The Detonator: Modified Flare Gun that allows you to detonato (duh) the flare mid-air for splash dmg. The stats actually don't show on the Über Update, but I reckon the Stats are the same from Beta. So 20% more dmg from their own explosions.
TL;DR: What do you think of these new weapons so far and any of them which seem interesting?