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Update 7/10/13
241
#241
2 Frags +
meswhat fashion do i make my return in

Das Fantzipantzen

[quote=mes]what fashion do i make my return in[/quote]

Das Fantzipantzen
242
#242
0 Frags +
hoolihttp://i.imgur.com/V06i6e5.jpg

NNNNNOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO D:

[quote=hooli][img]http://i.imgur.com/V06i6e5.jpg[/img][/quote]

NNNNNOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO D:
243
#243
11 Frags +

Headshots now show both the critical hit icon as well as the damage you did.

Headshots now show both the critical hit icon as well as the damage you did.
244
#244
4 Frags +

can someone please make cp_badlands_pro

can someone please make cp_badlands_pro
245
#245
cp_process, cp_metalworks
6 Frags +
meswhat fashion do i make my return in

http://i.imgur.com/6mxnYWK.jpg

or

http://i.imgur.com/lUWJ7tw.jpg

TOPTOPTOPTOPTOPTOPTOPTO

[quote=mes]what fashion do i make my return in

[img]http://i.imgur.com/6mxnYWK.jpg[/img]

or

[img]http://i.imgur.com/lUWJ7tw.jpg[/img][/quote]

TOPTOPTOPTOPTOPTOPTOPTO
246
#246
13 Frags +

why does the original sound like shit.

why does the original sound like shit.
247
#247
0 Frags +

new update apparently broke class limits

http://cloud-2.steampowered.com/ugc/902127820536829720/1A9AB40E79D2F360B263AFD69085A39A850BA3DF/

http://cloud.steampowered.com/ugc/902127820536865267/748FC01FCF871BFCF9A060A8E35DEF8A194EB3CA/

new update apparently broke class limits
[img]http://cloud-2.steampowered.com/ugc/902127820536829720/1A9AB40E79D2F360B263AFD69085A39A850BA3DF/[/img]
[img]http://cloud.steampowered.com/ugc/902127820536865267/748FC01FCF871BFCF9A060A8E35DEF8A194EB3CA/[/img]
248
#248
5 Frags +

http://cloud-2.steampowered.com/ugc/613897444386522525/DC8D4925B453DDBD2CDF140F0FEAE55D6B6EF8DE/

This is what danger shield does now :(

[img]http://cloud-2.steampowered.com/ugc/613897444386522525/DC8D4925B453DDBD2CDF140F0FEAE55D6B6EF8DE/[/img]
This is what danger shield does now :(
249
#249
11 Frags +

I like how Pyro pretty much got away with it again this update. They say that are using statistics on the most used weapons of each class. Pretty sure Degreaser/Flaregun/Axtinguisher would be in the very top of them.

I like how Pyro pretty much got away with it again this update. They say that are using statistics on the most used weapons of each class. Pretty sure Degreaser/Flaregun/Axtinguisher would be in the very top of them.
250
#250
2 Frags +
Fafohttp://cloud-2.steampowered.com/ugc/613897444386522525/DC8D4925B453DDBD2CDF140F0FEAE55D6B6EF8DE/
This is what danger shield does now :(

So they removed the non-headshot bonus from the full set and tacked it onto a single item instead?

[quote=Fafo]http://cloud-2.steampowered.com/ugc/613897444386522525/DC8D4925B453DDBD2CDF140F0FEAE55D6B6EF8DE/
This is what danger shield does now :([/quote]
So they removed the non-headshot bonus from the full set and tacked it onto a single item instead?
251
#251
2 Frags +
zigzterFafohttp://cloud-2.steampowered.com/ugc/613897444386522525/DC8D4925B453DDBD2CDF140F0FEAE55D6B6EF8DE/
This is what danger shield does now :(
So they removed the non-headshot bonus from the full set and tacked it onto a single item instead?

No, the danger shield has a -% bullet damage or something on it now, so you can't 150 headshot other snipers with it on. Kinda works the same way, just doesn't only apply to headshots.

Darwin's Danger shield
Added: Bullet damage taken reduced by 15%
Added: Explosive damage taken increased by 20%
[quote=zigzter][quote=Fafo]http://cloud-2.steampowered.com/ugc/613897444386522525/DC8D4925B453DDBD2CDF140F0FEAE55D6B6EF8DE/
This is what danger shield does now :([/quote]
So they removed the non-headshot bonus from the full set and tacked it onto a single item instead?[/quote]

No, the danger shield has a -% bullet damage or something on it now, so you can't 150 headshot other snipers with it on. Kinda works the same way, just doesn't only apply to headshots.

[quote]Darwin's Danger shield
Added: Bullet damage taken reduced by 15%
Added: Explosive damage taken increased by 20%[/quote]
252
#252
4 Frags +
zigzterFafohttp://cloud-2.steampowered.com/ugc/613897444386522525/DC8D4925B453DDBD2CDF140F0FEAE55D6B6EF8DE/
This is what danger shield does now :(
So they removed the non-headshot bonus from the full set and tacked it onto a single item instead?

Not quite: before, even a fully charged headshot did 149 dmg against the set, now it's that the quick 150 dmg headshots and fully charged bodyshots that don't kill the sniper. A charged headshot still does big damage.

[quote=zigzter][quote=Fafo]http://cloud-2.steampowered.com/ugc/613897444386522525/DC8D4925B453DDBD2CDF140F0FEAE55D6B6EF8DE/
This is what danger shield does now :([/quote]
So they removed the non-headshot bonus from the full set and tacked it onto a single item instead?[/quote]
Not quite: before, even a fully charged headshot did 149 dmg against the set, now it's that the quick 150 dmg headshots and fully charged bodyshots that don't kill the sniper. A charged headshot still does big damage.
253
#253
3 Frags +
MagikarpI like how Pyro pretty much got away with it again this update. They say that are using statistics on the most used weapons of each class. Pretty sure Degreaser/Flaregun/Axtinguisher would be in the very top of them.

Not in pubs. Remember, they're balancing for pubs. I see more W+M1 flamethrowers in pubs, while you ALWAYS see Dead Ringers in pubs. So that's why Pyro wasn't really touched that much.

[quote=Magikarp]I like how Pyro pretty much got away with it again this update. They say that are using statistics on the most used weapons of each class. Pretty sure Degreaser/Flaregun/Axtinguisher would be in the very top of them.[/quote]

Not in pubs. Remember, they're balancing for pubs. I see more W+M1 flamethrowers in pubs, while you ALWAYS see Dead Ringers in pubs. So that's why Pyro wasn't really touched that much.
254
#254
4 Frags +
Rockkkkkkkmilehighmilitiathe window has been solid in koth_badlands since they released it. Not really a surprising change
Hm. So maybe when they updated cp_badlands they used koth_badlands as the template for the mid changes? Or something? It being consistent is good I guess but let's see if it can be consistent the other way. Anyways, that's good to know. I'll forward that on.

I e-mailed them as well, but it can't hurt.
Pics of the window frame in hammer:
old: http://i.imgur.com/N4XSiAw.png
new: http://i.imgur.com/CiTlTcj.png

[quote=Rockkkkkkk][quote=milehighmilitia]the window has been solid in koth_badlands since they released it. Not really a surprising change[/quote]

Hm. So maybe when they updated cp_badlands they used koth_badlands as the template for the mid changes? Or something? It being consistent is good I guess but let's see if it can be consistent the other way. Anyways, that's good to know. I'll forward that on.[/quote]
I e-mailed them as well, but it can't hurt.
Pics of the window frame in hammer:
old: http://i.imgur.com/N4XSiAw.png
new: http://i.imgur.com/CiTlTcj.png
255
#255
-7 Frags +
MagikarpI like how Pyro pretty much got away with it again this update. They say that are using statistics on the most used weapons of each class. Pretty sure Degreaser/Flaregun/Axtinguisher would be in the very top of them.

that's not true

gas jockey aka the best pyro loadout is dead and the new powerjack doesn't let you shoot and run fast at the same time (flamethrower particles have momentum inheritance that increased range the faster you ran)

rip

[quote=Magikarp]I like how Pyro pretty much got away with it again this update. They say that are using statistics on the most used weapons of each class. Pretty sure Degreaser/Flaregun/Axtinguisher would be in the very top of them.[/quote]

that's not true

gas jockey aka the best pyro loadout is dead and the new powerjack doesn't let you shoot and run fast at the same time (flamethrower particles have momentum inheritance that increased range the faster you ran)

rip
256
#256
cp_process, cp_metalworks
6 Frags +
EdLolingtonRockkkkkkkmilehighmilitiathe window has been solid in koth_badlands since they released it. Not really a surprising change
Hm. So maybe when they updated cp_badlands they used koth_badlands as the template for the mid changes? Or something? It being consistent is good I guess but let's see if it can be consistent the other way. Anyways, that's good to know. I'll forward that on.
I e-mailed them as well, but it can't hurt.
Pics of the window frame in hammer:
old: http://i.imgur.com/N4XSiAw.png
new: http://i.imgur.com/CiTlTcj.png

Just so we are clear, the following was part of the patch notes under badlands:

"Fixed prop collisions"

Its a fairly generic phrase, but what it generally means is an adjustment to props so that they are solid/non-solid in ways that match up with expectations. Thus, making a window-frame solid (which generally speaking would be a solid object that you couldn't just jump through) would be a fix. Basically, this isn't a bug or an oversight. They intended the window to have a solid frame.

However, you could email valve and insist that the window-frame (at least the center piece) be removed and replaced with another window-frame that doesn't have the middle piece. This would better match up with the gameplay that players have adjusted to over the years, etc etc.

tldr; solid prop is working as intended, but an adjustment that removes the center of the prop would be optimal to retain previous gameplay.

[quote=EdLolington][quote=Rockkkkkkk][quote=milehighmilitia]the window has been solid in koth_badlands since they released it. Not really a surprising change[/quote]

Hm. So maybe when they updated cp_badlands they used koth_badlands as the template for the mid changes? Or something? It being consistent is good I guess but let's see if it can be consistent the other way. Anyways, that's good to know. I'll forward that on.[/quote]
I e-mailed them as well, but it can't hurt.
Pics of the window frame in hammer:
old: http://i.imgur.com/N4XSiAw.png
new: http://i.imgur.com/CiTlTcj.png[/quote]

Just so we are clear, the following was part of the patch notes under badlands:

"Fixed prop collisions"

Its a fairly generic phrase, but what it generally means is an adjustment to props so that they are solid/non-solid in ways that match up with expectations. Thus, making a window-frame solid (which generally speaking would be a solid object that you couldn't just jump through) would be a fix. Basically, this isn't a bug or an oversight. They intended the window to have a solid frame.

However, you could email valve and insist that the window-frame (at least the center piece) be removed and replaced with another window-frame that doesn't have the middle piece. This would better match up with the gameplay that players have adjusted to over the years, etc etc.

tldr; solid prop is working as intended, but an adjustment that removes the center of the prop would be optimal to retain previous gameplay.
257
#257
1 Frags +

Dumb question but has anybody checked to see if demos got borked?

Dumb question but has anybody checked to see if demos got borked?
258
#258
-1 Frags +

VALVE PLEASE FIX WINDOW AND ESCAPE PLAN.
fuck bro, fuck u______u..

VALVE PLEASE FIX WINDOW AND ESCAPE PLAN.
fuck bro, fuck u______u..
259
#259
0 Frags +

since they nerfed the escape plan, when are they gonna fix the whip?

(never)

so they better bring the escape plan back to normal

since they nerfed the escape plan, when are they gonna fix the whip?

(never)

so they better bring the escape plan back to normal
260
#260
-5 Frags +

@257 actually the demo got buffed because the charge n' targe now resists afterburn from any source. pretty much allowing a demo to melee pyros with ease.

@257 actually the demo got buffed because the charge n' targe now resists afterburn from any source. pretty much allowing a demo to melee pyros with ease.
261
#261
3 Frags +

The original is going to make mge and dm unbearable.

The original is going to make mge and dm unbearable.
262
#262
4 Frags +

Since you can't splash explosion damage from outside of spawn into spawn, did this break spawn door sticky camping?

Since you can't splash explosion damage from outside of spawn into spawn, did this break spawn door sticky camping?
263
#263
-2 Frags +

Anyone tried Quick-Fixing a scout with short stop yet? The medic surfs could be insane...

Anyone tried Quick-Fixing a scout with short stop yet? The medic surfs could be insane...
264
#264
1 Frags +
mastiffAnyone tried Quick-Fixing a scout with short stop yet? The medic surfs could be insane...

Medic doesn't get launched by the heal target's knockback.

[quote=mastiff]Anyone tried Quick-Fixing a scout with short stop yet? The medic surfs could be insane...[/quote]
Medic doesn't get launched by the heal target's knockback.
265
#265
0 Frags +
ScorpiouprisingEdLolingtonRockkkkkkkmilehighmilitiathe window has been solid in koth_badlands since they released it. Not really a surprising change
Hm. So maybe when they updated cp_badlands they used koth_badlands as the template for the mid changes? Or something? It being consistent is good I guess but let's see if it can be consistent the other way. Anyways, that's good to know. I'll forward that on.
I e-mailed them as well, but it can't hurt.
Pics of the window frame in hammer:
old: http://i.imgur.com/N4XSiAw.png
new: http://i.imgur.com/CiTlTcj.png

Just so we are clear, the following was part of the patch notes under badlands:

"Fixed prop collisions"

Its a fairly generic phrase, but what it generally means is an adjustment to props so that they are solid/non-solid in ways that match up with expectations. Thus, making a window-frame solid (which generally speaking would be a solid object that you couldn't just jump through) would be a fix. Basically, this isn't a bug or an oversight. They intended the window to have a solid frame.

However, you could email valve and insist that the window-frame (at least the center piece) be removed and replaced with another window-frame that doesn't have the middle piece. This would better match up with the gameplay that players have adjusted to over the years, etc etc.

tldr; solid prop is working as intended, but an adjustment that removes the center of the prop would be optimal to retain previous gameplay.

Alternatively, they could just set that prop not to use the collision model on badlands. It's thin enough that it can't really hide stickies.

[quote=Scorpiouprising][quote=EdLolington][quote=Rockkkkkkk][quote=milehighmilitia]the window has been solid in koth_badlands since they released it. Not really a surprising change[/quote]

Hm. So maybe when they updated cp_badlands they used koth_badlands as the template for the mid changes? Or something? It being consistent is good I guess but let's see if it can be consistent the other way. Anyways, that's good to know. I'll forward that on.[/quote]
I e-mailed them as well, but it can't hurt.
Pics of the window frame in hammer:
old: http://i.imgur.com/N4XSiAw.png
new: http://i.imgur.com/CiTlTcj.png[/quote]

Just so we are clear, the following was part of the patch notes under badlands:

"Fixed prop collisions"

Its a fairly generic phrase, but what it generally means is an adjustment to props so that they are solid/non-solid in ways that match up with expectations. Thus, making a window-frame solid (which generally speaking would be a solid object that you couldn't just jump through) would be a fix. Basically, this isn't a bug or an oversight. They intended the window to have a solid frame.

However, you could email valve and insist that the window-frame (at least the center piece) be removed and replaced with another window-frame that doesn't have the middle piece. This would better match up with the gameplay that players have adjusted to over the years, etc etc.

tldr; solid prop is working as intended, but an adjustment that removes the center of the prop would be optimal to retain previous gameplay.[/quote]

Alternatively, they could just set that prop not to use the collision model on badlands. It's thin enough that it can't really hide stickies.
266
#266
1 Frags +

Loose Cannon is really OP at midrange, especially for HL. Wouldn't use in 6s because of scouts and bombing soldiers, but I can get like 70dmg for a direct hit (as opposed to 95-105 on the stock), and then up to another like 30-60 depending on how well time my charge was.

Also now it only takes 1 second to charge so only problem would be killing yourself while trying to fight a pyro or something

Loose Cannon is really OP at midrange, especially for HL. Wouldn't use in 6s because of scouts and bombing soldiers, but I can get like 70dmg for a direct hit (as opposed to 95-105 on the stock), and then up to another like 30-60 depending on how well time my charge was.

Also now it only takes 1 second to charge so only problem would be killing yourself while trying to fight a pyro or something
267
#267
1 Frags +

Tested sentry guns in the new badlands window. They still work, also sentry rockets don't seem to clip on the window either. Demos can still shoot stickies through but it you are not careful you can get it stuck on the crossbar. So pretty much just a big scout nerf ;_;

Tested sentry guns in the new badlands window. They still work, also sentry rockets don't seem to clip on the window either. Demos can still shoot stickies through but it you are not careful you can get it stuck on the crossbar. So pretty much just a big scout nerf ;_;
268
#268
5 Frags +
PokemonAdventure So pretty much just a big scout nerf ;_;

https://dl.dropboxusercontent.com/u/6455086/sc2/tastosis_smirk.gif

[quote=PokemonAdventure] So pretty much just a big [b]scout [/b]nerf ;_;[/quote]
[img]https://dl.dropboxusercontent.com/u/6455086/sc2/tastosis_smirk.gif[/img]
269
#269
8 Frags +

i have been waiting for this

http://cloud-2.steampowered.com/ugc/597008945796405462/658251626ED55AFF09D388D5B742A8FE1792A866/

i have been waiting for this

http://cloud-2.steampowered.com/ugc/597008945796405462/658251626ED55AFF09D388D5B742A8FE1792A866/
270
#270
4 Frags +

shoutouts to degreaser/flaregun/powerjack being the new rollout for HL

shoutouts to degreaser/flaregun/powerjack being the new rollout for HL
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