Mecha_CopThe new sticky launcher can still be used for traps. As long as you don't charge the stickies they won't explode after 2 seconds or whatever.
that is not true. any sticky I shoot, charged or not, disappears after 2 seconds when it hits the ground
[quote=Mecha_Cop]The new sticky launcher can still be used for traps. As long as you don't charge the stickies they won't explode after 2 seconds or whatever.[/quote]
that is not true. any sticky I shoot, charged or not, disappears after 2 seconds when it hits the ground
My game is probably being weird then. I was playing on walkway and any stickies I didn't charge just stayed there and didn't explode.
My game is probably being weird then. I was playing on walkway and any stickies I didn't charge just stayed there and didn't explode.
I can not wait for the roamer grappling hook plays.
I can not wait for the roamer grappling hook plays.
maybe you were using default and didnt realize it?
maybe you were using default and didnt realize it?
wait wait, a hook?
is this like ps2 james bond now?
wait wait, a hook?
is this like ps2 james bond now?
I had a pile of 6 stickies that wouldn't disappear that were from the new launcher. I closed my game and restarted it and then tried it again and they disappeared after 2 seconds. Tf2 just likes to troll me I guess.
I had a pile of 6 stickies that wouldn't disappear that were from the new launcher. I closed my game and restarted it and then tried it again and they disappeared after 2 seconds. Tf2 just likes to troll me I guess.
[img]http://cloud-4.steampowered.com/ugc/54372938027433613/DA83D3A7F764E89E146943D216D2CFBC81A2B370/[/img]
[img]http://cloud-4.steampowered.com/ugc/54372938027486117/56C67A5B43FA60F990C5A9DA1DAA183D0020161E/[/img]
grappling hook....
JoesMonkeyLandI can not wait for the roamer grappling hook plays.
Spy plays too - because you can hook onto people and their backs.
Ganking confirmed
[quote=JoesMonkeyLand]I can not wait for the roamer grappling hook plays.[/quote]
Spy plays too - because you can hook onto people and their backs.
Ganking confirmed
vampire powerup is actually incredible
vampire powerup is actually incredible
tehh4ck3r- Stickybombs that detonate in the air now have a radius ramp up, starting at 85% at base arm time (0.8s) going back to 100% over 2 seconds. Stickies that touch the world will have full radius.
Do player models count as 'world'?
[quote=tehh4ck3r]
[list]
[*] Stickybombs that detonate in the air now have a radius ramp up, starting at 85% at base arm time (0.8s) going back to 100% over 2 seconds. Stickies that touch the world will have full radius.
[/list]
[/quote]
Do player models count as 'world'?
Wow finally a real update
<3valve
Wow finally a real update
<3valve
I fucking love everything that happened with demo. The new weapons feel balanced within the class, I want to try them out in 6s. Most hype I've been after an update in agessssssssssss
I fucking love everything that happened with demo. The new weapons feel balanced within the class, I want to try them out in 6s. Most hype I've been after an update in agessssssssssss
Rikachuvampire powerup is actually incredible
Haste + Scout pistol + Quad
Thats fun.
[quote=Rikachu]vampire powerup is actually incredible[/quote]
Haste + Scout pistol + Quad
Thats fun.
[img]http://cloud-4.steampowered.com/ugc/45366003716141325/3D67EE56F7A78FDD822E493539B387D7BD092D66/[/img]
[img]http://cloud-4.steampowered.com/ugc/45366003716139838/2672679A6EA2ADFF3453B060D9718C1D6109A0EF/[/img]
the stuff you can do with the grappling hook is so much fun
Loose cannon's gotten a pretty good buff too from the looks of it.
Loose cannon's gotten a pretty good buff too from the looks of it.
They need to give the new grenade launcher more self knockback. The ability to grenade jump as I please consistently? Hell yes.
They need to give the new grenade launcher more self knockback. The ability to grenade jump as I please consistently? Hell yes.
My opinion on new weapons:
New Shotgun is bad. It's always worse than stock imo. Fun weapon for fat scout pubs tho I guess?
New Grenade Launcher is interesting sidegrade. Better for spamming points, worse for spamming chokes. Look at edit below
Quickielauncher is complicated, I'm leaning towards sidegrade, espcially with the new radius mechanic. Could be really fun for kritz tho (153 is min krit damage 180*.85, with the faster chargeup and fire rate). Needs more testing for sure.
On a different note, I wish Valve had just gone with the sticky -> rocket explosion radius. The radius change over time is too gimmicky for my liking. Overall awesome update tho, great to see real content getting put into the game.
EDIT: after a bit more testing I more and more disappointed with the new grenade launcher. No rollers means the effective range is actually way less. Slight downgrade imo, tho it could have legit situational uses? dunno
My opinion on new weapons:
New Shotgun is bad. It's always worse than stock imo. Fun weapon for fat scout pubs tho I guess?
New Grenade Launcher is interesting sidegrade. Better for spamming points, worse for spamming chokes. Look at edit below
Quickielauncher is complicated, I'm leaning towards sidegrade, espcially with the new radius mechanic. Could be really fun for kritz tho (153 is min krit damage 180*.85, with the faster chargeup and fire rate). Needs more testing for sure.
On a different note, I wish Valve had just gone with the sticky -> rocket explosion radius. The radius change over time is too gimmicky for my liking. Overall awesome update tho, great to see real content getting put into the game.
[b]EDIT:[/b] after a bit more testing I more and more disappointed with the new grenade launcher. No rollers means the effective range is actually way less. Slight downgrade imo, tho it could have legit situational uses? dunno
Long range (eg. house to house on badlands mid) stickies can now do 80+. Ty for buff valve.
Long range (eg. house to house on badlands mid) stickies can now do 80+. Ty for buff valve.
http://imgur.com/7Xsr21z.jpg
Glad someone else pointed it out kaidus, accurate sticky snipes can do 100 damage. I don't know if this was intended or not but they have changed sticky falloff (got rid of it entirely?).
[img]http://imgur.com/7Xsr21z.jpg[/img]
Glad someone else pointed it out kaidus, accurate sticky snipes can do 100 damage. I don't know if this was intended or not but they have changed sticky falloff (got rid of it entirely?).
I hope that removed falloff is a bug. With half decent sticky aim you can two shot a medic from across the map LOL
I hope that removed falloff is a bug. With half decent sticky aim you can two shot a medic from across the map LOL
kaidusLong range (eg. house to house on badlands mid) stickies can now do 80+. Ty for buff valve.
I knew I wasn't the only one seeing this.
New grenade launcher is actually really cool but underwhelming when you think about it realistically, not enough oomph to the roller package. Everyone loves functional rollerjumping, though.
[quote=kaidus]Long range (eg. house to house on badlands mid) stickies can now do 80+. Ty for buff valve.[/quote]
I knew I wasn't the only one seeing this.
New grenade launcher is actually really cool but underwhelming when you think about it realistically, not enough oomph to the roller package. Everyone loves functional rollerjumping, though.
Yeah i rang for a gully scrim and I was hitting the pocket and med coming out of big door for like 90+ with 1 sticky from choke
Yeah i rang for a gully scrim and I was hitting the pocket and med coming out of big door for like 90+ with 1 sticky from choke
Also quickiebomber definitely does not destroy stickys :D
Also quickiebomber definitely does not destroy stickys :D
Would love to see them revert falloff and the radius over time part in one update... but it won't happen. The max radius being same as RL is a good, small nerf. I don't think anything more is necessary, even for pubs.
Also, I would love to see the new nade launcher be "pills explode when they hit the ground". Then it might actually be interesting instead of a slight downgrade.
Would love to see them revert falloff and the radius over time part in one update... but it won't happen. The max radius being same as RL is a good, small nerf. I don't think anything more is necessary, even for pubs.
Also, I would love to see the new nade launcher be "pills explode when they hit the ground". Then it might actually be interesting instead of a slight downgrade.
AlkalineWould love to see them revert falloff and the radius over time part in one update... but it won't happen. The max radius being same as RL is a good, small nerf. I don't think anything more is necessary, even for pubs.
Also, I would love to see the new nade launcher be "pills explode when they hit the ground". Then it might actually be interesting instead of a slight downgrade.
why would you give demo a rocket launcher
[quote=Alkaline]Would love to see them revert falloff and the radius over time part in one update... but it won't happen. The max radius being same as RL is a good, small nerf. I don't think anything more is necessary, even for pubs.
Also, I would love to see the new nade launcher be "pills explode when they hit the ground". Then it might actually be interesting instead of a slight downgrade.[/quote]
why would you give demo a rocket launcher
CookAlkalineWould love to see them revert falloff and the radius over time part in one update... but it won't happen. The max radius being same as RL is a good, small nerf. I don't think anything more is necessary, even for pubs.
Also, I would love to see the new nade launcher be "pills explode when they hit the ground". Then it might actually be interesting instead of a slight downgrade.
why would you give demo a rocket launcher
Yeah that wasnt well thought out lol
[quote=Cook][quote=Alkaline]Would love to see them revert falloff and the radius over time part in one update... but it won't happen. The max radius being same as RL is a good, small nerf. I don't think anything more is necessary, even for pubs.
Also, I would love to see the new nade launcher be "pills explode when they hit the ground". Then it might actually be interesting instead of a slight downgrade.[/quote]
why would you give demo a rocket launcher[/quote]
Yeah that wasnt well thought out lol
powergamerYeah i rang for a gully scrim and I was hitting the pocket and med coming out of big door for like 90+ with 1 sticky from choke
I can see demo losing active clip ammo, and becoming a much more "to-focus" class. Demoman's area denial drops heavily, but he becomes a lot stronger with this, and that's not necessarily a bad thing is what I'm saying.
Definitely poses an interesting meta change.
[quote=powergamer]Yeah i rang for a gully scrim and I was hitting the pocket and med coming out of big door for like 90+ with 1 sticky from choke[/quote]
I can see demo losing active clip ammo, and becoming a much more "to-focus" class. Demoman's area denial drops heavily, but he becomes a lot stronger with this, and that's not necessarily a bad thing is what I'm saying.
Definitely poses an interesting meta change.