This is really setting the stage for matchmaking
I love it!
I love it!
STOPERRRlet's just totally change the dynamics of an ancient game!
most of the changes are good. plus they aren't even that significant.
most of the changes are good. plus they aren't even that significant.
Now I am actually upset at the ammo change
How could one not love this
How could one not love [url=https://www.youtube.com/watch?v=xLUnbxPBxgQ]this[/url]
Good on Valve for making changes to the core of the game, this was overdue. I see more than a few of my past suggestions in that patch list!
The Spy and Engie changes both go a long way to making them more palatable (playing as and against) in both pubs and comp.
Engie's support building buffs are godlike (the idea of offensively placing dispensers and teles really appealed to me before but just couldn't be done), and the tankiness of sentries being nerfed while the offensive utility of them is buffed is going to put the class in a very very sexy position. The days of single-Engie Wrangler holds are gone, guys. The pace of the game is going to speed up dramatically.
The Spy and Engie changes both go a long way to making them more palatable (playing as and against) in both pubs and comp.
Engie's support building buffs are godlike (the idea of offensively placing dispensers and teles really appealed to me before but just couldn't be done), and the tankiness of sentries being nerfed while the offensive utility of them is buffed is going to put the class in a very very sexy position. The days of single-Engie Wrangler holds are gone, guys. The pace of the game is going to speed up dramatically.
I'm really on the fence about the weapon pickups, I think it could be very annoying, but lets give it some time.
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
Can someone legitimately explain the need for this to me?
[list]
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
[/list]
Can someone legitimately explain the need for this to me?
KanecoNow I am actually upset at the ammo change
How could one not love this
How could one not love [url=https://www.youtube.com/watch?v=xLUnbxPBxgQ]this[/url][/quote]
[youtube]https://www.youtube.com/watch?v=utzmEHSbEJc[/youtube]
anyone thinking about being able to switch uberguns by picking them up: all the skins they've shown off so far are stock weapons
don't get your hopes up
don't get your hopes up
botmodeitems unbanned in esea affected by the update
cloak and dagger
dead ringer
engineer (what, I'm going to assume this refers to the changes to the base construction rate and the way that lvl 3 sentries act)
jag
short stop
fan o' war
equalizer / escape plan
black box
liberty launcher
wee booties
quickie bomb
iron bomber?
vaccinator
eviction notice
panic attack?
i think that's it
also items pickups retaining ammo countg and uber % would be REALLY lame, uber% would be potentially game breaking
of that entire list, only the bolded things are ever used. The Cloak and Dagger is better than it used to be, but only extremely slightly and completely dependent on the prevalence of ammo packs in any given situation. I already visited the Black Box (which will probably just be moved out the niche place it had) and escape plan (eh). Really this is almost entirely lateral for the Enigneer in 6s where the Rescue Ranger and Wrangler are banned, I guess if you like tanking the gun while people throw ammo at it (that aren't the demoman) it is actually a nerf to the engi. Also the Vacc is an overall nerf (i'm pretty sure).
[b]cloak and dagger[/b]
dead ringer
[b]engineer[/b] (what, I'm going to assume this refers to the changes to the base construction rate and the way that lvl 3 sentries act)
jag
short stop
fan o' war
[b]equalizer / escape plan
black box[/b]
liberty launcher
wee booties
quickie bomb
iron bomber?
[b]vaccinator[/b]
eviction notice
panic attack?
i think that's it
also items pickups retaining ammo countg and uber % would be REALLY lame, uber% would be potentially game breaking[/quote]
of that entire list, only the bolded things are ever used. The Cloak and Dagger is better than it used to be, but only extremely slightly and completely dependent on the prevalence of ammo packs in any given situation. I already visited the Black Box (which will probably just be moved out the niche place it had) and escape plan (eh). Really this is almost entirely lateral for the Enigneer in 6s where the Rescue Ranger and Wrangler are banned, I guess if you like tanking the gun while people throw ammo at it (that aren't the demoman) it is actually a nerf to the engi. Also the Vacc is an overall nerf (i'm pretty sure).
SaneDead RingerTriggering Feign Death instantly removes 50% cloak meter
Can someone legitimately explain the need for this to me?
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
I believe this is meant to reduce the "spamability" of the dead ringer. Before, you could feign death and take 90%(?) reduced damage from whatever, then immediately uncloak and grab x amount of ammo and feign death again. After these changes grabbing x amount of ammo after feigning death will no longer get you a full cloak meter, aka can't use the dead ringer yet, AND you take more damage while feigning death in the first place.
[list]
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
[/list]
Can someone legitimately explain the need for this to me?[/quote]
I believe this is meant to reduce the "spamability" of the dead ringer. Before, you could feign death and take 90%(?) reduced damage from whatever, then immediately uncloak and grab x amount of ammo and feign death again. After these changes grabbing x amount of ammo after feigning death will no longer get you a full cloak meter, aka can't use the dead ringer yet, AND you take more damage while feigning death in the first place.
Xanstuff
While we're still theory crafting, a five rocket clip liberty launcher sounds pretty sick if you hit the directs.
Also while it's not a huge deal, pockets should be able to save a decent amount of ammo if they build uber during holds by pulling out the escape plan. Your medic would still be building at full charge rate until you get to 285 (I think) which would take a decent amount of time at 10% healing speed. Obviously you run the risk of getting hit with a mini crit but it might be worth the risk if you're running low on ammo or something.
EDIT: dangit cme i was typing :[
While we're still theory crafting, a five rocket clip liberty launcher sounds pretty sick if you hit the directs.
Also while it's not a huge deal, pockets should be able to save a decent amount of ammo if they build uber during holds by pulling out the escape plan. Your medic would still be building at full charge rate until you get to 285 (I think) which would take a decent amount of time at 10% healing speed. Obviously you run the risk of getting hit with a mini crit but it might be worth the risk if you're running low on ammo or something.
EDIT: dangit cme i was typing :[
i don't disagree with any of these changes good job valve
As for the weapon pickup thing, it kind of sucks, but I could see it being a cool dynamic potentially. We will have to see how it goes.
do you think it is worth spending $6 for weapon skins? or is valve trying to make us spend our money once again.
DrDoomsdaydo you think it is worth spending $6 for weapon skins? or is valve trying to make us spend our money once again.
Its worth supporting map makers and showing valve that there is a realistic $$ invesment.
Its worth supporting map makers and showing valve that there is a realistic $$ invesment.
If you fire all four grenades could you just pick up another grenade launcher and fire more without having to reload?
cerealIf you fire all four grenades could you just pick up another grenade launcher and fire more without having to reload?
yes
yes
Rip https://youtu.be/8SkpCjWa-CQ?t=2m18s
Kinda hesitant about gun pickup, but other than that I like the new changes.
Kinda hesitant about gun pickup, but other than that I like the new changes.
toothSaneDead RingerTriggering Feign Death instantly removes 50% cloak meter
Can someone legitimately explain the need for this to me?
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
I believe this is meant to reduce the "spamability" of the dead ringer. Before, you could feign death and take 90%(?) reduced damage from whatever, then immediately uncloak and grab x amount of ammo and feign death again. After these changes grabbing x amount of ammo after feigning death will no longer get you a full cloak meter, aka can't use the dead ringer yet, AND you take more damage while feigning death in the first place.
Ah gotcha, thanks!
[list]
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
[/list]
Can someone legitimately explain the need for this to me?[/quote]
I believe this is meant to reduce the "spamability" of the dead ringer. Before, you could feign death and take 90%(?) reduced damage from whatever, then immediately uncloak and grab x amount of ammo and feign death again. After these changes grabbing x amount of ammo after feigning death will no longer get you a full cloak meter, aka can't use the dead ringer yet, AND you take more damage while feigning death in the first place.[/quote]
Ah gotcha, thanks!
Gun pickup could be gamebreaking. Everything else is fine.
Twilitlordanyone thinking about being able to switch uberguns by picking them up: all the skins they've shown off so far are stock weapons
don't get your hopes up
it isn't just skinned weapons that drop
if you roll out with a grenade launcher but kill someone who drops a loch, you can pick up the loch and continue
what isn't yet known is how ammo carries over to this - we don't know if the weapon you pick up has the same ammo it did on the other player, like in csgo, or if it'll eat out of your original pool without contributing its own (which is more likely)
however the shortstop ammo change might actually be because of this new modularity, meaning that weapons do carry their own ammo
which then leads to the question about ubers and other statuses
also curious to see if a new convar exists for disabling this new weapon drop/ammo system for comp
don't get your hopes up[/quote]
it isn't just skinned weapons that drop
if you roll out with a grenade launcher but kill someone who drops a loch, you can pick up the loch and continue
what isn't yet known is how ammo carries over to this - we don't know if the weapon you pick up has the same ammo it did on the other player, like in csgo, or if it'll eat out of your original pool without contributing its own (which is more likely)
however the shortstop ammo change might actually be because of this new modularity, meaning that weapons do carry their own ammo
which then leads to the question about ubers and other statuses
also curious to see if a new convar exists for disabling this new weapon drop/ammo system for comp
yttriumTwilitlordanyone thinking about being able to switch uberguns by picking them up: all the skins they've shown off so far are stock weaponsit isn't just skinned weapons that drop
don't get your hopes up
if you roll out with a grenade launcher but kill someone who drops a loch, you can pick up the loch and continue
what isn't yet known is how ammo carries over to this - we don't know if the weapon you pick up has the same ammo it did on the other player, like in csgo, or if it'll eat out of your original pool without contributing its own (which is more likely)
however the shortstop ammo change might actually be because of this new modularity, meaning that weapons do carry their own ammo
which then leads to the question about ubers and other statuses
Ah fair enough I was just wondering about that a minute ago
I feel a bit uneasy about ammo carrying over tho, that feels like it could be kinda crazy, and i REALLY hope ubercharge doesn't transfer
don't get your hopes up[/quote]
it isn't just skinned weapons that drop
if you roll out with a grenade launcher but kill someone who drops a loch, you can pick up the loch and continue
what isn't yet known is how ammo carries over to this - we don't know if the weapon you pick up has the same ammo it did on the other player, like in csgo, or if it'll eat out of your original pool without contributing its own (which is more likely)
however the shortstop ammo change might actually be because of this new modularity, meaning that weapons do carry their own ammo
which then leads to the question about ubers and other statuses[/quote]
Ah fair enough I was just wondering about that a minute ago
I feel a bit uneasy about ammo carrying over tho, that feels like it could be kinda crazy, and i REALLY hope ubercharge doesn't transfer
LyreixGun pickup could be gamebreaking. Everything else is fine.
it depends on what the ammo count is on the gun when you pick it up, is it the exact same as it was before the original owner died or is it full stocked. i'm assuming it will be the exact count of what it was before it got dropped as it is in cs
im curious to see what the dmg numbers end up being on the quickiebomber
it depends on what the ammo count is on the gun when you pick it up, is it the exact same as it was before the original owner died or is it full stocked. i'm assuming it will be the exact count of what it was before it got dropped as it is in cs
im curious to see what the dmg numbers end up being on the quickiebomber
The actual picking up of weapons could make some situational shit useful but not gamebreaking (e.g. a weapon is good holding on a certain point but you dont want to use it forever). The ammo part is more concerning.
This update will only last for three months, for the people who are not interested in this update.
"The Gun Mettle Campaign is a three-month event new to the Team Fortress universe."
"The Gun Mettle Campaign is a three-month event new to the Team Fortress universe."