BeaterI can't believe the professional killstreak liberty launcher that I crafted wasn't a terrible life decision!
Picking up weapons could be really cool, or really broken, depending on how they implement it. Medics switching from kritz to uber sounds crazy good. Bombing a combo as roamer, killing the pocket, picking up his shotgun to kill the medic before switching back to gunboats to escape sounds fucking baller though.
It will probly take some time to pickup weapons and they may not have full ammo.
[quote=Beater]I can't believe the professional killstreak liberty launcher that I crafted wasn't a terrible life decision!
Picking up weapons could be really cool, or really broken, depending on how they implement it. Medics switching from kritz to uber sounds crazy good. Bombing a combo as roamer, killing the pocket, picking up his shotgun to kill the medic before switching back to gunboats to escape sounds fucking baller though.[/quote]
It will probly take some time to pickup weapons and they may not have full ammo.
airshot then inspect rocket launcher
gonna be cute
airshot then inspect rocket launcher
gonna be cute
The booties give a speed boost regardless of if you have a shield or not, which means faster rollouts and a generally faster demoman with stickies in general. I wonder if it'll amount to anything.
The booties give a speed boost regardless of if you have a shield or not, which means faster rollouts and a generally faster demoman with stickies in general. I wonder if it'll amount to anything.
I'm fucking pissed about the black box, way to ruin a good if possibly slightly weak sidegrade. Honestly, what's wrong with rewarding splashing multiple players??
I'm fucking pissed about the black box, way to ruin a good if possibly slightly weak sidegrade. Honestly, what's wrong with rewarding splashing multiple players??
if liberety launcher does not get banned, I wonder how that'll pair with the conch because extra rocket+ you already have reduced damage taken on rocket jumps so less need for gunboats.
I think they'll combine well.
if liberety launcher does not get banned, I wonder how that'll pair with the conch because extra rocket+ you already have reduced damage taken on rocket jumps so less need for gunboats.
I think they'll combine well.
next thing you know matchmaking is a first to 16 1 life a/d concept.
next thing you know matchmaking is a first to 16 1 life a/d concept.
Now when streamers say "save our skins!" it will actually make sense.
Now when streamers say "save our skins!" it will actually make sense.
RagortaighaWhile invisible, Spy receives 20% less damage from all damage sources
No more headshotting invisible spies?
Unfortunately not, 150 damage will only do 120. welp
That's not exactly true. Crits don't get damage resistance applied normally.
Example.
https://wiki.teamfortress.com/wiki/Darwin's_Danger_Shield
-15% Bullet damage
A headshot to a sniper wearing this SHOULD be about 128 damage, BUT you actually do 143 damage.
Basically the calculation is this.
(50 x 3) - (50 x .15) = 143
So with that calculation using 20% resistance
(50 x 3) - (50 x .2) = 140
[quote=Ragor][quote=taigha][quote]While invisible, Spy receives 20% less damage from all damage sources[/quote]
No more headshotting invisible spies?[/quote]
Unfortunately not, 150 damage will only do 120. welp[/quote]
That's not exactly true. Crits don't get damage resistance applied normally.
Example.
https://wiki.teamfortress.com/wiki/Darwin's_Danger_Shield
-15% Bullet damage
A headshot to a sniper wearing this SHOULD be about 128 damage, BUT you actually do 143 damage.
Basically the calculation is this.
(50 x 3) - (50 x .15) = 143
So with that calculation using 20% resistance
(50 x 3) - (50 x .2) = 140
16jacobjI'm fucking pissed about the black box, way to ruin a good if possibly slightly weak sidegrade. Honestly, what's wrong with rewarding splashing multiple players??
I don't think they'll keep this change. At least, I hope they don't.
That nerf coupled with the LL and Airstrike buffs (plus the stock rl getting those dank skins) just makes the thing completely worthless in comparison. Something like LL + Conch is gonna be significantly superior to something like BB + Gunboats or even BB + Conch. What is that, 5 rockets at 85 base and increased speed vs 3 rockets at 100 base and normal speed? No brainer. Thing is, I think the "health gain is relative to damage dealt" thing is acceptable, but capping it at 20 regardless of how many enemies you splash is the most ridiculous thing. It's like they're trying to nerf long range spam rewarding more health than is "fair" (who ever complained about it being unfair though?) but instead of picking either "cap health gain" or "make health gain relative to distance" they did both so now it's just shit.
They should remove the -25% clip size penalty and maybe add a slight damage penalty (something equivalent to the LL's damage penalty perhaps? 5 rockets at 85 base vs 4 rockets at 85 base which heal is reasonable). If they're gonna totally cripple what makes the Black Box good, then they might as well tone down the cons while they're at it and just make it middling as fuck. I'd really prefer they just increase the potential cap to 30 or something, or just revert this change entirely.
I'm keeping mine in case they revert/tweak the nerf because the Black Box was perfect balanced as it was. I honestly have to wonder why they changed it to begin with.
[quote=16jacobj]I'm fucking pissed about the black box, way to ruin a good if possibly slightly weak sidegrade. Honestly, what's wrong with rewarding splashing multiple players??[/quote]
I don't think they'll keep this change. At least, I hope they don't.
That nerf coupled with the LL and Airstrike buffs (plus the stock rl getting those dank skins) just makes the thing completely worthless in comparison. Something like LL + Conch is gonna be significantly superior to something like BB + Gunboats or even BB + Conch. What is that, 5 rockets at 85 base and increased speed vs 3 rockets at 100 base and normal speed? No brainer. Thing is, I think the "health gain is relative to damage dealt" thing is acceptable, but capping it at 20 regardless of how many enemies you splash is the most ridiculous thing. It's like they're trying to nerf long range spam rewarding more health than is "fair" (who ever complained about it being unfair though?) but instead of picking [i]either[/i] "cap health gain" or "make health gain relative to distance" they did [i]both[/i] so now it's just shit.
They should remove the -25% clip size penalty and [i]maybe[/i] add a slight damage penalty (something equivalent to the LL's damage penalty perhaps? 5 rockets at 85 base vs 4 rockets at 85 base which heal is reasonable). If they're gonna totally cripple what makes the Black Box good, then they might as well tone down the cons while they're at it and just make it middling as fuck. I'd really prefer they just increase the potential cap to 30 or something, or just revert this change entirely.
I'm keeping mine in case they revert/tweak the nerf because the Black Box was perfect balanced as it was. I honestly have to wonder why they changed it to begin with.
honestly I am really disappointed with the stattrak change but everything else is incredible, especially for someone like me that normally plays HL. All of these changes are going to break the meta in highlander for sure.
honestly I am really disappointed with the stattrak change but everything else is incredible, especially for someone like me that normally plays HL. All of these changes are going to break the meta in highlander for sure.
obe_I'm keeping mine in case they revert/tweak the nerf because the Black Box was perfect balanced as it was. I honestly have to wonder why they changed it to begin with.
Over the last month or so reddit became convinced that Black Box was one of the most overpowered weapons in the game, on the same tier as LnL and BFB. Their problem with the Box was that mainly centered around the fact that you could gain a decent amount of health if the enemy team is super clustered together. In a pub environment where people don't know how to aim (and so can't kill the solly before he has the chance to reload) and clump together like morons, apparently that's a huge issue.
[quote=obe_]I'm keeping mine in case they revert/tweak the nerf because the Black Box was perfect balanced as it was. I honestly have to wonder why they changed it to begin with.[/quote]
Over the last month or so reddit became convinced that Black Box was one of the most overpowered weapons in the game, on the same tier as LnL and BFB. Their problem with the Box was that mainly centered around the fact that you could gain a decent amount of health if the enemy team is super clustered together. In a pub environment where people don't know how to aim (and so can't kill the solly before he has the chance to reload) and clump together like morons, apparently that's a huge issue.
So when i die and some dude picks up my weapon, it will keep all its stats like killstreaks and kill counter on stranges for this player ? Im not really a fan of the idea to see lucky f2ps running around with my australiums and professional killstreak weps :l
So when i die and some dude picks up my weapon, it will keep all its stats like killstreaks and kill counter on stranges for this player ? Im not really a fan of the idea to see lucky f2ps running around with my australiums and professional killstreak weps :l
Jason_HeySo when i die and some dude picks up my weapon, it will keep all its stats like killstreaks and kill counter on stranges for this player ? Im not really a fan of the idea to see lucky f2ps running around with my australiums and professional killstreak weps :l
??? who cares if someone else gets ur guns, it only lasts until they die + really, who the fuck cares?
i assume that, like csgo, kill counters will not go up if the wep is used by another player. likewise with killstreaks.
[quote=Jason_Hey]So when i die and some dude picks up my weapon, it will keep all its stats like killstreaks and kill counter on stranges for this player ? Im not really a fan of the idea to see lucky f2ps running around with my australiums and professional killstreak weps :l[/quote]
??? who cares if someone else gets ur guns, it only lasts until they die + really, who the fuck cares?
i assume that, like csgo, kill counters will not go up if the wep is used by another player. likewise with killstreaks.
Before you start comparing tf2 to csgo you have to consider that when cs go was still in beta they had actual comp(5v5) players giving feedback. The changes made by a tf2 team are always an overkill because they don't know where to get feedback. 9v9, 6v6, pubbers giving different feedback based on their different playstyles results in the fucked up updates we get.
Until the recent times the changes were very pub centric which was bringing unbalanced mechanics to 6v6 and only mildly affecting 9v9. This time they made a shift towards 6v6 and balanced (adding a bit of a pub flavour though) the game around that format completely ignoring the meta of 9v9 (not that I care, but still it proves the point that you can not balance the game around 3 modes). If you don't agree just consider that suiciding for metal now on payload is no longer viable and many other little things have been removed.
MapleAuraIf you don't agree just consider that suiciding for metal now on payload is no longer viable and many other little things have been removed.
You still drop 100 ammo on death, no? Just in an ammo box instead of a gun?
Uh, thats embarrassing. I wonder how did that slip through my mind. But in any case, I doubt that ammoboxes would have that long of lifespan though. Otherwise you wouldn't be able too see sticky bombs behind all this mess on the battlefield. Lotus server had this mechanic where engineers after death would drop metal and medics would drop medkits. It was so out of place that it felt more inappropriate than fastresp and ridiculous 16v16.
Before you start comparing tf2 to csgo you have to consider that when cs go was still in beta they had actual comp(5v5) players giving feedback. The changes made by a tf2 team are always an overkill because they don't know where to get feedback. 9v9, 6v6, pubbers giving different feedback based on their different playstyles results in the fucked up updates we get.
Until the recent times the changes were very pub centric which was bringing unbalanced mechanics to 6v6 and only mildly affecting 9v9. This time they made a shift towards 6v6 and balanced (adding a bit of a pub flavour though) the game around that format completely ignoring the meta of 9v9 (not that I care, but still it proves the point that you can not balance the game around 3 modes). If you don't agree just consider that [s]suiciding for metal now on payload is no longer viable[/s] and many other little things have been removed.
[quote=Maple][quote=Aura]If you don't agree just consider that suiciding for metal now on payload is no longer viable and many other little things have been removed.[/quote]
You still drop 100 ammo on death, no? Just in an ammo box instead of a gun?[/quote]
Uh, thats embarrassing. I wonder how did that slip through my mind. But in any case, I doubt that ammoboxes would have that long of lifespan though. Otherwise you wouldn't be able too see sticky bombs behind all this mess on the battlefield. Lotus server had this mechanic where engineers after death would drop metal and medics would drop medkits. It was so out of place that it felt more inappropriate than fastresp and ridiculous 16v16.
right now they are adding skins and shit because they are increasing possible revenue streams for when tf2 gets a burst of new players. they are essentially cleaning up house before matchmaking in more ways than one.
right now they are adding skins and shit because they are increasing possible revenue streams for when tf2 gets a burst of new players. they are essentially cleaning up house before matchmaking in more ways than one.
AuraIf you don't agree just consider that suiciding for metal now on payload is no longer viable and many other little things have been removed.
You still drop 100 ammo on death, no? Just in an ammo box instead of a gun?
[quote=Aura]If you don't agree just consider that suiciding for metal now on payload is no longer viable and many other little things have been removed.[/quote]
You still drop 100 ammo on death, no? Just in an ammo box instead of a gun?
Mapleobe_I'm keeping mine in case they revert/tweak the nerf because the Black Box was perfect balanced as it was. I honestly have to wonder why they changed it to begin with.
Over the last month or so reddit became convinced that Black Box was one of the most overpowered weapons in the game, on the same tier as LnL and BFB. Their problem with the Box was that mainly centered around the fact that you could gain a decent amount of health if the enemy team is super clustered together. In a pub environment where people don't know how to aim (and so can't kill the solly before he has the chance to reload) and clump together like morons, apparently that's a huge issue.
Ah. I don't really visit tf2 related subreddits so thanks for explaining a potential "cause". Not all user feedback is good feedback unfortunately, so if that's really what convinced valve that the BB is a problem then that's a shame. Yeah though, if the "issue" they were attempting to address was that you could get like 45 hp from across the map by spamming the cart then I think it's safe to say they went a little overboard trying to fix it. Hopefully they revise the fix, but until then, at least they buffed the airstrike and LL so it could be fun to toy around with those in the meantime.
[quote=Maple][quote=obe_]I'm keeping mine in case they revert/tweak the nerf because the Black Box was perfect balanced as it was. I honestly have to wonder why they changed it to begin with.[/quote]
Over the last month or so reddit became convinced that Black Box was one of the most overpowered weapons in the game, on the same tier as LnL and BFB. Their problem with the Box was that mainly centered around the fact that you could gain a decent amount of health if the enemy team is super clustered together. In a pub environment where people don't know how to aim (and so can't kill the solly before he has the chance to reload) and clump together like morons, apparently that's a huge issue.[/quote]
Ah. I don't really visit tf2 related subreddits so thanks for explaining a potential "cause". Not all user feedback is good feedback unfortunately, so if that's really what convinced valve that the BB is a problem then that's a shame. Yeah though, if the "issue" they were attempting to address was that you could get like 45 hp from across the map by spamming the cart then I think it's safe to say they went a little overboard trying to fix it. Hopefully they revise the fix, but until then, at least they buffed the airstrike and LL so it could be fun to toy around with those in the meantime.
KanecoWhat happens if you airshot kill someone, do these packs just drop from the sky? (fragmovies are gonna look like shit if they do) or do they just randomly appear in the ground below where the person was killed?
I imagine you would be able to change the texture file of the model of whatever drops from the body to make it not draw for you. At worst you wait for somebody to make a hack or client side plugin for it.
[quote=Kaneco]What happens if you airshot kill someone, do these packs just drop from the sky? (fragmovies are gonna look like shit if they do) or do they just randomly appear in the ground below where the person was killed?[/quote]
I imagine you would be able to change the texture file of the model of whatever drops from the body to make it not draw for you. At worst you wait for somebody to make a hack or client side plugin for it.
KanecoWhat happens if you airshot kill someone, do these packs just drop from the sky? (fragmovies are gonna look like shit if they do) or do they just randomly appear in the ground below where the person was killed?
It's probably the same as the cane.
https://youtu.be/WGcnrNvmlUc?t=21
https://youtu.be/WGcnrNvmlUc?t=21
[quote=Kaneco]What happens if you airshot kill someone, do these packs just drop from the sky? (fragmovies are gonna look like shit if they do) or do they just randomly appear in the ground below where the person was killed?[/quote]
It's probably the same as the cane.
https://youtu.be/WGcnrNvmlUc?t=21
[youtube]https://youtu.be/WGcnrNvmlUc?t=21[/youtube]
KanecoWhat happens if you airshot kill someone, do these packs just drop from the sky? (fragmovies are gonna look like shit if they do) or do they just randomly appear in the ground below where the person was killed?
I wish they would change this so that we could choose between getting metal or changing weapon. Like tapping <action key> to change and double tapping to take it as ammo. That would be more rational than seeing ground getting flooded with ammoboxes.
[quote=Kaneco]What happens if you airshot kill someone, do these packs just drop from the sky? (fragmovies are gonna look like shit if they do) or do they just randomly appear in the ground below where the person was killed?[/quote]
I wish they would change this so that we could choose between getting metal or changing weapon. Like tapping <action key> to change and double tapping to take it as ammo. That would be more rational than seeing ground getting flooded with ammoboxes.
I feel like the dead ringer's 90% to 50% nerf has given sniper indirectly a huge buff in highlander.
It'll be so much harder to outgun a sniper if he can headshot you below like 80hp.
It'd have been fine if they'd nerfed the razorback by giving it a move speed down or bullet vulnerability but they seem to have completely skimmed over the razorback and dds, completely ignoring the stock smg which is relatively weak in comparison to the alternatives.
I'm wondering if the 20% damage reduction on the invis applied the moment you click or the moment you're invisible.
Maybe if it's the former people will start using the stock invis as the old DR but with the ability to run off whenever.
I feel like the dead ringer's 90% to 50% nerf has given sniper indirectly a huge buff in highlander.
It'll be so much harder to outgun a sniper if he can headshot you below like 80hp.
It'd have been fine if they'd nerfed the razorback by giving it a move speed down or bullet vulnerability but they seem to have completely skimmed over the razorback and dds, completely ignoring the stock smg which is relatively weak in comparison to the alternatives.
I'm wondering if the 20% damage reduction on the invis applied the moment you click or the moment you're invisible.
Maybe if it's the former people will start using the stock invis as the old DR but with the ability to run off whenever.
CHERRYKanecoWhat happens if you airshot kill someone, do these packs just drop from the sky? (fragmovies are gonna look like shit if they do) or do they just randomly appear in the ground below where the person was killed?
It's probably the same as the cane.
That would be complete aids tbh, I can't imagine a fragmovie or fragclip where all the cool frags have shitty cluttering packs dropping out of it
[quote=CHERRY][quote=Kaneco]What happens if you airshot kill someone, do these packs just drop from the sky? (fragmovies are gonna look like shit if they do) or do they just randomly appear in the ground below where the person was killed?[/quote]
It's probably the same as the cane.
[/quote]
That would be complete aids tbh, I can't imagine a fragmovie or fragclip where all the cool frags have shitty cluttering packs dropping out of it
WoolenSleeveletI feel like the dead ringer's 90% to 50% nerf has given sniper indirectly a huge buff in highlander.
It'll be so much harder to outgun a sniper if he can headshot you below like 80hp.
It'd have been fine if they'd nerfed the razorback by giving it a move speed down or bullet vulnerability but they seem to have completely skimmed over the razorback and dds, completely ignoring the stock smg which is relatively weak in comparison to the alternatives.
Razorback is fine in pubs, its just broken in HL because the sniper is so well protected and often overhealed
[quote=WoolenSleevelet]I feel like the dead ringer's 90% to 50% nerf has given sniper indirectly a huge buff in highlander.
It'll be so much harder to outgun a sniper if he can headshot you below like 80hp.
It'd have been fine if they'd nerfed the razorback by giving it a move speed down or bullet vulnerability but they seem to have completely skimmed over the razorback and dds, completely ignoring the stock smg which is relatively weak in comparison to the alternatives.
[/quote]
Razorback is fine in pubs, its just broken in HL because the sniper is so well protected and often overhealed
KanecoCHERRYKanecoWhat happens if you airshot kill someone, do these packs just drop from the sky? (fragmovies are gonna look like shit if they do) or do they just randomly appear in the ground below where the person was killed?
It's probably the same as the cane.
That would be complete aids tbh, I can't imagine a fragmovie or fragclip where all the cool frags have shitty cluttering packs dropping out of it
someone would make an invisible ammo pack texture probably
[quote=Kaneco][quote=CHERRY][quote=Kaneco]What happens if you airshot kill someone, do these packs just drop from the sky? (fragmovies are gonna look like shit if they do) or do they just randomly appear in the ground below where the person was killed?[/quote]
It's probably the same as the cane.
[/quote]
That would be complete aids tbh, I can't imagine a fragmovie or fragclip where all the cool frags have shitty cluttering packs dropping out of it[/quote]
someone would make an invisible ammo pack texture probably
We don't know how the inspect function will work though.
I'm assuming it will be some type of box or window to show the skin/perks or stats, but will it affect game play?
Like people have mentioned, if there is some benefit to abusing it for ubers or keeping fully loaded weapons close by then im sure people will want/need the button to be bound to an accessible key, which could ultimately result in issues by unintentional inspections.
For example, if you're pushing, retreating, or making a play and 'fat-finger' the inspection key, will it immediately bring up the inspection box resulting in an accidental death?
Obviously this could be prevented from accurate key strokes but sometimes mistakes are made and we'll see how it plays out.
We don't know how the inspect function will work though.
I'm assuming it will be some type of box or window to show the skin/perks or stats, but will it affect game play?
Like people have mentioned, if there is some benefit to abusing it for ubers or keeping fully loaded weapons close by then im sure people will want/need the button to be bound to an accessible key, which could ultimately result in issues by unintentional inspections.
For example, if you're pushing, retreating, or making a play and 'fat-finger' the inspection key, will it immediately bring up the inspection box resulting in an accidental death?
Obviously this could be prevented from accurate key strokes but sometimes mistakes are made and we'll see how it plays out.
It says on the update page that you use <action key> to pick up and <inspect key> to inspect the item. You can have both unbound so it wont affect you in any way.
It says on the update page that you use <action key> to pick up and <inspect key> to inspect the item. You can have both unbound so it wont affect you in any way.
spicoliWe don't know how the inspect function will work though.
I'm assuming it will be some type of box or window to show the skin/perks or stats, but will it affect game play?
Like people have mentioned, if there is some benefit to abusing it for ubers or keeping fully loaded weapons close by then im sure people will want/need the button to be bound to an accessible key, which could ultimately result in issues by unintentional inspections.
For example, if you're pushing, retreating, or making a play and 'fat-finger' the inspection key, will it immediately bring up the inspection box resulting in an accidental death?
Obviously this could be prevented from accurate key strokes but sometimes mistakes are made and we'll see how it plays out.
In CS:GO you can inspection cancels immediately when you shoot, change weapon or do anything related to it basically.
[quote=spicoli]We don't know how the inspect function will work though.
I'm assuming it will be some type of box or window to show the skin/perks or stats, but will it affect game play?
Like people have mentioned, if there is some benefit to abusing it for ubers or keeping fully loaded weapons close by then im sure people will want/need the button to be bound to an accessible key, which could ultimately result in issues by unintentional inspections.
For example, if you're pushing, retreating, or making a play and 'fat-finger' the inspection key, will it immediately bring up the inspection box resulting in an accidental death?
Obviously this could be prevented from accurate key strokes but sometimes mistakes are made and we'll see how it plays out.[/quote]
In CS:GO you can inspection cancels immediately when you shoot, change weapon or do anything related to it basically.
ComangliaRagorUnfortunately not, 150 damage will only do 120. welp
That's not exactly true. Crits don't get damage resistance applied normally.
Example.
https://wiki.teamfortress.com/wiki/Darwin's_Danger_Shield
-15% Bullet damage
A headshot to a sniper wearing this SHOULD be about 128 damage, BUT you actually do 143 damage.
Basically the calculation is this.
(50 x 3) - (50 x .15) = 143
So with that calculation using 20% resistance
(50 x 3) - (50 x .2) = 140
It is accurate. The DDS only stops bullet damage. This is 20% resistance to all damage, including critical damage.
An uncharged headshot on a cloaked spy will do 120.
Incidentally, a caber hit now does 124.
[quote=Comanglia][quote=Ragor]Unfortunately not, 150 damage will only do 120. welp[/quote]
That's not exactly true. Crits don't get damage resistance applied normally.
Example.
https://wiki.teamfortress.com/wiki/Darwin's_Danger_Shield
-15% Bullet damage
A headshot to a sniper wearing this SHOULD be about 128 damage, BUT you actually do 143 damage.
Basically the calculation is this.
(50 x 3) - (50 x .15) = 143
So with that calculation using 20% resistance
(50 x 3) - (50 x .2) = 140[/quote]
It is accurate. The DDS only stops bullet damage. This is 20% resistance to all damage, including critical damage.
An uncharged headshot on a cloaked spy will do 120.
Incidentally, a caber hit now does 124.
I know this is a retarded meme under this community but did anyone else think skins could genuinely be confusing for new players? In a game where a lot of weapons have different stats, it makes it a lot harder to see which ones are stock reskins and which ones actually have something different about them.
I know this is a retarded meme under this community but did anyone else think skins could genuinely be confusing for new players? In a game where a lot of weapons have different stats, it makes it a lot harder to see which ones are stock reskins and which ones actually have something different about them.