when you get a kill with an australium the kill icon has an orange glow
Rocket Jumping will be fixed tomorrow
http://i.imgur.com/Wp6K3Jb.jpg
MaxillawsRocket Jumping will be fixed tomorrow
http://i.imgur.com/Wp6K3Jb.jpg
Exactly this is the reason to not overreact, sticky and rocket jumping is such a core element of the game, there was no way they removed this on purpose
http://i.imgur.com/Wp6K3Jb.jpg[/quote]
Exactly this is the reason to not overreact, sticky and rocket jumping is such a core element of the game, there was no way they removed this on purpose
MaxillawsRocket Jumping will be fixed tomorrow
http://i.imgur.com/Wp6K3Jb.jpg
WOOOOOOOOOOOOOOOOOOOOOOOOOO
http://i.imgur.com/Wp6K3Jb.jpg[/quote]
WOOOOOOOOOOOOOOOOOOOOOOOOOO
how about that sticky fall-off though? that's pretty game breaking...
MaxillawsRocket Jumping will be fixed tomorrow
http://i.imgur.com/Wp6K3Jb.jpg
nigga u can still read ur email lmao
http://i.imgur.com/Wp6K3Jb.jpg[/quote]
nigga u can still read ur email lmao
I don't remember being this good, or good at all, at rocket jumping.
DisquseBug? https://youtu.be/rTboA0us2Ew
LOL
LOL
BucakeAlainVandannaJust re-posting this, full confirmation that Medics Uber % is not retained when killing them, only when they killbind.
myself, R.E.M. and Euthanasia tested this in a vid below, sorry for euro level production quality
https://www.youtube.com/watch?v=HjWntweaiuU
how about cratered without an enemy getting credit?
how about cratered with credit? (soldier juggles and then he craters, for example)
Tested both of those. In both instances it resulted in the Medic having 0% on the weapon on the ground, irregardless of the current percentage. It appears you must use a killbind.
I wish to add a side note for any Medic players, due to this new weapon switching I would highly advise switching to crossbow/ubersaw if you feel your death is near. While the enemy team may not get your Uber %, they can still swap between their Medigun and yours to build 2 Ubers, giving them a huge advantage over your team.
Hopefully it does not stay like this, as this feels more like an exploit than an intended feature. So be warned ;D
EDIT:
ZestyWhat happens if you have more than 0% uber as medic - do you keep your uber or reset to 0%?
What if someone else kills the medic.
What if you pick up the gun after the med spawns and starts healing?
It's a bit late and I have no one to test with, but will take a look at this.
myself, R.E.M. and Euthanasia tested this in a vid below, sorry for euro level production quality
https://www.youtube.com/watch?v=HjWntweaiuU[/quote]
how about cratered without an enemy getting credit?
how about cratered with credit? (soldier juggles and then he craters, for example)[/quote]
Tested both of those. In both instances it resulted in the Medic having 0% on the weapon on the ground, irregardless of the current percentage. It appears you must use a killbind.
I wish to add a side note for any Medic players, due to this new weapon switching I would highly advise switching to crossbow/ubersaw if you feel your death is near. While the enemy team may not get your Uber %, they can still swap between their Medigun and yours to build 2 Ubers, giving them a huge advantage over your team.
Hopefully it does not stay like this, as this feels more like an exploit than an intended feature. So be warned ;D
EDIT:
[quote=Zesty]What happens if you have more than 0% uber as medic - do you keep your uber or reset to 0%?
What if someone else kills the medic.
What if you pick up the gun after the med spawns and starts healing?[/quote]
It's a bit late and I have no one to test with, but will take a look at this.
DisquseBug? https://youtu.be/rTboA0us2Ew
I laughed so f**king hard at that.
I laughed so f**king hard at that.
Hey, I'm one of the guys (R.E.M.) in that video on the medic uber. Thought I would answer some questions.
ZestyAlainVandannaJust re-posting this, full confirmation that Medics Uber % is not retained when killing them, only when they killbind.
myself, R.E.M. and Euthanasia tested this in a vid below, sorry for euro level production quality
https://www.youtube.com/watch?v=HjWntweaiuU
What happens if you have more than 0% uber as medic - do you keep your uber or reset to 0%?
Not sure what you mean. If you mean something like, I have 50% uber and switch weapons with a medic on 0% and then switch back then the medigun I had will still be 50%. Weapons intentionally dropped by the user retain uber.
What if someone else kills the medic.
We tested this off camera with a scout, it makes no difference.
What if you pick up the gun after the med spawns and starts healing?
Not 100% sure about this one but from what I've seen the medigun's uber is tied to the object when it's dropped NOT the player. So once the weapon has been dropped for whatever reason then the uber is static and is no longer tied to the medic that dropped it.
how about cratered without an enemy getting credit?
how about cratered with credit? (soldier juggles and then he craters, for example)
Cratering with or without enemy credit both result in 0% uber on the dropped medigun.
If you have any more questions I will do my best to answer them :)
Also fun fact, a friend of mine has kindly let me test how easy it is to build with the escape plan, you get around around 60% uber from healing from 50 to 210 hp with the escape plan out and WITHOUT hurting yourself.
Edit: Bugger Alain beat me to it :(
[quote=Zesty][quote=AlainVandanna]Just re-posting this, full confirmation that Medics Uber % is not retained when killing them, only when they killbind.
myself, R.E.M. and Euthanasia tested this in a vid below, sorry for euro level production quality
https://www.youtube.com/watch?v=HjWntweaiuU[/quote][/quote]
[quote]What happens if you have more than 0% uber as medic - do you keep your uber or reset to 0%? [/quote]
Not sure what you mean. If you mean something like, I have 50% uber and switch weapons with a medic on 0% and then switch back then the medigun I had will still be 50%. Weapons intentionally dropped by the user retain uber.
[quote] What if someone else kills the medic. [/quote]
We tested this off camera with a scout, it makes no difference.
[quote]What if you pick up the gun after the med spawns and starts healing? [/quote]
Not 100% sure about this one but from what I've seen the medigun's uber is tied to the object when it's dropped NOT the player. So once the weapon has been dropped for whatever reason then the uber is static and is no longer tied to the medic that dropped it.
[quote] how about cratered without an enemy getting credit?
how about cratered with credit? (soldier juggles and then he craters, for example) [/quote]
Cratering with or without enemy credit both result in 0% uber on the dropped medigun.
If you have any more questions I will do my best to answer them :)
Also fun fact, a friend of mine has kindly let me test how easy it is to build with the escape plan, you get around around 60% uber from healing from 50 to 210 hp with the escape plan out and WITHOUT hurting yourself.
Edit: Bugger Alain beat me to it :(
AlainVandannaJust re-posting this, full confirmation that Medics Uber % is not retained when killing them, only when they killbind.
myself, R.E.M. and Euthanasia tested this in a vid below, sorry for euro level production quality
https://www.youtube.com/watch?v=HjWntweaiuU
I'm thinking of weird situations when the medic is the last one alive in a fight and is definitely going to eventually die, but can't kill bind because they don't want to drop whatever uber % they have, and the enemy team wants to keep them alive for as long as possible so they get shitty respawns, so they just kinda stare at each other until the other team kills the medic.
myself, R.E.M. and Euthanasia tested this in a vid below, sorry for euro level production quality
https://www.youtube.com/watch?v=HjWntweaiuU[/quote]
I'm thinking of weird situations when the medic is the last one alive in a fight and is definitely going to eventually die, but can't kill bind because they don't want to drop whatever uber % they have, and the enemy team wants to keep them alive for as long as possible so they get shitty respawns, so they just kinda stare at each other until the other team kills the medic.
joejoe347I'm thinking of weird situations when the medic is the last one alive in a fight and is definitely going to eventually die, but can't kill bind because they don't want to drop whatever uber % they have, and the enemy team wants to keep them alive for as long as possible so they get shitty respawns, so they just kinda stare at each other until the other team kills the medic.
just put your medigun away lmao
just put your medigun away lmao
smobojoejoe347I'm thinking of weird situations when the medic is the last one alive in a fight and is definitely going to eventually die, but can't kill bind because they don't want to drop whatever uber % they have, and the enemy team wants to keep them alive for as long as possible so they get shitty respawns, so they just kinda stare at each other until the other team kills the medic.just put your medigun away lmao
I read something earlier that said no matter what you have out on medic it always drops your medigun, is that incorrect?
just put your medigun away lmao[/quote]
I read something earlier that said no matter what you have out on medic it always drops your medigun, is that incorrect?
joejoe347smobojoejoe347I'm thinking of weird situations when the medic is the last one alive in a fight and is definitely going to eventually die, but can't kill bind because they don't want to drop whatever uber % they have, and the enemy team wants to keep them alive for as long as possible so they get shitty respawns, so they just kinda stare at each other until the other team kills the medic.just put your medigun away lmao
I read something earlier that said no matter what you have out on medic it always drops your medigun, is that incorrect?
Yes. Throughout our testing this evening we only ever saw a player drop whichever weapon was equipped.
just put your medigun away lmao[/quote]
I read something earlier that said no matter what you have out on medic it always drops your medigun, is that incorrect?[/quote]
Yes. Throughout our testing this evening we only ever saw a player drop whichever weapon was equipped.
DisquseBug? https://youtu.be/rTboA0us2Ew
happens when you get resupplied when swapping guns
happens when you get resupplied when swapping guns
DanceNumberDisquseBug? https://youtu.be/rTboA0us2Ew
happens when you get resupplied when swapping guns
Yea. I know. Maybe it's not a bug, just a feature :D
happens when you get resupplied when swapping guns[/quote]
Yea. I know. Maybe it's not a bug, just a feature :D
saamSo how do I get new contracts? I'm hooked
when you buy the pass you get 2 contracts/week for the duration of gun mettle, 3 months
when you buy the pass you get 2 contracts/week for the duration of gun mettle, 3 months
saamSo how do I get new contracts? I'm hooked
2 new every week
2 new every week
REM_TF2joejoe347smobojoejoe347I'm thinking of weird situations when the medic is the last one alive in a fight and is definitely going to eventually die, but can't kill bind because they don't want to drop whatever uber % they have, and the enemy team wants to keep them alive for as long as possible so they get shitty respawns, so they just kinda stare at each other until the other team kills the medic.just put your medigun away lmao
I read something earlier that said no matter what you have out on medic it always drops your medigun, is that incorrect?
Yes. Throughout our testing this evening we only ever saw a player drop whichever weapon was equipped.
Alright, then ignore my post.
This whole thing still adds another level of unnecessary complexity to the game without actually raising any skill seilings, which would seem to be the opposite thing you would want to do for a game which is about to get a ton of new players.
just put your medigun away lmao[/quote]
I read something earlier that said no matter what you have out on medic it always drops your medigun, is that incorrect?[/quote]
Yes. Throughout our testing this evening we only ever saw a player drop whichever weapon was equipped.[/quote]
Alright, then ignore my post.
This whole thing still adds another level of unnecessary complexity to the game without actually raising any skill seilings, which would seem to be the opposite thing you would want to do for a game which is about to get a ton of new players.
http://i.imgur.com/44rSC5p.png
Eh, the guy has a point.
Edit: Ok I just realized the actual tone of the piece lol.
Eh, the guy has a point.
Edit: Ok I just realized the actual tone of the piece lol.
RainmanEh, the guy has a point.
No he doesn't.
No he doesn't.
Is anyone else losing frames whenever they have their skinned weapon active?
That was actually one of the most painful reads in my entire life. Like, imagine that isn't a troll. Just picture that poor, sad child grumbling to himself.
Anyone else having an issue where their festive weapons don't have the festive lights ?
Mine have their specialized sheens but no festive lights, however I can see other peoples and pick up other people's festive weapons.
My weapons don't appear festive to other people either.
Happens with both scattergun and sniper rifle :(
Mine have their specialized sheens but no festive lights, however I can see other peoples and pick up other people's festive weapons.
My weapons don't appear festive to other people either.
Happens with both scattergun and sniper rifle :(
muppetAnyone else having an issue where their festive weapons don't have the festive lights ?
Mine have their specialized sheens but no festive lights, however I can see other peoples and pick up other people's festive weapons.
My weapons don't appear festive to other people either.
Happens with both scattergun and sniper rifle :(
see this list
Attachment models don't show up on both viewmodel and world model weapons. This includes attachment models like festive lights, which are a separate model that gets attached to the original stock model, as well as for weapons like the Kritzkrieg and Scottish Resistance, which use attachments onto the stock medigun and stickybomb launcher. This doesn't appear to be the case unique festives like the Huntsman and Ambassador. This bug doesn't happen to all players. Some players also cannot see botkiller attachments, while others can but they can't see festives.
Mine have their specialized sheens but no festive lights, however I can see other peoples and pick up other people's festive weapons.
My weapons don't appear festive to other people either.
Happens with both scattergun and sniper rifle :([/quote]
see [url=http://www.teamfortress.tv/post/451053/gun-mettle-bugs]this list[/url]
[quote]Attachment models don't show up on both viewmodel and world model weapons. This includes attachment models like festive lights, which are a separate model that gets attached to the original stock model, as well as for weapons like the Kritzkrieg and Scottish Resistance, which use attachments onto the stock medigun and stickybomb launcher. This doesn't appear to be the case unique festives like the Huntsman and Ambassador. This bug doesn't happen to all players. Some players also cannot see botkiller attachments, while others can but they can't see festives.[/quote]
unfortunately, buster the nanobot isn't a troll
https://www.reddit.com/user/Buster-The-Nanobot
Anyway, this update (minus gamebreaking bugs) seems pretty well done, especially in the lead up for the matchmaking update. After jumping is fixed + stickies are back to normal (???) there are only a couple of issues, imo.
I'm mainly concerned about the weapon pickup mechanic - if they restricted it to only picking up functionally identical weapons (aka reskins), and giving you the same ammo loaded when you pick up a weapon, it'd be fine. You get to check out a nice skin without potentially upsetting game balance, which seems like how it should have been done in the first place?
I don't know, maybe they can balance it to fix the glaring issues (potential for multiple ubers, etc.), but I think the minimal requirement is to have the same ammo loaded on the gun you pick up as the one you dropped (how this works between different weapons, I have no idea). Applying the same weapon drop mechanics as csgo, an entirely different game, doesn't seem wise.
The 20% damage resistance on heavy miniguns is slightly worrying too - surviving fully charged headshots while firing doesn't seem like it makes sense when you have the fists of steel to do that, and that requires you to switch weapons.
https://www.reddit.com/user/Buster-The-Nanobot
Anyway, this update (minus gamebreaking bugs) seems pretty well done, especially in the lead up for the matchmaking update. After jumping is fixed + stickies are back to normal (???) there are only a couple of issues, imo.
I'm mainly concerned about the weapon pickup mechanic - if they restricted it to only picking up functionally identical weapons (aka reskins), and giving you the same ammo loaded when you pick up a weapon, it'd be fine. You get to check out a nice skin without potentially upsetting game balance, which seems like how it should have been done in the first place?
I don't know, maybe they can balance it to fix the glaring issues (potential for multiple ubers, etc.), but I think the minimal requirement is to have the same ammo loaded on the gun you pick up as the one you dropped (how this works between different weapons, I have no idea). Applying the same weapon drop mechanics as csgo, an entirely different game, doesn't seem wise.
The 20% damage resistance on heavy miniguns is slightly worrying too - surviving fully charged headshots while firing doesn't seem like it makes sense when you have the fists of steel to do that, and that requires you to switch weapons.