alright, now several servers I'm on are supposedly having a problem wherein changing maps crashes the server?
dunno if that's because of this same problem or not
alright, now several servers I'm on are supposedly having a problem wherein changing maps crashes the server?
dunno if that's because of this same problem or not
I tested demo radius on the server by comparing it with soldier (since before soldier had the same radius as demos stickies and pipes). It seemed like stickies were hitting things rockets couldn't so I'm assuming that radius is back to what it was for most of tf2?
gargleburryI tested demo radius on the server by comparing it with soldier (since before soldier had the same radius as demos stickies and pipes). It seemed like stickies were hitting things rockets couldn't so I'm assuming that radius is back to what it was for most of tf2?
Plz be true
Daggerradius is pre nerf
Daggerradius is pre nerf
I would hope this wasn't accidental and won't just be re-fixed next patch
can't even test my own map because starting a local server crashes the fucking game..
anyone happen to have found a work-around for this yet..?
maybe there going to test the radius for the beta matchmaking
Can someone post proof of the sticky radius being returned to pre-nerf?
I'm getting conflicting reports on whether the nerf was actually removed or not
just got another update, and connecting to a local server works completely fine now
There was a second update of around 1 MB in size, if you need to use a listen server, be sure to acquire it as this fixes it.
calling placebo on sticky un-nerf, they would put that in the patch notes.
and demo needs it anyway the fuck are you guys on
Just did some testing and it seems like rockets and stickies have the exact same radius so it's back to post-nerf normal mode.
bastidcalling placebo on sticky un-nerf, they would put that in the patch notes.
and demo needs it anyway the fuck are you guys on
hmm not really? it has become kinda irrelevent (compared to what it was) at high levels. Scouts just mop the floor and go to town now.
I'm sad that they are not reverting the radius nerf. I stopped playing the class (which was my main for like 3 years) because it just became increasingly irrelevant and not fun to play at the level I was getting at, but was hopeful about getting back into it with pre nerf radius.
Sounds like Scout needs a nerf then? He's tricky because he's so bad when you're bad but so good when you're good
I think making the spread slightly wider on scattergun would be a good nerf, would make scout do less insane damage from medium range but wouldn't change anything up close (which scout was made for anyway)
bastidSounds like Scout needs a nerf then? He's tricky because he's so bad when you're bad but so good when you're good
I feel as if making classes have even less DPM wouldn't be much of a help for the current 6s metagame, especially when, by nerfing scout, you have potential for people to bring out slower little-to-no-mobility classes regularly and make it an even bigger problem (especially if heavies ever become a regular thing, low DPM and high health characters is not a good outlook for the meta)
BonafideI think making the spread slightly wider on scattergun would be a good nerf, would make scout do less insane damage from medium range but wouldn't change anything up close (which scout was made for anyway)
At that point you're basically doing the opposite of power creep, which can be a lot worse. Long time-to-kill all around can be fun in some games, but given that players in TF2 move quickly and have to reload a lot it probably wouldn't work out very well.
Good example of a (MOBA) game where it did somewhat work is Demigod -- focus of team fights was on kinda "dancing" with your positioning while doing the usual stuff like focusing down weaker players -- but in that you can output damage pretty constantly and don't have many options for heals, and players don't move quickly. But an inherent problem with the approach, that was present in that game too, is it makes big health pools more important than anything else.
BonafideI think making the spread slightly wider on scattergun would be a good nerf, would make scout do less insane damage from medium range but wouldn't change anything up close (which scout was made for anyway)
probably be better to just increase the time in between shots so they can't rattle off so many. Could give them a damage increase so meatshots do like 112 but scatter shoots as fast as the rl.
either way probably shouldnt nerf stock weapons in the first place. demo used to be a nice deterrent for scouts until they started fucking with a stock weapon
how about instead of nerfing scout we just put demo stickies back to when they were good and decrease the clip to 6 and then one class wont be the strongest by a massive margin and another class wont be completely awful and unfun
why change a weapon that has had a clip size of 8 since release?
janedoewhy change a weapon that has had a clip size of 8 since release?
pipes had a clip size of 6 at release and now it's at 4 check mate boy
janedoewhy change a weapon that has had a clip size of 8 since release?
why change ________________? it's been like that since _____________.
MessyRecipeBonafideI think making the spread slightly wider on scattergun would be a good nerf, would make scout do less insane damage from medium range but wouldn't change anything up close (which scout was made for anyway)
At that point you're basically doing the opposite of power creep, which can be a lot worse. Long time-to-kill all around can be fun in some games, but given that players in TF2 move quickly and have to reload a lot it probably wouldn't work out very well.
Good example of a (MOBA) game where it did somewhat work is Demigod -- focus of team fights was on kinda "dancing" with your positioning while doing the usual stuff like focusing down weaker players -- but in that you can output damage pretty constantly and don't have many options for heals, and players don't move quickly. But an inherent problem with the approach, that was present in that game too, is it makes big health pools more important than anything else.
Wow, Demigod! Didn't think anyone here had actually dabbled in that.
I liked the guy that was the mobile fortress - whatever he was. That archer guy was p random too "I'll take these broken wings and learn to fly again" lmao
"why change [stock weapon] when we've known it for so long" isn't really a viable argument anymore, now that it's clear that valve is okay with fiddling with whatever in the name of freshness. I mean, the uber game as we knew it is currently all up in the air after gun mettle let you take opponents' uber %, they're not just unafraid of messing with stock weapons, they're cool with changing entire core mechanics
I like the idea that demoman's old major flaw was that he was kind of an ammo sponge that constantly needed more ammo due to using them up so quickly, basing his problems around that could be neat
Geknaiirjanedoewhy change a weapon that has had a clip size of 8 since release?pipes had a clip size of 6 at release and now it's at 4 check mate boy
sorry i didnt study tf2 at release