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31
#31
0 Frags +

where are the scout earmuffs?

where are the scout earmuffs?
32
#32
0 Frags +
nixnytethe new medigun has mini-ubers that you can hold up to 4 of

http://i.imgur.com/9qANF.jpg

they last 2 seconds, so all combine last the length of a regular uber

but you can control the uber very precisely in 2 second increments

so you can use it right when you get to 1st charge (~5 sec per charge)

or wait til all 4 are charged and chain them for full length uber

also you cannot change resistance type during the charge

holy fuck @ your resolution

[quote=nixnyte]the new medigun has mini-ubers that you can hold up to 4 of

http://i.imgur.com/9qANF.jpg

they last 2 seconds, so all combine last the length of a regular uber

but you can control the uber very precisely in 2 second increments

so you can use it right when you get to 1st charge (~5 sec per charge)

or wait til all 4 are charged and chain them for full length uber

also you cannot change resistance type during the charge[/quote]

holy fuck @ your resolution
33
#33
0 Frags +
miloholy fuck @ your resolution

sorry, its pvhud-broken-after-update, it usually doesnt look that bad

[quote=milo]holy fuck @ your resolution[/quote]

sorry, its pvhud-broken-after-update, it usually doesnt look that bad
34
#34
1 Frags +
Foxi use my mouse3 to instant :3
how am i going to survive

bind mouse3 to :3 and +attack3

[quote=Fox]i use my mouse3 to instant :3
how am i going to survive[/quote]

bind mouse3 to :3 and +attack3
35
#35
0 Frags +

My first impressions as a demo of the Loose Cannon after using it for 15 minutes:

Rollers have -50% damage, so if you're going to spam grenades you're at a severe disadvantage from the stock GL. The Loose Cannon can't do directs at all, so that's out as well. The only real source of damage from this weapon is airburst, in which it has a similar function to airburst stickies, except you have a clip size of 4, a significantly reduced rate of fire, and you have to have perfect timing.
Unless I'm missing something, I see no reason to use this weapon.

My first impressions as a demo of the Loose Cannon after using it for 15 minutes:

Rollers have -50% damage, so if you're going to spam grenades you're at a severe disadvantage from the stock GL. The Loose Cannon can't do directs at all, so that's out as well. The only real source of damage from this weapon is airburst, in which it has a similar function to airburst stickies, except you have a clip size of 4, a significantly reduced rate of fire, and you have to have perfect timing.
Unless I'm missing something, I see no reason to use this weapon.
36
#36
0 Frags +
BoogalooMy first impressions as a demo of the Loose Cannon after using it for 15 minutes:

Rollers have -50% damage, so if you're going to spam grenades you're at a severe disadvantage from the stock GL. The Loose Cannon can't do directs at all, so that's out as well. The only real source of damage from this weapon is airburst, in which it has a similar function to airburst stickies, except you have a clip size of 4, a significantly reduced rate of fire, and you have to have perfect timing.
Unless I'm missing something, I see no reason to use this weapon.

you can do directs, which do 50 damage, and rollers do 40-45 damage. targets can be hit with both the direct AND the roller damage (since they don't blow up on impact automatically), so if you manage your fuse time you can hit for about normal damage, though it's really difficult / slow. the main selling point of this weapon is the knockback - it's like point blank FAN knockback no matter what range you land the direct/roller at

[quote=Boogaloo]My first impressions as a demo of the Loose Cannon after using it for 15 minutes:

Rollers have -50% damage, so if you're going to spam grenades you're at a severe disadvantage from the stock GL. The Loose Cannon can't do directs at all, so that's out as well. The only real source of damage from this weapon is airburst, in which it has a similar function to airburst stickies, except you have a clip size of 4, a significantly reduced rate of fire, and you have to have perfect timing.
Unless I'm missing something, I see no reason to use this weapon.[/quote]

you can do directs, which do 50 damage, and rollers do 40-45 damage. targets can be hit with both the direct AND the roller damage (since they don't blow up on impact automatically), so if you manage your fuse time you can hit for about normal damage, though it's really difficult / slow. the main selling point of this weapon is the knockback - it's like point blank FAN knockback no matter what range you land the direct/roller at
37
#37
0 Frags +

They're battle stickies with high knockback.

They're battle stickies with high knockback.
38
#38
1 Frags +

Honestly, I was really hoping Valve wouldn't mess around too much with resistances. They're fine for MvM and MMO's and games like Dota, but they don't fit well in fps games (I do realize the paintrain counts, but that is a fairly minor example).

Valve has made a lot of terrible weapons, but with this new medigun they have completely abandoned their earlier design philosophy. Before, their intent was to make everything as intuitive as possible and make it easy to discern important information at a quick glance. Valve originally thought that ladders were too complicated and unintuitive for their intended audience, but now they've added the most confusing and unintuitive weapon imaginable. How are you supposed to be able to tell what resistances are active at a glance and calculate potential damage done? I assume the resistance types would break down as explosive, bullet and fire, but where do weapons like the huntsman and the bison fit in? How can you tell how many ubers the medic has left? How are players supposed to judge all the different ubercharge rates?

I realize this weapon can easily be banned from competitive play (It should be, for the above reasons) and that it is almost certainly designed for MvM, but I am still really disappointed in Valve for designing such a lame weapon and I thought they would have learned their the fists of steel.

Honestly, I was really hoping Valve wouldn't mess around too much with resistances. They're fine for MvM and MMO's and games like Dota, but they don't fit well in fps games (I do realize the paintrain counts, but that is a fairly minor example).

Valve has made a lot of terrible weapons, but with this new medigun they have completely abandoned their earlier design philosophy. Before, their intent was to make everything as intuitive as possible and make it easy to discern important information at a quick glance. Valve originally thought that ladders were too complicated and unintuitive for their intended audience, but now they've added the most confusing and unintuitive weapon imaginable. How are you supposed to be able to tell what resistances are active at a glance and calculate potential damage done? I assume the resistance types would break down as explosive, bullet and fire, but where do weapons like the huntsman and the bison fit in? How can you tell how many ubers the medic has left? How are players supposed to judge all the different ubercharge rates?

I realize this weapon can easily be banned from competitive play (It should be, for the above reasons) and that it is almost certainly designed for MvM, but I am still really disappointed in Valve for designing such a lame weapon and I thought they would have learned their the fists of steel.
39
#39
0 Frags +
ClandestinePzwall'o'text

I agree so hard. The amount of new weapons and effects makes regular play in pubs just a bit confusing for players like me, I can't even imagine what it is like for a brand new player.

[quote=ClandestinePz]wall'o'text[/quote]
I agree so hard. The amount of new weapons and effects makes regular play in pubs just a bit confusing for players like me, I can't even imagine what it is like for a brand new player.
40
#40
0 Frags +

There's an icon showing what resistance is active over players' heads and it shows the health icon when they get health back, so its easy to tell what resistance is active. I still agree though.

There's an icon showing what resistance is active over players' heads and it shows the health icon when they get health back, so its easy to tell what resistance is active. I still agree though.
41
#41
0 Frags +

My game has been randomly closing with no warning, no crash or soundloop or any thing, just a quick close.

really weird.

My game has been randomly closing with no warning, no crash or soundloop or any thing, just a quick close.

really weird.
42
#42
1 Frags +

I think it'd be neat to give the demo and medic items a chance tho

I think it'd be neat to give the demo and medic items a chance tho
43
#43
0 Frags +
WithADanceNumberMy game has been randomly closing with no warning, no crash or soundloop or any thing, just a quick close.

really weird.

Did you try editing or deleting the "HudMedicCharge" RES file?

[quote=WithADanceNumber]My game has been randomly closing with no warning, no crash or soundloop or any thing, just a quick close.

really weird.[/quote]

Did you try editing or deleting the "HudMedicCharge" RES file?
44
#44
0 Frags +
ClandestinePzvalve u suk

As someone who started playing this game because of a brother's suggestion when i was 12 and stayed because it was so easy to just pick up and play and not worry about a billion different things, I completely agree. I'm normally fine with new weapons because it means learning new things and new little ways to dodge things, but this is pretty dumb. I find it really hard now to recommend this game to my friends when there is so much to learn, it makes me feel like we're playing a cheap shitty fps instead of the unique, simple tf2.

Also, weapons that affect speed can fuck right off.

[quote=ClandestinePz]valve u suk[/quote]
As someone who started playing this game because of a brother's suggestion when i was 12 and stayed because it was so easy to just pick up and play and not worry about a billion different things, I completely agree. I'm normally fine with new weapons because it means learning new things and new little ways to dodge things, but this is pretty dumb. I find it really hard now to recommend this game to my friends when there is so much to learn, it makes me feel like we're playing a cheap shitty fps instead of the unique, simple tf2.

Also, weapons that affect speed can fuck right off.
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