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MAJOR TF2 update for 7/7/16 (Meet Your Match)
31
#31
50 Frags +
N3voRIP Badlands, the best thing about it was that fast capping last punishing any team not organized enough to hold properly

you actually think the best part of blands is that last capped if you blinked are you actually disabled

[quote=N3vo]RIP Badlands, the best thing about it was that fast capping last punishing any team not organized enough to hold properly[/quote]
you actually think the best part of blands is that last capped if you blinked are you actually disabled
32
#32
15 Frags +
N3voRIP Badlands, the best thing about it was that fast capping last punishing any team not organized enough to hold properly

typical euro gimmicks.....

[quote=N3vo]RIP Badlands, the best thing about it was that fast capping last punishing any team not organized enough to hold properly[/quote]

typical euro gimmicks.....
33
#33
21 Frags +

- The Quickiebomb Launcher
- Increased charge time reduction to -70% (from -50%)
- Increased damage bonus for (max) charged shots to +35% (from +25%)
- Increased clip size penalty to -50% (from -25%)
- Removed "Stickybombs fizzle 4 seconds after landing"

- The Quickiebomb Launcher
- Increased charge time reduction to -70% (from -50%)
- Increased damage bonus for (max) charged shots to +35% (from +25%)
- Increased clip size penalty to -50% (from -25%)
- Removed "Stickybombs fizzle 4 seconds after landing"
34
#34
3 Frags +

Anyone know what's in the perfect stranger crates?

Anyone know what's in the perfect stranger crates?
35
#35
11 Frags +
Medic
Base
All Mediguns allow the Medic to match the speed of their heal target
Previously only available on The Quick Fix

this is huge, the meta will change a lot. very interesting.

The Quickiebomb Launcher
Increased charge time reduction to -70% (from -50%)
Increased damage bonus for (max) charged shots to +35% (from +25%)
Increased clip size penalty to -50% (from -25%)
Removed "Stickybombs fizzle 4 seconds after landing"

this is the only thing I really dont like in the whole update. this is going to make the quickie powerful as hell, maybe even borderline op

[quote]Medic
Base
All Mediguns allow the Medic to match the speed of their heal target
Previously only available on The Quick Fix
[/quote]

this is huge, the meta will change a lot. very interesting.

[quote]The Quickiebomb Launcher
Increased charge time reduction to -70% (from -50%)
Increased damage bonus for (max) charged shots to +35% (from +25%)
Increased clip size penalty to -50% (from -25%)
Removed "Stickybombs fizzle 4 seconds after landing" [/quote]

this is the only thing I really dont like in the whole update. this is going to make the quickie powerful as hell, maybe even borderline op
36
#36
7 Frags +
aim-- The Quickiebomb Launcher
- Increased charge time reduction to -70% (from -50%)
- Increased damage bonus for (max) charged shots to +35% (from +25%)
- Increased clip size penalty to -50% (from -25%)
- Removed "Stickybombs fizzle 4 seconds after landing"

Pro sticky snipe med picks hype?

[quote=aim-]- The Quickiebomb Launcher
- Increased charge time reduction to -70% (from -50%)
- Increased damage bonus for (max) charged shots to +35% (from +25%)
- Increased clip size penalty to -50% (from -25%)
- Removed "Stickybombs fizzle 4 seconds after landing"[/quote]
Pro sticky snipe med picks hype?
37
#37
-2 Frags +
N3voRIP Badlands, the best thing about it was that fast capping last punishing any team not organized enough to hold properly

EU gimmicks

[quote=N3vo]RIP Badlands, the best thing about it was that fast capping last punishing any team not organized enough to hold properly[/quote]

EU gimmicks
38
#38
23 Frags +
FMX1aim-- The Quickiebomb Launcher
- Increased charge time reduction to -70% (from -50%)
- Increased damage bonus for (max) charged shots to +35% (from +25%)
- Increased clip size penalty to -50% (from -25%)
- Removed "Stickybombs fizzle 4 seconds after landing"
Pro sticky snipe med picks hype?

not with the formula speed medics

[quote=FMX1][quote=aim-]- The Quickiebomb Launcher
- Increased charge time reduction to -70% (from -50%)
- Increased damage bonus for (max) charged shots to +35% (from +25%)
- Increased clip size penalty to -50% (from -25%)
- Removed "Stickybombs fizzle 4 seconds after landing"[/quote]
Pro sticky snipe med picks hype?[/quote]

not with the formula speed medics
39
#39
18 Frags +

is it just me or the minmode viewmodels look absolutely shit?

is it just me or the minmode viewmodels look absolutely shit?
40
#40
43 Frags +

For those wondering, the medigun change does NOT affect explosive jumps, only movement speed.

For those wondering, the medigun change does NOT affect explosive jumps, only movement speed.
41
#41
1 Frags +

So do you pick the side of the class you want nerfed and get points for them? Or is it the other way around?

So do you pick the side of the class you want nerfed and get points for them? Or is it the other way around?
42
#42
54 Frags +

quickies were already OP

further proof that this dev team has no idea what's going on

quickies were already OP

further proof that this dev team has no idea what's going on
43
#43
10 Frags +

rocket and sticky jumpers look and sound like vomit

rocket and sticky jumpers look and sound like vomit
44
#44
38 Frags +

Did med really need another buff though, feels like they're trying to make it easier to play with each update.

Also all Valve servers and in-game store seem to be down atm

Did med really need another buff though, feels like they're trying to make it easier to play with each update.

Also all Valve servers and in-game store seem to be down atm
45
#45
-2 Frags +

unfortunetly looks like most the non comp players are picking heavy and right now its about 25% pyro to 75% heavy

unfortunetly looks like most the non comp players are picking heavy and right now its about 25% pyro to 75% heavy
46
#46
-5 Frags +

why would they buff spy but nerf demo more than it already has this couple of years this doesnt make sense at all

why would they buff spy but nerf demo more than it already has this couple of years this doesnt make sense at all
47
#47
16 Frags +

minmode viewmodels look ok on a low fov (like default) but look bad on 90 fov like we're used to

minmode viewmodels look ok on a low fov (like default) but look bad on 90 fov like we're used to
48
#48
3 Frags +

This patch is really good except for the quickie bomb launcher and the med speed buff....

This patch is really good except for the quickie bomb launcher and the med speed buff....
49
#49
-6 Frags +
Air_N3voRIP Badlands, the best thing about it was that fast capping last punishing any team not organized enough to hold properlyyou actually think the best part of blands is that last capped if you blinked are you actually disabled

Checking areas is one of the most important skill, still 90% of players fail to check spots that've been here forever. Atleast it was a map where you would get punished hard for being careless while repushing last.

[quote=Air_][quote=N3vo]RIP Badlands, the best thing about it was that fast capping last punishing any team not organized enough to hold properly[/quote]
you actually think the best part of blands is that last capped if you blinked are you actually disabled[/quote]
Checking areas is one of the most important skill, still 90% of players fail to check spots that've been here forever. Atleast it was a map where you would get punished hard for being careless while repushing last.
50
#50
7 Frags +
Elepimpunfortunetly looks like most the non comp players are picking heavy and right now its about 25% pyro to 75% heavy

bfournny just picked pyro

[quote=Elepimp]unfortunetly looks like most the non comp players are picking heavy and right now its about 25% pyro to 75% heavy[/quote]
bfournny just picked pyro
51
#51
6 Frags +

Oh shit, even after a scout dies while you are healing him, you're still getting the speed boost. Hot diggity dog.

Oh shit, even after a scout dies while you are healing him, you're still getting the speed boost. Hot diggity dog.
52
#52
68 Frags +

Tested the medic movespeed buff: If the scout on your healbeam dies, you keep moving at scout speed indefinitely (or until you latch onto a slower heal target).

Obviously, if you stop healing the scout normally you go back to medic speed.

Edit: If the scout runs out of your range, you also keep the speed.

Tested the medic movespeed buff: If the scout on your healbeam dies, [b]you keep moving at scout speed indefinitely[/b] (or until you latch onto a slower heal target).

Obviously, if you stop healing the scout normally you go back to medic speed.

Edit: If the scout runs out of your range, you also keep the speed.
53
#53
27 Frags +
N3voAir_N3voRIP Badlands, the best thing about it was that fast capping last punishing any team not organized enough to hold properlyyou actually think the best part of blands is that last capped if you blinked are you actually disabledChecking areas is one of the most important skill, still 90% of players fail to check spots that've been here forever. Atleast it was a map where you would get punished hard for being careless while repushing last.

badlands is literally the only map in rotation where it was a valid play to instead of sack someone for a med just run onto the point and hope the demo has a momentary lapse of attention
it doesn't take skill to stop a badlands cap it takes literally putting 8 stickies on it and standing on it 100% of the time its r e t a r d e d and you're probably awful for thinking thats good gameplay.

[quote=N3vo][quote=Air_][quote=N3vo]RIP Badlands, the best thing about it was that fast capping last punishing any team not organized enough to hold properly[/quote]
you actually think the best part of blands is that last capped if you blinked are you actually disabled[/quote]
Checking areas is one of the most important skill, still 90% of players fail to check spots that've been here forever. Atleast it was a map where you would get punished hard for being careless while repushing last.[/quote]

badlands is literally the only map in rotation where it was a valid play to instead of sack someone for a med just run onto the point and hope the demo has a momentary lapse of attention
it doesn't take skill to stop a badlands cap it takes literally putting 8 stickies on it and standing on it 100% of the time its r e t a r d e d and you're probably awful for thinking thats good gameplay.
54
#54
14 Frags +

Can anyone do reliable benchmarks before/after update? Curious how much the performance changes actually do

Can anyone do reliable benchmarks before/after update? Curious how much the performance changes actually do
55
#55
3 Frags +

Scout strong, demo strong, med fast, soldier has better energy weapons I guess

Scout strong, demo strong, med fast, soldier has better energy weapons I guess
56
#56
-27 Frags +

I fucking quit

Ground the skill ceiling on meds and change the whole fucking pace of the game, buff the insane and doesn't do shit with infamous Pompson, Quickfix, Crit-o-Cola and others. Basically not a single tweak takes a good direction that we all expected from Valve, even with all the feedback.

I fucking quit

Ground the skill ceiling on meds and change the whole fucking pace of the game, buff the insane and doesn't do shit with infamous Pompson, Quickfix, Crit-o-Cola and others. Basically not a single tweak takes a good direction that we all expected from Valve, even with all the feedback.
57
#57
8 Frags +
N3voAir_N3voRIP Badlands, the best thing about it was that fast capping last punishing any team not organized enough to hold properlyyou actually think the best part of blands is that last capped if you blinked are you actually disabledChecking areas is one of the most important skill, still 90% of players fail to check spots that've been here forever. Atleast it was a map where you would get punished hard for being careless while repushing last.

if by "punished hard" you mean "instantly lose the game" because someone isnt constantly standing at every flank so a scout cant skillessly stand on a point and instantly win

[quote=N3vo][quote=Air_][quote=N3vo]RIP Badlands, the best thing about it was that fast capping last punishing any team not organized enough to hold properly[/quote]
you actually think the best part of blands is that last capped if you blinked are you actually disabled[/quote]
Checking areas is one of the most important skill, still 90% of players fail to check spots that've been here forever. Atleast it was a map where you would get punished hard for being careless while repushing last.[/quote]

if by "punished hard" you mean "instantly lose the game" because someone isnt constantly standing at every flank so a scout cant skillessly stand on a point and instantly win
58
#58
9 Frags +
BenNZLAnyone know what's in the perfect stranger crates?

http://forums.backpack.tf/index.php?/topic/52821-crate-103-contents/
there

[quote=BenNZL]Anyone know what's in the perfect stranger crates?[/quote]

http://forums.backpack.tf/index.php?/topic/52821-crate-103-contents/
there
59
#59
22 Frags +
glorywhy would they buff spy but nerf demo more than it already has this couple of years this doesnt make sense at all

They nerfed booties, not demo.
Booties were too viable and arguably made demo generally easier to play/more boring to spectate, perphaps the latter was the reason for the nerf.

SkyeTested the medic movespeed buff: If the scout on your healbeam dies, you keep moving at scout speed indefinitely (or until you latch onto a slower heal target).

Reaaally hope that's a glitch and not a feature.

[quote=glory]why would they buff spy but nerf demo more than it already has this couple of years this doesnt make sense at all[/quote]
They nerfed booties, not demo.
Booties were too viable and arguably made demo generally easier to play/more boring to spectate, perphaps the latter was the reason for the nerf.

[quote=Skye]Tested the medic movespeed buff: If the scout on your healbeam dies, [b]you keep moving at scout speed indefinitely[/b] (or until you latch onto a slower heal target).[/quote]
Reaaally hope that's a glitch and not a feature.
60
#60
13 Frags +
SkyeTested the medic movespeed buff: If the scout on your healbeam dies, you keep moving at scout speed indefinitely (or until you latch onto a slower heal target).

Obviously, if you stop healing the scout normally you go back to medic speed.

This sounds to me like a bug

[quote=Skye]Tested the medic movespeed buff: If the scout on your healbeam dies, [b]you keep moving at scout speed indefinitely[/b] (or until you latch onto a slower heal target).

Obviously, if you stop healing the scout normally you go back to medic speed.[/quote]

This sounds to me like a bug
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