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Superform
Posts: 5291
Location: Netherlands
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Updates to Team Fortress 2 and Day of Defeat: Source have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include: Team Fortress 2 Sticky bombs now get a reduced close range damage ramp up (like Rocket Launcher & Syringe Gun) Ultimately reduces damage done by sticky bombs to enemies <512 units from the Demoman Moved the unlockable system over to the new item backend: Added a warning dialog to the loadout screen telling clients when the server they're on could not get their loadout Made "tf_damage_disablespread" a replicated convar, so clients can see the value of it on the server they're connected to Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to better explain its function now that stalemate is optional Fixed muzzle flashes & shell ejections still playing when viewmodels are hidden Server tags can now be used to include or exclude servers from the list Team Fortress 2 and Day of Defeat: Source Protected several more commands from client exploitation not sure how far 512 is away but doesnt seem right to have to be standing near your bombs when they go off |
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| #0 06:56pm 17/02/09 |
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Crakaveli
Posts: 3152
Location: USA
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HOO f***ING RAY
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| #1 06:59pm 17/02/09 |
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Snakeman
Posts: 528
Location: Queensland
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Dunno, you have to be standing near them to know when to detonate. The only bad thing about this is stickies on the point and waiting for a capture when your so far away. This may suck !!!
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| #2 07:00pm 17/02/09 |
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nF
Forum Hero
Posts: 15512
Location: Wynnum, Queensland
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a quake guy is apparently 60 units tall, if that helps
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| #3 07:16pm 17/02/09 |
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rolo_tomasi
Posts: 1435
Location: Sunshine Coast, Queensland
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subject typepwned
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| #4 07:28pm 17/02/09 |
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WetWired
Posts: 4086
Location: Brisbane, Queensland
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demomen will go no sympathy from me
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| #5 10:18pm 17/02/09 |
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Dazhel
Posts: 101
Location: Gold Coast, Queensland
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Huh? The way I read that is that stickies are nerfed in a circular radius around yourself, not if you've got stickies on the point and you're off defending somewhere else. It says nerfed at <512 units not >512 units.
Doesn't sound too bad, the rate of fire means that stickies aren't too useful up close anyway. Much better to switch to grenade gun or just glass them for added humiliation. |
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| #6 11:32pm 17/02/09 |
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Dazhel
Posts: 102
Location: Gold Coast, Queensland
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Also, real world equivalents to quake units are ~3cm in the vertical axis and ~2cm in the horizontal axis. This change nerfs stickies at up to approx 10m away.
If ya can see the whites of their eyes then it's too late! |
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| #7 11:41pm 17/02/09 |
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Lynx
Posts: 1257
Location: Brisbane, Queensland
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So wait wait, you now have to be within 10meters of stickies in order to get full damage when you set them off?
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| #8 11:58pm 17/02/09 |
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Dazhel
Posts: 103
Location: Gold Coast, Queensland
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It's the opposite if I've interpreted it correctly. You need to be more than 10m away from the guy you're firing stickies at to get full effect.
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| #9 12:59am 18/02/09 |
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CHUB
Posts: 4781
Location: Brisbane, Queensland
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If you're close to the stickies, it's less damage.
It basically reduces spawn camping, sticky camping on corners and ducking in/out around corners (main heavy strat). All these can still be done very effectively, but it's a step in the right direction to fix the class. Also makes pyros less susceptible to getting owned by a backpedaling demo shooting at his feet. Stickies are completely rape up close, you just got to know how to use them. Below is a pic of some pub play, 100% stickies, not a single pipe fired. I'm so f***ing over demo, never playing that class again. http://img403.imageshack.us/img403/4967/chubdemoyt3.jpg last edited by CHUB at 01:18:25 18/Feb/09 |
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| #10 01:18am 18/02/09 |
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rubba-chikin
Posts: 6290
Location: Brisbane, Queensland
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The pyro class is what needs work...
You just run and flail and theres nothing to prevent it if you are near a corner. Its pretty much instant death, IT is the ultimate nube class. Then theres the backburner which is even worse. I see this happen a lot on goldrush, nubs just suicide run into the tunnels and die, but generally pick up 1-2 kills every time. Repeat 100 times in a map and you'll be on the top of the table (although with a butt load of deaths) |
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| #11 07:29am 18/02/09 |
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cerb
Posts: 3342
Location: Brisbane, Queensland
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pyro W+M1 ftw :)
played for a bit last night and didn't notice any difference to the stickies (from a victim's point of view) |
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| #12 08:39am 18/02/09 |
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Le Cock
Posts: 4964
Location: Brisbane, Queensland
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I can't access the console in TF2 for some reason. No matter what key i bind to 'command prompt/console', when I press it nothing happens. Any ideas?
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| #13 09:44am 18/02/09 |
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parabol
Posts: 5195
Location: Brisbane, Queensland
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^ why are you trying to bind keys to it?
http://www.ausgamers.com/images/features/source-video-tutorial/tf2_devconsole.jpg |
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| #14 10:19am 18/02/09 |
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CHUB
Posts: 4782
Location: Brisbane, Queensland
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pyro W+M1 ftw :) Axetinguisher FTW, not many people take full advantage of it. I have my mouse wheel bound, Wheelup = slot 1, Wheeldown = slot 3. Rather then cycle. So I just light, then just spin the f***er and tada, instant crit. I've found flaming/2 hits on a heavy is much quicker and safer then trying to flame them for 3-4 seconds. For soldiers I flame/deflect/axe, has much better results. All the other classes I've found it's much easier to just flame. |
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| #15 10:56am 18/02/09 |
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Jim
Posts: 9233
Location: Brisbane, Queensland
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^ why are you trying to bind keys to it?so he can press a specific key and have the console come up? maybe I don't get the question |
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| #16 11:00am 18/02/09 |
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Dazhel
Posts: 104
Location: Gold Coast, Queensland
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For soldiers I flame/deflect/axe Deflection ftw. Backburner has the same disadvantage as a spy's backstab in that you have to be behind the enemy but with an extra disadvantage that as pyro you can't cloak to flank into position. |
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| #17 12:20pm 18/02/09 |
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CHUB
Posts: 4785
Location: Brisbane, Queensland
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Agreed. If you can sneak up behind someone as pyro, you can just as easily flame/axe quicker then you can backburn them. If it's engi's/snipers/spies etc. you don't even need the critical, they die in 2 seconds of flame anyway.
Airblast is extremely powerful against soldiers, with a little bit of practice it's quite easy to achieve 100% defelection. I think the backburner is a good weapon for pub play and a lot friendlier to newer players. last edited by CHUB at 12:59:19 18/Feb/09 |
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| #18 12:59pm 18/02/09 |
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