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The direct hit is also awesome. The original rocket launchers splash damage is NEVER enough to kill crap and the direct hit it just wayyy better for the most part. It fires way faster and does tons of damage when you hit. I find it great for taking out sentries and engies at distance.

The only thing that annoys me about it is for some really odd reason it seems impossible for me to hit heavies with the direct hit even though they are the slowest moving.

I disagree, the DH has its uses, no doubt, but in general situations the RL is much better overall. I have heard (key word being heard, have not confirmed it as I am not a competitive player) that competitive soldiers like the DH, but generally use the RL as it is more versatile.

Also, the DH does NOT fire faster than the RL. The rockets travel faster, but they both fire at the same speed. As an example, with the RL, rocket 1 hits a sentry, 0.8 seconds later, rocket 2 hits the sentry (0.8s is the re-fire time), 0.8s after that, rocket 3 hits, etc etc. The EXACT same happens with the DH, rocket 1 hits the sentry, 0.8s later, rocket 2 hits, etc.

They both fire at the same speed, the ONLY difference is the first rocket hits sooner.

As for your heavy problem, you may just be over-aiming, trying to correct for the travel time of the RL when you only have the travel time of the DH to worry about when using it.

Usually I see engineers hiding behind their sentries with dispenser in tow and spam healing them. With the regular rocket launcher the engineer's rate of healing the gun exceeds the damage dealt by a lone soldier. With the direct hit this is not the case, and plus it's usually possible to kill the retreating engineer.

Not true, the DH fires at the same speed as the RL, projectile speed is not going to change that.

The ONLY case where the DH makes a difference against sentries is when there is no engineer on it.

RL - Rocket 1 hits sentry, 0.8s later rocket 2 hits sentry, 0.8s later rocket 3 hits sentry, 0.8s later rocket 4 hits sentry, time to reload

DH - Rocket 1 hits sentry, 0.8s later rocket 2 hits sentry, 0.8s later rocket 3 hits sentry, 0.8s later rocket 4 hits sentry, time to reload

Now, the only difference is the DH does a little bit more damage.

For both weapons, the time from the first rocket impact to the last is 2.4s, in that time the RL does 360 damage. The DH however, does 450 damage.

Now, in that time, an engineer can hit his sentry 4 times (3 if you exclude the 4th hit due to it coming after the last rocket hits), each hit repairs his sentry by 105 damage.

So, after 4 rocket hits with the RL, the engy has repaired his sentry for 315 damage (only counting 3 repair hits), the sentry has 171 health left.

After 4 rocket hits with the DH, the engy has repaired his sentry again for 315 damage, the sentry has 81 health left.

The sentry is still alive if the soldier is the only person shooting at it. Now, on the fourth hit, the sentry is fully repaired if it was a RL soldier, and at 186 of 216 health if it was a DH soldier.

Not as big of a difference as you make it out to be.

EDIT: Yes, Viper, it is better, but if an engy is camping it, a single DH soldier is NOT going to kill a sentry on his own. A RL soldier is more likely to kill the engy with splash AND kill the sentry at the same time, a DH soldier MUST focus on the engy first to be able to kill the sentry.

Can a server prevent you from using your unlocked weapons?

On the server I play on, I will occasionally respawn with the standard weapons instead of what I have equipped. For example as Solder I will have the RL and cannot switch to DH or as Demoman I will have the bottle instead of Eyelander.

Can a server prevent you from using your unlocked weapons?

On the server I play on, I will occasionally respawn with the standard weapons instead of what I have equipped. For example as Solder I will have the RL and cannot switch to DH or as Demoman I will have the bottle instead of Eyelander.

Yes, they can. There is a mod out there that randomizes the weapons you spawn with (you can spawn as a scout with a rocket launcher, medigun, and equalizer, for example), so it would be fairly easy to completely block specific weapons.

At the same time, it could be a random steam disconnect that temporarily prevents the use of unlocks. On my normal server, I was playing with the RL, Gunboats and Equalizer on Doublecross. Halfway through the round, I respawned with the normal soldier loadout. Could not change weapons at all no matter how much I tried. The backpack never said it was disconnected from Steam or anything, I could randomly lost my loadout and could not get it back. Then, map change, and I suddenly had my unlocks back.

So it was either a server mod to block specific weapons, or it was a random bug that prevented you from changing them.

What causes a Steam disconnection anyways? And whats the simplest way of reconnecting?

No idea, mostly its either a steam issue or a server issue. There is little you can do personally, it will either reconnect automatically (like the server I was on did, but only after a map change) or the server will need rebooted once Steam is back up and working properly.

You can always try restarting your Steam client, but there is little you can do if a server is disconnected from steam, other than find another server that is connected, or wait for that one to be reconnected.

Team Fortress 2 Achievements Anyone Can Get

Source: <a href="http://www.<< filtered for offensive content >>/d/video-game-article/team-fortress-achievements.php?page=1" target="_blank">http://www.<< filtered for offensive content >>/d/video-game...ents.php?page=1</a>

Haha, I always see one or more of those everyday

**EDIT**

Aw the filter killed it :(

Google "Team Fortress 2 Achievements Anyone Can Get"

I disagree, the DH has its uses, no doubt, but in general situations the RL is much better overall. I have heard (key word being heard, have not confirmed it as I am not a competitive player) that competitive soldiers like the DH, but generally use the RL as it is more versatile.

Also, the DH does NOT fire faster than the RL. The rockets travel faster, but they both fire at the same speed. As an example, with the RL, rocket 1 hits a sentry, 0.8 seconds later, rocket 2 hits the sentry (0.8s is the re-fire time), 0.8s after that, rocket 3 hits, etc etc. The EXACT same happens with the DH, rocket 1 hits the sentry, 0.8s later, rocket 2 hits, etc.

They both fire at the same speed, the ONLY difference is the first rocket hits sooner.

As for your heavy problem, you may just be over-aiming, trying to correct for the travel time of the RL when you only have the travel time of the DH to worry about when using it.

Not true, the DH fires at the same speed as the RL, projectile speed is not going to change that.

The ONLY case where the DH makes a difference against sentries is when there is no engineer on it.

RL - Rocket 1 hits sentry, 0.8s later rocket 2 hits sentry, 0.8s later rocket 3 hits sentry, 0.8s later rocket 4 hits sentry, time to reload

DH - Rocket 1 hits sentry, 0.8s later rocket 2 hits sentry, 0.8s later rocket 3 hits sentry, 0.8s later rocket 4 hits sentry, time to reload

Now, the only difference is the DH does a little bit more damage.

For both weapons, the time from the first rocket impact to the last is 2.4s, in that time the RL does 360 damage. The DH however, does 450 damage.

Now, in that time, an engineer can hit his sentry 4 times (3 if you exclude the 4th hit due to it coming after the last rocket hits), each hit repairs his sentry by 105 damage.

So, after 4 rocket hits with the RL, the engy has repaired his sentry for 315 damage (only counting 3 repair hits), the sentry has 171 health left.

After 4 rocket hits with the DH, the engy has repaired his sentry again for 315 damage, the sentry has 81 health left.

The sentry is still alive if the soldier is the only person shooting at it. Now, on the fourth hit, the sentry is fully repaired if it was a RL soldier, and at 186 of 216 health if it was a DH soldier.

Not as big of a difference as you make it out to be.

EDIT: Yes, Viper, it is better, but if an engy is camping it, a single DH soldier is NOT going to kill a sentry on his own. A RL soldier is more likely to kill the engy with splash AND kill the sentry at the same time, a DH soldier MUST focus on the engy first to be able to kill the sentry.

Thats what I meant when I said fire faster, the rockets travel faster.

You're also assuming the engineer is good and capable of repairing all his sentries at once :) I played soldier a lot before the up[date and can kill sentires way faster with the direct hit then I could before.

Thats what I meant when I said fire faster, the rockets travel faster.

You're also assuming the engineer is good and capable of repairing all his sentries at once :) I played soldier a lot before the up[date and can kill sentires way faster with the direct hit then I could before.

Wait, engineers can build more than one sentry now?

And yes, as I said, if you hit an unassisted sentry (no engy repairing it) you will kill it in only 2 rockets with the DH (where the RL takes 3), but if its being camped like most sentries are, neither primary wep will kill it without support from other people.

I didn't mean to say his :blush: , I'm am just saying even though they are usually camped there's not always an engy on every single sentry. Also the DH can take out a camping engy very quickly. And if you actually use this cool thing called teamwork you can even have someone else take out the engineer.

I just feel the splash damage from the regular rl isn't enough to really be worth it. I always end up damaging people/sentries but never actually killing them. With he dh I have been able to get way more kills and destroy buildings easier. And the rocket travels slower giving enemies more time to dodge rockets.

I didn't mean to say his :blush: , I'm am just saying even though they are usually camped there's not always an engy on every single sentry. Also the DH can take out a camping engy very quickly. And if you actually use this cool thing called teamwork you can even have someone else take out the engineer.

I just feel the splash damage from the regular rl isn't enough to really be worth it. I always end up damaging people/sentries but never actually killing them. With he dh I have been able to get way more kills and destroy buildings easier. And the rocket travels slower giving enemies more time to dodge rockets.

I still say its only marginally better at killing camped sentries. You are right in saying it is better at killing an uncamped sentry though, once the first rocket hits the engy only has 0.8s to get to his sentry and hit it before the second rocket hits (and with the DH, destroys) the sentry. As a RL soldier the engy has roughly twice that time to get to his sentry and hit it to save it.

The splash damage depends on who you are fighting. If you ever fight a really good scout, you are not going to hit them with the DH (if you do, you either got lucky or they made a mistake), in most cases the normal RL is much better against scouts than the DH. Against heavies, the splash is less relevant when you can get an easy hit on them with the DH and do more damage, but at the same time, splash damage can help damage both a heavy and his medic, possibly causing them to back off even if you do not kill either of them. Against Targe demo's, the RL is better because its easier to juggle, not only interrupting their charge, but giving you extra time to switch to your secondary/melee.

RL is undeniably better for anything critz, too.....either a Kritzkrieg, Buff Banner, a group of Jarate'ed enemies or just a lucky random crit, you will almost always do more overall damage with a crit RL than a crit DH.

So it really depends on your playstyle.

Great aim with the RL and not much of a team player? DH + Shotgun.

Decent aim with the RL and more of a team player? RL + Shotgun OR Buff Banner (or on highly vertical maps, gunboats).

TF2 Update:

Server Browser (for TF2 and DoD:S)

Added a client-side server blacklist

  • Supports blacklisting of specific servers, all servers on an IP, and all servers on a class C range
  • Saves the server list to a file, and has an Import button to allow easy sharing (cfg\server_blacklist.txt)

Balance changes

  • Reduced the health penalty on The Sandman
  • The Force-A-Nature knockback on target now
  • Only applies to hits that deal more than 30 damage and are in close range
  • Factors in the firer's angle of attack when determining the knockback direction
  • Has less of an effect on grounded targets
  • The Dead Ringer now
  • Reduces cloak to 40% when uncloaking early
  • Has a 35% cap on the amount of cloak it can gain from an ammo pack
  • Has a quieter de-cloak sound

Changes / Fixes

  • Fixed a performance & stability issue with AMD processors
  • Improved the stability of the game server -> item backend connection
  • Fixed a rare server crash related to dispensers
  • Added min/max values to viewmodel_fov convar to match the settings in the slider
  • Reduced the number of moons in ctf_doublecross, sadly
  • Demo playback now ignores sv_pure settings, allowing demos to easily contain custom content
  • Fixed a crash related to sv_pure and the wireframe_dx6 shader
  • Players can no longer shoot while stunned
  • Fixed a bug that caused movement speed reductions to not work on stunned players
  • Soldier Rage bar no longer resets when touching a resupply cabinet

Achievement fixes

  • Fixed the "Second Eye" Demoman achievement
  • Fixed a bug in the "Play Doctor" Medic achievement
  • Changed the requirements for the "Medals of Honor" Soldier achievement
  • Updated description for the "Blind Fire" Demoman achievement to better explain the requirements
  • Fixed an issue that affected several achievements requiring the use of the Equalizer

Community requests

  • Added "skip_next_map" server ConCommand to skip the next map in the map cycle
  • Added "Play a hit sound whenever you injure an enemy" option to the Multiplayer->Advanced options menu
  • Added server "tf_use_fixedshotgunspreads" convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution
  • Added a "show_htmlpage" command to allow server operators to display custom web pages to clients

Changes to the TF Bots

In KOTH mode, Bots are now

  • More likely to roam around and hunt enemies if there is lots of time left
  • Become more likely to push for the point as time runs down, or their teammates start to capture it
  • Medic bots now
  • Opportunistically "overheal" nearby friends when they can
  • Prioritize healing of injured nearby friends more
  • Don't focus on Heavies quite so exclusively
  • Don't spam their Medigun continuously at round start
  • Won't choose cover far below their heal target so much (koth_nucleus)
  • Fight back with their syringe-gun appropriately
  • Various improvements to combat behaviors

General bot improvements

  • They no longer stand still on the point when capturing or defending it
  • They choose more varied routes now
  • They choose better defensive spots around captured points
  • They fall back to another weapon when they entirely run out of ammo
  • They adjust their FOV when using zoomed in sniper scope
  • They treat in-range Sentries as the most dangerous threat
  • They fire their weapons is more realistic bursts
  • Engineers use their shotgun properly
  • Added a "virtual mousepad" concept to rework how bots track enemy players
  • They now periodically estimate the position and velocity of the enemy they are tracking, instead of "locking on"
  • After rotating beyond a maximum angle, they will pause for a fraction of a second to re-center their "virtual mouse"
  • Allows for over/undershoot "slop" in aiming. Looks more natural, and allows skilled players to dodge
  • Addresses the "180 spin around and fire", "Heavy bot is OP", "Sniper is OP", and "I can't fight a Heavy bot as a Scout" issues
  • Tuned Sniper spot finding algorithm to generate more diverse locations, partially addressing the "Predictable Sniper camping spots" issue
  • Soldier bots are more careful to not fire rockets that will explode on nearby geometry and kill them
  • Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineer
  • Tuned scoreboard logic to guard against malicious server operators spoofing bot pings to hide the "BOT" tag
  • Added more bot names as suggested by the TF community

Finally they fix the Second Eye glitch. That one bugged me to no end, also the Equalizer one that requires three kills without being healed. Did that numerous times.

Also I'm glad they're making changes to the Force-a-nature. It's quite silly to get shot from a far distance and get knocked back, or even worse, be shot from above and be knocked upwards.

Finally they fix the Second Eye glitch. That one bugged me to no end, also the Equalizer one that requires three kills without being healed. Did that numerous times.

Also I'm glad they're making changes to the Force-a-nature. It's quite silly to get shot from a far distance and get knocked back, or even worse, be shot from above and be knocked upwards.

Yeah, I had an awesome run with the equalizer on Yukon, had about 25 health (maybe lower) and got over to the enemy side and proceeded to rack up 4 kills (medic, pyro and 2 demos) before returning to my teams side with like 5 health left. Didn't get that specific achievement or any points towards the one to kill people while you are at less than 25 health with the equalizer. :(

Maybe people will stop calling the FaN OP now, it never compared to the scattergun in direct combat, the only reason people screamed OP was because it was an annoying weapon to fight against...

-15% AND.....................................

http://img519.imageshack.us/img519/7724/74136991.jpg

Sigh =(

Yeah, apparently they accidentally posted the update with debugging enabled. They are reworking it and going to post an update soon (in Valve time) that disables debugging.

And I am assuming that is -15 health not 15% (though they are both roughly the same at the scouts health), not bad....running around with 110 health vs 95.

This topic is now closed to further replies.
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