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Honestly this is probably the pyro nerf all over again, when the pyro got two major nerfs (reduction of afterburn and reduction of base damage) in exchange for a minor compression blast buff just 'cause people whined about not being able to fight off W+M1 pyros. The fact -40% damage is even an OPTION is beyond me.

Just read about the new beta (rather strange that they can call it that) however, it is nice that they are lettings people try stuff out before they release it to make sure that most of the bugs are out of it. Almost like what World of Warcraft does with most of their larger patches letting people try them on the Public Test Realm before they release it.

I bet the competitive crybabies would happily push for the first two natascha options.

Third option sounds good though and it's a decent award/tradeoff. The first two is just nerf, nerf, nerf.

I agree, third option is the most logical, damage falls off over range, so should the slowdown that the weapon inflicts. Maybe what they should do is base it's slowdown on damage done, since every bullet does it's own damage and has it's own slowdown effect, they could easily scale slowdown by damage done (though this is probably how Valve has already implemented it in the beta, easiest and most logical thing to do as it allows for porting the code over to other slowdown weapons without tweaking the slowdown falloff).

Tired if getting hit by natascha heavies from across the map as a scout and slowing down to soldier (slower actually..) speeds.

Why can't they just ****ing leave Natascha alone, she's really not that overpowered. :no:

The problem with Natascha is it makes the heavy more effective against all classes except a sasha heavy, with few drawbacks. A heavy that can reduce his enemies speed down nearly to his own speed while firing is way OP IMHO. Natascha is the second highest close range DPS weapon in TF2, trailing only Sasha. As such, no class can effectively fight a heavy in close range, and due to his health, few classes can stand up to him at medium range (assuming he has decent aim). The only classes that can really stand up to a natascha heavy are the same ones that counter him no matter what weapon he chooses (spies, snipers, etc), so basically Natascha heavies are a pure upgrade in face-to-face combat with every class he can fight as a sasha heavy, except an enemy sasha heavy.

Basically, it takes a sasha heavy and makes him more effective against all but one class that he can plan on meeting in his effective damage range. I am not going to say Natascha is OP, but it's definitely an upgrade with good aim in close and medium range, and due to its full slow at ANY range it can be an effective way to disrupt an opponent at long range.

The slowdown effect needs to be nerfed in some way, it's just too effective at all ranges, scaling slowdown with damage done not only is a good way of nerfing it without hurting it too much, but it makes sense. The scouts stun ball has it's duration increased based on distance(harder to hit at farther ranges, so the stun is made more effective to counter that), why shouldn't Nataschas slowdown be reduced based on distance too? Or would you rather we balance the Sandman and make it full duration stuns no matter what the distance?

So, the new paint tintmaps are out as are a number of fixes. Seems the Killicons were delayed although NeoDement tells me they're "on the list". Not sure what happened with the Handyman's Handle either, seems unchanged model-wise; Maybe that's "on the list" too.

Anyhow, who else is loving the new non-plastic hats?

I've only got the white paint, which is pretty damn useless.

But still, having more people make use of this functionality is nice, especially since content creators are starting to use the method from the start (There are a bunch of shader stuff that Source can do that people just don't make use of since it's so little known)

Natascha needed changing from the start, if you're not near cover and you get shot, even at range, you're dead. If not by the Heavy himself by another player.

The last option is definitely the most interesting, and I quite like it.

EDIT: The slowdown falloff is on all variants.

EDIT2:

Players being healed by a Medic are immune to movement-impairing effects generated by hit-scan weapons.

Natascha needed changing from the start, if you're not near cover and you get shot, even at range, you're dead. If not by the Heavy himself by another player.

The last option is definitely the most interesting, and I quite like it.

EDIT: The slowdown falloff is on all variants.

EDIT2:

Exactly, the slowdown is too effective at range, even if the heavy can't kill you, he can disrupt your movement enough that another class will more easily kill you. Add that to his own power at medium and close range and it's just more effective at 90% of the heavies encounters than Sasha.

Odd that the slowdown falloff is in all variations, it really shouldn't need a nerf beyond fixing the slowdown at range IMO.

As for the slowdown immunity, it's kind of an odd change. It really only affects Natascha an other similar weapons. Essentially if a medic is healing someone, that person doesn't have to worry about natascha heavies or any other slow, while the medic himself still does. Not sure if this extra natascha nerf is really needed though.

I've actually been enjoying playing the beta properly because there is no trading, no stupid set buffs (Except for the spy, and that one isn't major anyway) and no chat spam because of trading. Just feels nice to play proper TF2 again.

I've actually been enjoying playing the beta properly because there is no trading, no stupid set buffs (Except for the spy, and that one isn't major anyway) and no chat spam because of trading. Just feels nice to play proper TF2 again.

Yeah I'm downloading the beta at the minute. Quite looking forward to some TF2 Classic :p.

Is there plenty of servers available?

Yeah I'm downloading the beta at the minute. Quite looking forward to some TF2 Classic :p.

Is there plenty of servers available?

Yup, loads, the only items available are those which can be unlocked via achievements, the Natascha variants, and the Spy Polycount set for some reason. Also any promotional items you have will be available, so Lugermorph, Big Kill, Dealer's Visor, Iron Curtain etc.

So you're lacking things like the Dalokohs Bar, Pain Train, Gunboats, Tribalman's Shiv etc.

Yup, loads, the only items available are those which can be unlocked via achievements, the Natascha variants, and the Spy Polycount set for some reason. Also any promotional items you have will be available, so Lugermorph, Big Kill, Dealer's Visor, Iron Curtain etc.

So you're lacking things like the Dalokohs Bar, Pain Train, Gunboats, Tribalman's Shiv etc.

Nice nice! Cheers for the info! :D

I honestly haven't seen any trade spam in-game, but I have only played maybe a total of maybe 30 hours since trading was introduced...

So you're lacking things like the Dalokohs Bar, Pain Train, Gunboats, Tribalman's Shiv etc.

And all the good (halfway decent) scout unlocks..

I honestly haven't seen any trade spam in-game, but I have only played maybe a total of maybe 30 hours since trading was introduced...

Thats probably it. I play most nights, and every. single. night. the chat has at least one douchebag trying to flog a hat for 5 vintage weapons or something stupid.

I honestly haven't seen any trade spam in-game, but I have only played maybe a total of maybe 30 hours since trading was introduced...

And all the good (halfway decent) scout unlocks..

The Polypack Scout unlocks weren't needed, vanilla Scout is still the best Scout. The Shortstop is stupidly powerful if you can aim well and hold down the mouse button. Mad Milk is a team support weapon, Mackerel, well, I love it.

But the set bonus of +25HP makes the Scout too powerful.

The Polypack Scout unlocks weren't needed, vanilla Scout is still the best Scout. The Shortstop is stupidly powerful if you can aim well and hold down the mouse button. Mad Milk is a team support weapon, Mackerel, well, I love it.

But the set bonus of +25HP makes the Scout too powerful.

That's what I like about the polycount scout unlocks, the vanilla scout is powerful in good hands, but so is the polycount scout. Like you said, the Shortstop is really powerful if you can aim well, it's as good an ambush weapon as the FaN but it is also really powerful in general combat if you can aim well....not as powerful as the scattergun in combat, but it's a great in between weapon. Mad Milk, while inferior to the pistol in direct combat, is a great scout support weapon, it allows the scout to stay with his team and help out rather than ambush and go solo. It also allows the scout a good way to self-heal if need be.

I disagree that the +25HP makes the scout too powerful, if that was the case, you would see many more scouts using it. 90% of the scouts that out-scout me do not use the shortstop, and therefore do not have the health bonus. At the same time, as a soldier, they still die pretty much just as easily as normal. Most scouts that use the shortstop think it's superior to the scattergun but have pretty horrible aim which reduce the effectiveness of the bonus HP for doing so. Sure, 25 HP is a good bit added, but I find scouts with that 150 HP generally don't have enough skill to make themselves more effective than a good scattergun scout.

Meh, not saying the scout needed the polycount update, but it's unlocks were far better sidegrades than the scouts original unlock pack. Almost every class got a full upgrade weapon from their class update, the scout did not...which is why I personally was quite disappointed in Valve with it.

The TF2 beta has one advantage for German players: It's not a low violence version. Finally some gore instead of silly springs or alarm clocks when you kill people! :shiftyninja:

That's funny...I wonder if Germany can really come back on Valve for it? The TF2 Beta is not being sold, but it is available to anyone who owns the original TF2...so I guess they could force Valve to auto-flag German accounts with sillygibs or stop them from selling TF2 in Germany, but honestly I don't see why sillygibs wouldn't already be auto-flagged, anyone can add -sillygibs themselves, so unless they removed that launch option from TF2 Beta, or removed the code that forces it in German accounts, I don't see why it wouldn't work the same on that aspect.

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