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Odd, you used to be able to do the same thing using keybinds to turn (instead of mouse turning you bound a key to +turnleft and +turnright or whatever), they fixed it as it was an exploit, so don't expect using a gamepad to turn while charging to go unfixed.

I'm pretty sure that bug (with the gamepad) has been around for months, but since barely anybody uses it Valve hasn't gotten around to fixing it.

True, I guess it's existed since the weapon was implemented with the War Update (Xmas 09). Still, it's a good laugh!

I had a better bug today :p My demo would self-heal all the time :p No medics around, no dispensers or anything

This seems to be a bug with the Amputator's taunt. If you damage yourself during the healing period it can trigger it. Somebody did it with the Boston Basher and he could fly due to healing the damage.

Demos are fine as is. Powerful when played right, but still balanced. A good sniper being protected by his team is a hell of a lot scarier than a demo. The thing about demos topping scoreboards, is that when playing against bad players, they will just repeatedly run right over stickies. Against competent players. that won't happen.

Because not everyone likes to point ###### for no reason. I sometimes go targe demo just for something different, but I have honestly never seen a targe demo do as well as a sticky spam demo can do.

So, why would anyone go targelander? The same reason they would go YER spy, kritz medic, milkman scout, etc. To do something different beyond the original playstyle of the class. They don't go Targe because it's a good sidegrade to stickies, they go targe because they want a different playstyle.

Point ######? Oh please, points have nothing to do with it; who enjoys doing badly? If stickies were really so effective as you're making them out to be, no one would use the alternatives - just like how everyone uses the Equalizer over the Shovel.

This seems to be a bug with the Amputator's taunt. If you damage yourself during the healing period it can trigger it. Somebody did it with the Boston Basher and he could fly due to healing the damage.

From what I have heard, the bug is basically start your taunt, then leave the game. It causes the healing effect to be stuck on anyone who was affected by the taunt when you left, which can cause an entire team to constantly heal at the speed of the amputator.

Point ######? Oh please, points have nothing to do with it; who enjoys doing badly? If stickies were really so effective as you're making them out to be, no one would use the alternatives - just like how everyone uses the Equalizer over the Shovel.

I will gladly do horrible as long as I'm having fun with it. Maybe it's just me, but I prefer to have fun in games that I play, which is why I constantly play scout and am little help to my team. Even now and then I feel like winning so I'll play soldier, but most of the time I try to avoid soldier so I can have more fun while playing. As for the equalizer over the shovel, that's because the equalizer is virtually a straight upgrade. Soldiers have very little reason to use their shovel, they are too slow to effectively fight with a melee weapon. The equalizer on the other hand brings them between medic and scout speed (with low health) while making them hit like a train, especially if it crits. The reason nobody uses the shovel over the equalizer is because there is no reason to, the equalizer is better 95% of the time, so most people use it. It also doesn't change the playstyle like going from the sticky launcher to the targe. When you change from the shovel to the equalizer, you still use your rockets and shotgun mostly, only using your melee as a last resort weapon or a retreat weapon. Going from the sticky launcher to the targe means you are going from a medium range ez-mode weapon, to a close-the-gap quickly hard hitting fun to use melee weapon. The reason people use the targe is because it changes playstyle and can make things more fun, not because it is a comparable weapon to the sticky launcher.

So, to answer your question, Who enjoys doing badly? Anyone who enjoys playing with some of the weaker weapons in the game or anyone who sucks with a weapon combination they have tons of fun using. (in short, anyone who doesn't think winning is everything)

But if there is at least 1 Scout/Heavy/Sentry you're dead.

Scout? Please, 2 well aimed rockets and he's dead, I can finish him off with a shotgun if I need to, Sentry's are also no problem, if Heavy is alone (without medic) I can take him on too, no problem ;)

But if there is at least 1 Scout/Heavy/Sentry you're dead.

A soldier is only ever dead against a scout/heavy/sentry if he blindly runs into them and they get the first shot, or he runs into them in an enclosed area (where he cannot rocket jump away or hit them without splash damaging himself).

Obviously soldiers with the pain train are more vulnerable to hitscan weapons, but only slightly......a scout that is unable to kill a soldier without the pain train is most likely still going to be unable to kill him while he wields the pain train.

As a soldier, if I run into a heavy in close quarters and the map is open enough, I instantly rocket jump away usually before he can spin up. That gets me far enough away that he cannot do much damage and gets me closer to my team for support. The only time I stay and fight a heavy at close range is if there is a friendly medic around me, in which case I tell him to run and I distract the heavy for as long as I can.

Did they increase the hat drop rate or something? Previous to last week I only found 2 hats via random drop since the drop system was implemented. In the last 2 weeks I opened a second account and so far found two hats on each of my accounts for a total of 4 in the last 2 weeks :blink:

Did they increase the hat drop rate or something? Previous to last week I only found 2 hats via random drop since the drop system was implemented. In the last 2 weeks I opened a second account and so far found two hats on each of my accounts for a total of 4 in the last 2 weeks :blink:

This is why the random drop system blows. I have gotten 2 random hats in roughly 800 hours of play since the drop system released (thats including at least 400 hours of idling back when idling made a difference), since then, I have crafted something like 3x the amount of hats I have gotten from drops....

The TF2 beta has been updated again:

An Important Note:

With this update we'll be trying our first big gameplay experiment.

As we mentioned at the beta?s launch, one of our goals for it is to try some gameplay experiments, and gather real-world data. We?d like to do this because we want learn more about our current design, and challenge some of the assumptions we?ve made over the years about what makes combat in TF2 fun. In this update we?re going to double player health. In particular, we hope this will teach us a bit about our weapon balancing, and the way it changes as combat takes longer to resolve.

It's important to stress that this is an experiment, and as such, there's a good chance that these changes may not make it to live.

Gameplay:

  • Player health increased 100%
  • Damage against buildings (sentries, etc) reduced 50%

General:

Natascha:

  • Removed variants
  • Removed heal target immune to Natascha

Maps:

  • cp_well
    • fixed a bunch of model and playerclip issues
    • made the 2nd point defender spawn door one-way
    • note: there's a known-issue with the skybox on the Mac

Source: Steam forums

Also there was a patch to the main game.

Also if you check the Wiki front page, you'll find that the Trending Topics are all about the Demopan!

Source Engine Changes

  • Added the "Server can execute" flag to the “r_cleardecals” command.
  • Fixed a problem where the microphone transmit volume sometimes had no associated control and was disabled in the Audio options dialog.
  • Fixed a crash on exit for Mac clients[1].

Team Fortress 2

  • Added community submitted kill icons.
  • Fixed enemies seeing death notices when you backstab their team mates with Your Eternal Reward.
  • Fixed the attack animation not always playing correctly for Your Eternal Reward.
  • Fixed the critboost sound not playing when the Kritzkrieg charge is deployed.
  • Fixed a broken texture on the Flipped Trilby.
  • Updated the material for the Jag.
  • Community Request
  • Fixed spawn points associated with a control point not being enabled/disabled correctly when the control point owner is set using the SetOwner input.
  • Added the "Server can execute" flag to the “firstperson” and “thirdperson” commands.

Undocumented changes

  • Added client model animations[2].
  • Fixed Degreaser not using the native icon when killing enemy players.

They better fix (or have fixed) that bug. I ran across it multiple times over the past few days. As a fellow player said, it's marginally better than vuvuzelas. Just marginally. :p

This topic is now closed to further replies.
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