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Eh, I must be the only one to like the Loch and Load. It has its uses, and can be very effective. I guess you're just trying to use it like the Grenade Launcher and aren't actually trying to lead your targets. They both launch a little to the right of the viewmodel, so if you can get that then it is quite easy to aim.

It's a lot different from the nade launcher.....it's like the DH. If you can hit targets with it, it is good, if you can't hit targets dead on, it's almost useless. The bad thing about it though, is while it does have a damage increase, it has HALF the ammo of the original (the DH has a higher damage increase, and the same ammo). Basically the LnL is a DH with a smaller damage increase, and less ammo. Considering the DH has a higher damage increase WITHOUT a drop in loaded ammo, the LnL is a little underpowered, it should have its ammo increased or its damage increased. In it's current state, it's still going to take 3 hits to kill a base-health heavy, with or without the LnL, the difference is with the LnL you have to reload to kill the heavy, with the normal nade launcher you don't have to reload at all.

In other words, it's easier to get direct hits with the LnL, but it is an overall weaker combat weapon than the nade launcher, having half the ammo with only a marginal damage increase.

If you are good at getting direct hits with the nade launcher, the LnL offers nothing. It takes 1.8 seconds to fire 4 nades with the nade launcher and 3.64 to fire 4 nades with the LnL. In short the LnL is 50% slower with 10% more damage, talk about a crappy trade off.

New update:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

  • Updated the Linux srcds_run script
    • Added warning message for people running the server as root
    • Changed the working directory to the game tree before executing the dedicated server

    [*]Updated the existing localization files

    [*]Added Czech, Hungarian, Romanian and Turkish localization files

Team Fortress 2

  • Updated several models with optimizations and new LODs.
  • Updated the default TF2 crosshairs to use the RGB and scale settings in the Options->Multiplayer dialog like custom crosshairs do.
  • Added a glow effect to the team intelligence entities when they?re not being carried.
  • Added a timer to indicate how much time is left before the gate closes in DeGroot Keep.
  • Added a new plate model to be used when a Heavy throws the Buffalo Steak Sandvich to heal teammates.
  • Added a note in the trading dialog to let you know when your trading partner is typing.
  • Added a new Valve map CP_5Gorge.
  • Fixed the Mad Milk effect not being washed off when a player goes underwater.
  • Fixed being able to attack teammates using pumpkin bombs and arrows fired by the Huntsman or the Crusader's Crossbow.
  • Fixed switching to the melee weapon instead of using the lastweapon setting after drinking Crit-a-Cola.
  • Fixed not seeing the critboost effect on the Scout's Shortstop.
  • Fixed the Sniper Rifle and SMG view models having Red skins while on the Blue team.
  • Fixed the Engineer PDA view models (build/destroy) having Red skins while on the Blue team.
  • Fixed the mini-sentry HUD not playing the alert sound when the sentry is sapped or low on ammo.
  • Updated the community map CP_Yukon.
    • Central CP moved up to bridge.
    • Bridge widened.
    • Several sticky exploits patched.
    • Flat bridge added onto CP1's pipes.

Source: Steam News

It's a lot different from the nade launcher.....it's like the DH. If you can hit targets with it, it is good, if you can't hit targets dead on, it's almost useless. The bad thing about it though, is while it does have a damage increase, it has HALF the ammo of the original (the DH has a higher damage increase, and the same ammo). Basically the LnL is a DH with a smaller damage increase, and less ammo. Considering the DH has a higher damage increase WITHOUT a drop in loaded ammo, the LnL is a little underpowered, it should have its ammo increased or its damage increased. In it's current state, it's still going to take 3 hits to kill a base-health heavy, with or without the LnL, the difference is with the LnL you have to reload to kill the heavy, with the normal nade launcher you don't have to reload at all.

In other words, it's easier to get direct hits with the LnL, but it is an overall weaker combat weapon than the nade launcher, having half the ammo with only a marginal damage increase.

If you are good at getting direct hits with the nade launcher, the LnL offers nothing. It takes 1.8 seconds to fire 4 nades with the nade launcher and 3.64 to fire 4 nades with the LnL. In short the LnL is 50% slower with 10% more damage, talk about a crappy trade off.

Good post this. :yes:

New update:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

  • Updated the Linux srcds_run script
    • Added warning message for people running the server as root
    • Changed the working directory to the game tree before executing the dedicated server

    [*]Updated the existing localization files

    [*]Added Czech, Hungarian, Romanian and Turkish localization files

Team Fortress 2

  • Updated several models with optimizations and new LODs.
  • Updated the default TF2 crosshairs to use the RGB and scale settings in the Options->Multiplayer dialog like custom crosshairs do.
  • Added a glow effect to the team intelligence entities when they?re not being carried.
  • Added a timer to indicate how much time is left before the gate closes in DeGroot Keep.
  • Added a new plate model to be used when a Heavy throws the Buffalo Steak Sandvich to heal teammates.
  • Added a note in the trading dialog to let you know when your trading partner is typing.
  • Added a new Valve map CP_5Gorge.
  • Fixed the Mad Milk effect not being washed off when a player goes underwater.
  • Fixed being able to attack teammates using pumpkin bombs and arrows fired by the Huntsman or the Crusader's Crossbow.
  • Fixed switching to the melee weapon instead of using the lastweapon setting after drinking Crit-a-Cola.
  • Fixed not seeing the critboost effect on the Scout's Shortstop.
  • Fixed the Sniper Rifle and SMG view models having Red skins while on the Blue team.
  • Fixed the Engineer PDA view models (build/destroy) having Red skins while on the Blue team.
  • Fixed the mini-sentry HUD not playing the alert sound when the sentry is sapped or low on ammo.
  • Updated the community map CP_Yukon.
    • Central CP moved up to bridge.
    • Bridge widened.
    • Several sticky exploits patched.
    • Flat bridge added onto CP1's pipes.

Source: Steam News

Loving the latest update so far....the 5cp gorge is fun, you sort of get to play the old gorge on both attack and defense (defense if you're losing, attack if you're winning). Yukon has some nice changes.....the middle CP change is odd, but the addition of the walkway on the pipe is a nice minor change.

As for performance, I noticed my FPS never really dropped below 100 or so.....I didn't watch it much in battle, but just running around maps like normal my FPS generally stayed above 100 FPS, whereas before this update it would drop down to 60 FPS.....only played a few rounds last night but in general I did seem to have better performance.

Trolling, it is most definitely an art.

Wow, I've never thought of doing that, chances are the Demo never figured out what happened though. There's a bug with explosives in TF2.....if it hits any wall between the explosion and you, the explosion stops even with that wall and it doesn't hit you (even if the wall was not physically large enough to stop the explosion), which makes it very difficult to rocket or sticky jump around train tracks and other multi-leveled terrain, chances are he probably simply thought that's what happened. :p

Forgot to mention, last night I was playing to check out some of the changes (and performance updates and all), and I got a random Killer's Kabuto hat as my third random drop hat since the drop system was added. At least I'm getting halfway lucky with the few items I do get for drops or crafts (I got a Safe n Sound through craft, Hotrod through drop, rubber glove hat and fireman hat through craft, tyrolean through drop, and stainless steel pot through craft. All good looking hats, more than I need personally).

A few things of interest have been happening today. Backpacks don't load properly in some cases, community has been spotty. Also these appeared on the Monday Night Combat store page, have since been removed.

Update: Yup, update rolled out.

If you buy a copy of Monday Night Combat on Steam between now and 10AM PST, February 1st, 2011, you'll get two batches of exclusive items. In MNC, you'll receive class-specific mods to make your classes look a bit more TF2-y. And over at Team Fortress, you'll get an MNC-branded hat that any class can wear, as well as a custom hat and outfit for the Scout.

Why are we doing a cross-promotion like this? We've been playing Monday Night Combat at the TF offices, and it is frickin' addictive. We wanted to make sure the TF2 community knew about it. So buy Monday Night Combat! You'll get a chance to play a fun game, and get a pile of new items for your trouble.

MNC_demo_assault.png

teamfc.png

ss_d95d3a35522259c49bc2fae4886997d78870ce44.1920x1080.jpg?t=1295903811

ss_1230e6192392a6cd49cec15c758879252bdb3d7c.1920x1080.jpg?t=1295903811

Anyone ever had steam crash and then a update for TF2 would come out yet says its re-downloading the whole damn game again?? 4,008.1 MB!??! This is what I'm dealing with right now.

This is why I buy physical media from a shop. 5 min install > 1 hour install.

This is why I buy physical media from a shop. 5 min install > 1 hour install.

I'm going to make a backup copy of it tomorrow to avoid this again, but I didn't think it would just up and do that just for a minor update only 300megs large. I can't stand steam for many reasons and I would much rather buy the physical copy but this was a quick and simple grab a few months back.

another update.

Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

Fixed the dedicated server not running on machines using Win2k

Team Fortress 2

  • Added the Monday Night Combat gear
  • Added Crit-a-Cola to the weapon drop list
  • Added missing chalkboard/serverbrowser materials for 5Gorge
  • Fixed some missing particles systems in the low violence version
  • Fixed a bug with the round ending when a control point is captured during Overtime in CP_Egypt
  • Fixed the game not running on machines using Fat32
  • Updated the localization files

http://store.steampowered.com/news/4911/

Size: 364.7MB

I like payload, but I wish there was more territory control maps (and attack/defend CP maps)

Hydro is good, but horribly implemented. And the amount of mechanics that goes into a tc map means most devs haven't bothered to try.

I like payload, but I wish there was more territory control maps (and attack/defend CP maps)

Yeah that would be nice. I think Valve are hesitant to make another TC map though because of the bad rep that Hydra gets. I've never seen a map clear a server out quite like Hydra can sometimes. Would be great to see another Attack/Defend or TC map though.

This topic is now closed to further replies.
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