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New Update

Team Fortress 2

Added Sam & Max items

  • Fixed the Demoman's Fro not cloaking properly when being used by a disguised Spy
  • Reduced the damage bonus the Equalizer receives as the player loses health
  • The speed boost was not changed
  • Community Request
  • Added a flag to info_particle_system to mark particle systems as "weather" effects

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"Pyro now gets assists for airblasting enemies into environmental hazards"

Is this new?

Yeah, I only ever got "xxx fell to a clumsy painful death" when I airblast people off roofs and stuff.

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Equalizer nerf is lame, can't 1-hit kill anything any more.....at such low health your only chance of killing a competent scout as a soldier was to get a lucky equalizer hit, now you have to get 2 lucky hits before he can do 50 damage to you...

Also, apparently if your overhealed enough, when you hit an enemy with the new Equalizer, you will actually HEAL your target....

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Equalizer nerf is lame, can't 1-hit kill anything any more.....at such low health your only chance of killing a competent scout as a soldier was to get a lucky equalizer hit, now you have to get 2 lucky hits before he can do 50 damage to you...

Also, apparently if your overhealed enough, when you hit an enemy with the new Equalizer, you will actually HEAL your target....

Back to shovel...

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Back to shovel...

Nah, the speed was left alone, which has saved me on numerous occasion. I actually use the Equalizer more for its speed effect then its damage....but its now a crappy melee weapon compared to what it use to be.

Though, there are always Natascha heavies that stop me from running away with the Equalizer in hand.....the last one had 200 ping, so I was completely behind a rock and still moving and he ended up killing me. :(

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Equalizer nerf is lame, can't 1-hit kill anything any more.....at such low health your only chance of killing a competent scout as a soldier was to get a lucky equalizer hit, now you have to get 2 lucky hits before he can do 50 damage to you...

Also, apparently if your overhealed enough, when you hit an enemy with the new Equalizer, you will actually HEAL your target....

Can't believe they're nerfing the equalizer instead of nerfing the demoman's charging targe. Still too damn overpowered if mixed with the eyelander (yes I know it's easy to stop said demomen with Natascha-wielding heavies or pyros with axtinguishers)

That said, I still found it just as easy to plow through 3 people with the equalizer at low health last night.

On another topic, I posted this already in its own thread but it deserves to be reposted again:

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Though, there are always Natascha heavies that stop me from running away with the Equalizer in hand.....the last one had 200 ping, so I was completely behind a rock and still moving and he ended up killing me. :(

Exactly why ping compensation is a terrible, terrible thing to put into a game.

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Worse how, exactly? Games played perfectly fine before ping compensation(which is aka the "please help me hit" crutch). And they could play just fine once again without it.

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Can't believe they're nerfing the equalizer instead of nerfing the demoman's charging targe. Still too damn overpowered if mixed with the eyelander (yes I know it's easy to stop said demomen with Natascha-wielding heavies or pyros with axtinguishers)

That said, I still found it just as easy to plow through 3 people with the equalizer at low health last night.

On another topic, I posted this already in its own thread but it deserves to be reposted again:

That was the most awesomest thing ever! :D

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Worse how, exactly? Games played perfectly fine before ping compensation(which is aka the "please help me hit" crutch). And they could play just fine once again without it.

I personally hate lag compensation, but I can understand why its a desired feature. With it, you shoot where you see a person, and if you have good aim, you hit them. Without it, you have to correct for your own latency, which can make it next to impossible to hit a fast-moving high-agility player, such as the Scout. With lag compensation, your connection is mostly irrelevant, with out it, a better connection makes it easier to play competitively.

Try to kill a good scout as a soldier with only your rocket launcher (not saying you won't kill the scout, but it would be much, MUCH more difficult than switching to your shotgun and killing him), thats basically what it would be like to play TF2 without lag compensation.

Just got my 3rd random drop hat, another Vintage Tyrolean (which was also my 2nd random drop hat). Will probably craft it with my Camera Beard (over 1k hours of normal play, less than 5 as spy) to roll for another random hat.

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That Interactive TF2 Adventure was awesome. I loved the music they used for it. After seeing the Tunnel Snakes, I want that hair for my heavy, lol :).

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I see these kinds of TF2 video/songs every day with my 60 something subscriptions, but this really stood out.

There's also another amazing song from DWL1993 called TF2 - WAR! Purely amazing.
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I see these kinds of TF2 video/songs every day with my 60 something subscriptions, but this really stood out.

There's also another amazing song from DWL1993 called TF2 - WAR! Purely amazing.

That was down right obnoxious.

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Random drop is okay, but getting more than 10 random hats at one time (the chat log is only that big) is one hell of a bug. This happened to some guy few days ago at the GTFOGaming servers.

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Random drop is okay, but getting more than 10 random hats at one time (the chat log is only that big) is one hell of a bug. This happened to some guy few days ago at the GTFOGaming servers.

Thats not a bug, he probably idled until he had that many hats, using one of the many TF2 Item Managers, which allow you to pull individual items out of invalid slots, then, he went on a server after he got 10 hats, died, and "found" all the hats at the same time.

What happens is after you find an item, you have to die to redeem it, so if you only idle you can go without redeeming those items, the second you go on a server and do die, you will instantly redeem all the items at once.

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Forgot to mention earlier (cannot edit my old post now) I crafted my extra Vintage Tyrolean with my Camera Beard (>1000 hours of TF2, only 3 hours as spy), and got a Respectless Rubber Glove! Probably my favorite pyro hat (at least even with the brain slug) and pyro is one of my most played classes (behind only scout and soldier, in that order) so woot!

Next hat I craft will probably be a scout hat, though scout is my most played, I have heavily lost my edge playing scout so I do not play it too often (I will go some rounds and just own everyone I see, other rounds I will die 20 times to each kill).

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Thats not a bug, he probably idled until he had that many hats, using one of the many TF2 Item Managers, which allow you to pull individual items out of invalid slots, then, he went on a server after he got 10 hats, died, and "found" all the hats at the same time.

What happens is after you find an item, you have to die to redeem it, so if you only idle you can go without redeeming those items, the second you go on a server and do die, you will instantly redeem all the items at once.

post-17647-12715687040858.png

It's always fun to see the reactions when it happens.

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I personally hate lag compensation, but I can understand why its a desired feature. With it, you shoot where you see a person, and if you have good aim, you hit them. Without it, you have to correct for your own latency, which can make it next to impossible to hit a fast-moving high-agility player, such as the Scout. With lag compensation, your connection is mostly irrelevant, with out it, a better connection makes it easier to play competitively.

Try to kill a good scout as a soldier with only your rocket launcher (not saying you won't kill the scout, but it would be much, MUCH more difficult than switching to your shotgun and killing him), thats basically what it would be like to play TF2 without lag compensation.

Quite frankly, you shouldn't have to do much(if any) leading as long as you're playing on the proper servers where you ping absolutely no higher than 100ms. And i'm pretty sure the vast majority of players out there have atleast several servers that appear in the browser that fit that limit. Also on the subject of leading... hitting a quick target with a high ping is harder, yes, but not the impossible you make it sound. I used to be quite a threatening player ~6 years ago(aka my pre-broadband era) in ut2003/4 with a 120-200 ping. And ut's not only faster than tf2 in every way, but had no built in ping comp.

As for the rocket thing... Character and projectile movement speeds, as well as your ability to predict/guess how they'll move at the time usually has more of an impact on your chance to hit with a rocket launcher(or any other projectile based weapon) than ping does.

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Quite frankly, you shouldn't have to do much(if any) leading as long as you're playing on the proper servers where you ping absolutely no higher than 100ms. And i'm pretty sure the vast majority of players out there have atleast several servers that appear in the browser that fit that limit. Also on the subject of leading... hitting a quick target with a high ping is harder, yes, but not the impossible you make it sound. I used to be quite a threatening player ~6 years ago(aka my pre-broadband era) in ut2003/4 with a 120-200 ping. And ut's not only faster than tf2 in every way, but had no built in ping comp.

As for the rocket thing... Character and projectile movement speeds, as well as your ability to predict/guess how they'll move at the time usually has more of an impact on your chance to hit with a rocket launcher(or any other projectile based weapon) than ping does.

With lag compensation, you are right, you shouldn't have to do much leading if any.....but when it comes to shooting projectiles which are NOT lag compensated, you do have to lead a target with higher ping, making it harder to hit them.

The problem with non-lag compensated things (such as projectiles in TF2) is that the players you see on your screen do not represent the true location of that player, so without lag compensation, you have to farther predict where they are moving. If your prediction is wrong, you completely miss and do next to no damage. With a lag compensated weapon however, you do not need to predict their movement, you simply fire at where you see them and your hit them. Its not that easy with projectiles....which is why projectiles use larger hitboxes than hitscan weapons in TF2.

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