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Thinking about buying the Rocket Jumper since it's only 50 cents and comes with a hat, but a can't bring myself to buy DLC.

I hope there is a way to craft it. 50 cents is not bad but you have to put in $5 minimum in the Steam wallet.

They updated the model for the Tricorne, now it looks awful. Luckily someone traded me a Demoman's Fro for it. Really happy now. :D

EDIT: It seems it was a bug, the new model is a new hat, called the Rimmed Raincatcher. Tricorne will revert to normal. Fro is better though. :p

So those of you with name tags, what names are you giving your guns? I've found one that dropped into my backpack but I haven't used it yet.

This guy in my gaming community came up with something genius:

Gloves.jpg

:laugh:

Really? I traded a polycount weapon for a TPoH yesterday. With a few hrs of trading, you can get any hat basically.

www.tf2items.com/id/recon415 <-- 4 hrs of work, last page.

Well the way I looked at it was that I assumed you wouldn't get one my crafting a class hat, only by a random drop / hat craft. So overall they'd be rarer than other hats.

I notice you've still got a TPoH and if you're maybe up for trading give me a shout :)

I haven't gotten any name tags yet, which is fine, I suck at creating good names. But a good one for FaN (aka, noob scouts) is "UMAD?", due to the rage it almost always seems to cause :p .

Anybody have a good funny name for the Shortstop? I would like to have a good one but the creative side of my brain is virtually non-existent.

Also, anyone looking to trade the mad milk or fish to a fellow Neowin member for reasonable (that is, cheap, not paying a reclaimed metal or anything more than that, as its not worth that much....you can craft it for 1 reclaimed metal + bonk/sandman, why would anyone pay more than a reclaimed for it?)? Still looking for both but I want to hold on to my reclaimed metal until Valve adds the recipes for the set hats so I can craft one.

I have been looking at the stats of the Shortstop compared to the scattergun, it does roughly the same DPS until it has to reload (4 shots, thats 1.5 seconds, in the same amount of time you only get 2 scattergun shots, keeping them at about the same DPS over the time it takes to empty a shortstop clip), over longer periods it obviously does less DPS than the scattergun (shortstop - 112.8 DPS for 5 seconds including reloads, scattergun does 156 DPS for 5 seconds including 1 reloads, only time to reload 1 bullet and fire 1 additional shot in the 5 seconds though). But, when you move to medium range or farther, the shortstop owns the scattergun in DPS.

In short, at close range, the shortstop does about 72% of the damage that the scattergun does, while the scattergun only does 69% of the damage of the shortstop at medium range, this of course changes (in favor of the shortstop even more) as range increases.

With those damage figures, the scout being at medium range while pushing out more damage than a scattergun can means he can dodge more easily, allowing him to live longer, and not have to get as close to do his damage. Making scout much more effective at medium range, for the tradeoff of being less effective at close range (considering he is one of the most effective with his scattergun at close range, thats a fair tradeoff IMO).

EDIT: It of course is more difficult to hit with the shortstop though, so bad aim makes the shortstop seem horrible (you will miss many partial shots with the shortstop that the scattergun would have done at least some damage on).

I just started playing this game (dealing with ~30fps on my GMA HD until I get my 5670 at the end of the month) and two things come to mind:

1. Having not played a PC shooter in years, I am terrible.

2. I have a lot to learn about the weapons in this game.

The new gloves for heavy are crap tbh. You die a little each time you have them active :p

Balance.....a heavy running at normal speed (testing has shown the new gloves put him up to something like 99.8% of normal speed, normal meaning pyro, spy, etc) needs some major negative to keep him in check. His damage being reduced to half for melee helps so he doesn't chase people around with 300 health meleeing them to death. Health drain helps so he can't use them to simply escape a battle if need be. The point of them is so he can run back to the front lines without his medic having to move as slow as the heavy, instead, the heavy can move nearly as fast as his medic, so he can not only protect his medic on the way if need be, but so the medic can also build uber.

In short, GRU suck for solo heavies, they are good for team playing heavies when the team has medics.

I just started playing this game (dealing with ~30fps on my GMA HD until I get my 5670 at the end of the month) and two things come to mind:

1. Having not played a PC shooter in years, I am terrible.

2. I have a lot to learn about the weapons in this game.

1. I know how you feel, TF2 is about the only shooter I play anymore, but my friend never plays it, we are always busy with other games. Oddly enough, I seem to do better when I only play a few hours a week as opposed to playing 3-4 hours a day.

2. Weapons are not the only thing to learn, while they are a major thing (learning what weakness and strength each weapon has, so you know whether your class and loadout can counter it), maps are another important aspect to learn. If you know where all the health and ammo is on a map, you will rarely spend long looking for either, and you will be able to predict enemy movements in battle as well.

If you want to speed up your learning a bit, go to wiki.teamfortress.com and read, lots of useful information can be gathered from it on weapons as well as weapon tactics and general class tactics.

So those of you with name tags, what names are you giving your guns? I've found one that dropped into my backpack but I haven't used it yet.

This guy in my gaming community came up with something genius:

:laugh:

Im going to rename my Jarate to "R.Kelly's Golden Shower"

The GRU makes the Heavy good on 5 CP maps.

Yeah, a single heavy with GRU and a medic can get to the middle point at the same time as a pyro, spy, engineer and sniper can, giving one team a heavy on the middle point before the other teams heavy, soldier, and demo get there (excluding explosive jumps, that is). They are probably mostly useless on PL maps, but I can definitely see them being useful on CP maps, allowing a heavy to get to points much faster than before (and faster than soldiers and demos, excluding explosive jumps).

Yeah, a single heavy with GRU and a medic can get to the middle point at the same time as a pyro, spy, engineer and sniper can, giving one team a heavy on the middle point before the other teams heavy, soldier, and demo get there (excluding explosive jumps, that is). They are probably mostly useless on PL maps, but I can definitely see them being useful on CP maps, allowing a heavy to get to points much faster than before (and faster than soldiers and demos, excluding explosive jumps).

Agreed, having a GRU heavy + medic combo in a CP map will definitely help your team in getting ahead. The only thing that can go wrong is that your team is too slow to get up with you and you get mauled by a swarm of enemies.

Found a crate and vita-saw yesterday which I promptly traded for a fish and milk (no use for either of them), haven't had the chance to use them yet though.

I do absolutely horrible close range with the shortstop, much better at medium range, but when I am forced into close range (small corridors and what not) I can't seem to hit anything.

Both the fish and milk are have lots of use tbh.

The fish is no more useful than the standard bat, its just a fun wep with no stat changes. The milk however is very useful when used well, not only to help keep the scout alive (I didn't even have the milk at the time, but another scout threw milk on my target and I went from 30 health to about 90, while finishing him off), but to help his team out as well (heavy + medic vs heavy (covered in milk) + medic, first heavy wins every time, probably even if using Natascha).

Really the only reason the new weps are seeing so much use right now is because they are new, give them another week or two and usage will level out a bit more. The scout unlocks IMHO are what the scout update should have been. Pretty bad when the Polycount pack gave the scout better sidegrade options than the official scout update (even if the melee unlock doesn't help).

Though, I have heard that the fish is one of the best spycheck weapons now, apparently it gives the fish slap thing when you hit a disguised spy with it. Will probably be fixed but funny either way.

4 refined metals + a class token = class headgear.

ERR, wait, that has been in the game.......I think they just added the new hats to them, grrr.....been too long since I've played and paid attention to the recipes.

Still waiting on them to add recipes to specifically craft the set hats then....shouldn't be too much longer to come up with a recipe for each.

This topic is now closed to further replies.
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