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Discard... finally.

I'm sure most of our backpacks are getting cluttered with lots of duplicates.

Increasing FaN damage... #($*(#*#(*$.

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i noticed i wasn't able to reflect arrows

I noticed that too....even stepped out a few times to attempt to reflect some arrows but despite how many times I tried they never seemed to reflect back.

Discard... finally.

I'm sure most of our backpacks are getting cluttered with lots of duplicates.

Increasing FaN damage... #($*(#*#(*$.

Finally the FaN is more useful....as a career scout I still preferred the scattergun to the FaN.....the FaN was fun to annoy the hell out of people but beyond that it was only good for 125hp classes. The scattergun allows you get a few mid-range shots before you get up close for the meatshots......with a FaN your forced to get in close and hope both shots land, otherwise you end up reloading giving your opponent an opportunity to attack you point blank. You can afford to miss a shot or two with the scattergun, do that with the FaN and you will likely end up dead.

Hopefully the 10% damage increase is enough to bring it up to par with the scattergun.

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Wow......my edit time limit ran out as I was typing this......

Did my own quick testing with the new FaN damage........at absolute point blank range it kills a soldier more times than not in 2 shots (the LEAST damage it did out of about 10 shots was 107, most of the time it did anywhere from 113-117). Now, at medium range or so (about 6-8 feet away) it was unable to 2-shot a soldier for ~5 tests (thats shooting the soldier, moving back within 6-8 feet and shooting him again). That means, 3 shots, shot 1, .33 seconds, shot 2, 1.64 seconds, shot 3....1.97 seconds.......vs the scattergun, still 3 shots, shot 1, .66 seconds, shot 2, .66 seconds, shot 3, .....1.32 seconds. At medium range the Scattergun is able to kill the soldier .32 seconds faster than the FaN, assuming the person with the FaN doesn't switch to the pistol.

If you switch to the pistol after the second shot and finish the soldier off with ~5 shots, you have to compare the time to get off 3 scattergun shots (1.32 seconds) with the time it takes to fire 2 FaN shots (.33 seconds) plus the time it takes to switch weapons.

In the end, the FaN is still too situational.....its great for the solo targets if you have at least halfway decent aim, but it sucks if theres more than 1 opponent......which is most of the time as this is Team Fortress 2...

That being said, despite the 10% damage boost the only time its more powerful than the scattergun is point blank (touching the enemy) which, if they are aware of your presence, will not happen often. The knockback is fun and can annoy people, but the scattergun offers more shots at roughly the same damage (at medium range) which means you can kill enemies more consistently.

Edited by mwpeck
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OHHHH NNOOOO LITTLE CART IS MOVING BY ITSELF! :laugh:

Thats happened to me before, although i was on blue so i didn't mind :D

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So.. they've made scouts even more powerful? They're already impossible to hit, and do too much damage :crazy:

Edited by mounty
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So.. they've made scouts even more powerful? They're already impossible to hit, and do too much damage :crazy:

Scouts die from nearly any class faster than most other classes do, as long as you can aim. Besides, the scattergun is still better than the FaN, so they haven't really made scouts any more powerful at all.

There is a reason the scout is a close-combat class with only 125hp.......

EDIT: But I did feel pretty OP when I jumped into a group of 5 enemies (pyro, heavy, scout, sniper, medic) and kill their medic before they could kill me......at the same time I was also behind and up above then so they had no clue I was there until I shot the medic once and jumped down.....finishing him off like a second before I died.

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/yawn at this game anymore... i wonder when/if valve will ever wake up and fix the glaring balance issues this game has always had.

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What balance issues?

+1....IMO TF2 is one of the most balanced games that contain multiple classes all offering different gameplay. Yes there are some classes designed to beat other classes, but as a whole on a team-based scale, it is very balanced.

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I just updated my copy of TF2 after not playing in awhile, picked my usual class... (Sniper)

And then... I noticed, I had a crosshair outside of the scope? Is this only on some servers or is this for all servers? I was so excited I stayed on that server for hours just sniping away.

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I just updated my copy of TF2 after not playing in awhile, picked my usual class... (Sniper)

And then... I noticed, I had a crosshair outside of the scope? Is this only on some servers or is this for all servers? I was so excited I stayed on that server for hours just sniping away.

I took notice to it as well.

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and why does steam take so long to sign in sometimes?

Yeah that's ****ing me off right now too. A few times yesterday I left it for around 5 minutes and it was still stuck on the connecting screen. There were a few posts on the steam forums about it too but I haven't checked it again.

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What do you all think of the FAN damage boost? I tried it out and still see no reason to switch from the scattergun although for a scout who does more hit and run and they run far away it would work well because of the knockback but I tend to just hide around corners and then finish them off so the scattergun works best for me.

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I love the FaN now it sucked before.

How exactly do you use it though? Like are you one of those scouts who does a hit and run then goes back to a medic and let's your teammates finish them off? Because for a scout that gets a lot of kills themselves I don't see how you can use it. In order to get a two hit kill you have to be really close and there is no margin for error because you have only 2 shots. That's the main reason I still use the scatter gun because of it's six shots. I actually don't use any of the scout's unlocks most of the time because they seem to be strictly situational.

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