tf2 update will have crafting. lol

I'm not one to harp on the updates but this samurai sword thing for the demoman is pretty fucking rediculous. I played a bit earlier and it would seem as if you can just lock on and fly in hyperspeed towards an enemy. It's extremely frustrating and is the exact opposite of the demo mans play style.

First update that's really pissed me off.
 
I'm not one to harp on the updates but this samurai sword thing for the demoman is pretty fucking rediculous. I played a bit earlier and it would seem as if you can just lock on and fly in hyperspeed towards an enemy. It's extremely frustrating and is the exact opposite of the demo mans play style.

First update that's really pissed me off.

Excuse me while I play engineer and 3 shot you with my shotgun if you come at me with that sword. The sword and shield are good thing, they can help teams break defenses that are compromised primary of players spamming explosives.
 
Excuse me while I play engineer and 3 shot you with my shotgun if you come at me with that sword. The sword and shield are good thing, they can help teams break defenses that are compromised primary of players spamming explosives.

Try 2 shots. And I'm finding it more of an up close item. I don't charge much. Only if I know I'll hit the guy because as I said you just run straight and that's it. The enemy can easily move.
 
Try 2 shots. And I'm finding it more of an up close item. I don't charge much. Only if I know I'll hit the guy because as I said you just run straight and that's it. The enemy can easily move.

You do know you can cancel the charge by swinging, right? Charge at them, if they move: cancel the charge and turn and smack them.
 
The Sword is supposed to have a larger melee range... because it's a 6ft long sword. The spy knife and bottle BS is because of server lag. I kept getting bottled by this demo when he was like 10ft away from me. It was retarded.

I've been using the sword a lot with the Targe and it's an interesting combo. Having the bomb resistance is nice I must say. You take a lot of damage. I rarely charge with the sword because it's so easy to miss and you can't really control where you go or when you stop. It's really odd. But close quarters is nice for lopping heads. The only real complaint is that I don't feel it's powerful enough. I'll hit a guy like 4 times and he won't die.

I hit a soldier or a demo last night with a direct nade and then twice with the sword and he didn't die. That's just not right.

Sword doesn't do any crits unless you charge then strike. Which is why it seems like you're smacking em with a nerf bat. And melee range sure, 6 foot sure, but Im saying what people see and what happens is completely different. It may be lag driven, but I think it's just more tweaking needing done. Personally I think the arc should be further forward and less at the sides, because most of the hits I take from demos look like they are getting me when Im beside them.
 
I'm not one to harp on the updates but this samurai sword thing for the demoman is pretty fucking rediculous. I played a bit earlier and it would seem as if you can just lock on and fly in hyperspeed towards an enemy. It's extremely frustrating and is the exact opposite of the demo mans play style.

First update that's really pissed me off.

There really is no "lock on", they charge in a straight line that can't deviate while in charge mode. Just think of it like a rocket, unless you side step..it's gonna hit you.
 
Sword doesn't do any crits unless you charge then strike. Which is why it seems like you're smacking em with a nerf bat. And melee range sure, 6 foot sure, but Im saying what people see and what happens is completely different. It may be lag driven, but I think it's just more tweaking needing done. Personally I think the arc should be further forward and less at the sides, because most of the hits I take from demos look like they are getting me when Im beside them.

20 damage to 200 damage is too wide a margin.It doesn't have to crit to do damage. I'm pretty sure the bottle does more straight up damage anyway. Only having it worthwhile to charge in and swing makes it highly unusable. That's why I usually try to lob in a few grenades first.
 
I agree, the targe and eyelander seem pretty cheap, its hard to run away from that charge. It's probably gonna be nerfed like the sandman.

I normally play a type of demoman that people despise... the spammy demoman. But now I'm very ineffective because of all the targe and sword demomen. I can't even kill one with a well placed 8 stickie trap. Now I'm forced to play scout to harass them. -_-
 
The bottle usually puts eyelander/targe demos down if you manage to nail em with a few grenades/stickies. Sometimes you don't even have to go that far if their eye isn't glowing.

I've laughed my ass off at some of the bottle kills I've gotten on these guys. Also I find the sword pretty hard to use myself.
 
after putting 500 hours into the solider, and playing countless hours this weekend, completing 23 soldier achievements, without achievement servers i still don't the direct hit, it is so fucking annoying, after 5 updates i thought they would get one right.

maybe i should just idle seeing as the game wont give it up legit
 
that's weird I got the soldier stuff within the day the patch came out, worked out fine for me. On legit servers. I also put in many hours on soldier -- it's my best class.
 
after putting 500 hours into the solider, and playing countless hours this weekend, completing 23 soldier achievements, without achievement servers i still don't the direct hit, it is so fucking annoying, after 5 updates i thought they would get one right.

maybe i should just idle seeing as the game wont give it up legit

Yeah I have all three soldier milestones and still don't have my equalizer. I did get the boots thought, but the equalizer is so much more important.
 
I got the Equalizer with the first milestone and the Direct Hit with the second milestone. Also got the Chargin' Targe as a random drop. This all took place in the span of about 2 hours just playing on a normal server.

I only played as the Soldier since the update and can definitely say the Equalizer is very effective. In a few months I doubt we'll see one single shovel. I'm also preferring the Direct Hit to the normal launcher though I do miss the splash damage. The standard launcher is probably better for point defense since the splash is spammier but otherwise the DH is really powerful and easier to score direct hits thanks to the speed boost.
 
With the increased use of melee weapons, I've found my sentry guns and shotgun are suddenly much more effective. Also, since soldiers and demos tend to go straight-up-the-middle, it's easier to leave teleporter exits hidden behind enemy lines as they advance. After Blue captures the second point on Badwater (or even more fun, after they capture the third!), setting up a sentry on the roof by the second point is all sorts of fun.
 
another 3 hour game and nothing but a dead ringer, some of the new items are upgrades and not sidegrades in some peoples hands and the fact i need to wait for this broken drop system really shits me, and at this stage all weapons should just be avail, but no no that would ruin there fckn useless craft / drop system cause they want to change it into WoW, if i wanted to grind away for hours for stupid loot i would play WoW, but iam not playing WoW iam playing TF2 a fuckin fps game.

ffs valve can you actually release something thats not broken
 
The only weapons that aren't side grades are the scottish resistance, which is a downgrade, and the Equalizer, which is a straight upgrade. All the other weapons are pretty balanced.
 
Yeah the direct hit is alright for balance and could be a bit better IMO, I think the regular rocket launcher might still be better.
 
Quick question, because I notice an inordinate amount of demos spy checking with the sword, CONSTANTLY. I mean to the point where they aren't going ahead or defending..or anything just constantly spy checking if someone says anything about a spy. There must have been 6 demos doing that. Now seeing as how they hit a dead ringer, he dies. Then they run around trying to find him with that slow sword.......I gotta think there's another reason. Then I figured, it's because they get head counts for killing dead ringers.


So, can anyone tell me for sure one way or another if dead ringer kills count toward head count? If it does, then that's BS. If it doesn't, then that means they got a way to tell if it was a dead ringer. If it's a short boost to head count, then subtracted when spy un-rings.....I could see that being fair..but still doesn't seem right. Or if the kill counts toward head count, but doesn't modify their stats/healing/speed like a normal kill would. But people wouldn't answer me when I asked in server, so I can only assume that they do infact get head counts when they kill dead ringer. And I know I saw some of them get achievements off it, which is why I figured I was correct. Because if you get achieves for lopping off heads..and dead ringer DOESNT count toward it..why would you get an achieve?
 
The only weapons that aren't side grades are the scottish resistance, which is a downgrade, and the Equalizer, which is a straight upgrade. All the other weapons are pretty balanced.

I didn't like the scottish resistance much at first, but the more I use it the more I like it. It definitely sucks not being able to blindly detonate but the advantages of the 14 vs 8 and being able to have multiple groups out at once are pretty huge. And the enemy sticky detonation is great. Overall I think its an upgrade but its not perfect and its definitely a bit trickier to use.

veterator said:
Quick question, because I notice an inordinate amount of demos spy checking with the sword, CONSTANTLY. I mean to the point where they aren't going ahead or defending..or anything just constantly spy checking if someone says anything about a spy. There must have been 6 demos doing that. Now seeing as how they hit a dead ringer, he dies. Then they run around trying to find him with that slow sword.......I gotta think there's another reason. Then I figured, it's because they get head counts for killing dead ringers.

There's an achievement for decapitating a cloaked spy, maybe they're going for that?
 
It shouldn't count - cuz the if I'm a pyro killing a dead ringer, I don't get a kill until I kill the guy a second time. Sure in the top right it "claims" I killed him, but I know better. Once I get the spy a 2nd time, then the scoreboard updates correctly and I know. I figure the Eyelander's kill counts would be the same (scoreboard only).
 
I wonder why my unlocks randomly disappear, I'll be messing around on tr_walkway and after 5 minutes the direct hit and the pickaxe will go away and I'll have the default rocket launcher and the shovel yet the DH and axe will still be equipped
 
They really need to package The Gunboats + Shovel together. Why'd they have to make them take up the Shotty spot :((((((.
 
I've nailed DRs with the sword and it seems to let me keep the heads. Then again I suck with the sword so much that I usually don't live long enough to get more than 2 heads anyway.
 
One shotting someone's medic with the sword then raping the person he was healing is so gratifying.
 
It shouldn't count - cuz the if I'm a pyro killing a dead ringer, I don't get a kill until I kill the guy a second time. Sure in the top right it "claims" I killed him, but I know better. Once I get the spy a 2nd time, then the scoreboard updates correctly and I know. I figure the Eyelander's kill counts would be the same (scoreboard only).

You're correct, you do not get a kill for a dead ringer... Unless you get them a second time after they go cloaked
 
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