Good points raised, but I am sure whatever they come up with will be fantastic.
*edit* Hmm, maybe a cloak on port? Same rules as spies ( damage = visible ) but it lasts a little longer. I'm just throwing ideas out is all.
I was always thinking that the Engy should get some kind of anti personnel mine, not one that does a vast amount of damage, but one that would throw people around, and placing them near SGs would throw people right into their line of fire.
I wonder if deflected rockets can hurt not just the soldier who fired it but his teammates as well... would catch so much shit for firing out a crit rocket that comes back to asplode everyone standing next to you.
Also, with engineers there's so much fun stuff they could add I wish they'd make a small spinoff game with just engineers building sentries, teleporters, doors, bridges, laser barriers, robot drones, cameras etc.
How about a small radar dish? Brings up a mini map for your team showing enemy positions, but only ever as non descriptive dots. Doesn't show team mates either or that would give away spies decloaking.
I wonder if deflected rockets can hurt not just the soldier who fired it but his teammates as well... would catch so much shit for firing out a crit rocket that comes back to asplode everyone standing next to you.
Also, with engineers there's so much fun stuff they could add I wish they'd make a small spinoff game with just engineers building sentries, teleporters, doors, bridges, laser barriers, robot drones, cameras etc.
I've always thought that at least Spy and Engineer needed their own spinoff game.
I wonder if deflected rockets can hurt not just the soldier who fired it but his teammates as well... would catch so much shit for firing out a crit rocket that comes back to asplode everyone standing next to you.
I would imagine deflected rockets have the same rules as when it was fired by the soldier, but that would add a cool element.
I wonder if deflected rockets can hurt not just the soldier who fired it but his teammates as well... would catch so much shit for firing out a crit rocket that comes back to asplode everyone standing next to you.
I would imagine deflected rockets have the same rules as when it was fired by the soldier, but that would add a cool element.
Well you can kill a soldier with their own crit rocket.
The dispensor improvement that they had mentioned made the dispensor more like the tree of life in Shadowrun. Basically it heals everyone in a certain radius. But they didn't make it offical it was just one of the things they were looking into.
I wonder if deflected rockets can hurt not just the soldier who fired it but his teammates as well... would catch so much shit for firing out a crit rocket that comes back to asplode everyone standing next to you.
I would imagine deflected rockets have the same rules as when it was fired by the soldier, but that would add a cool element.
Well you can kill a soldier with their own crit rocket.
That's because self-damage applies. Since TF2 doesn't have FF, you can't hurt your teammates by rocket-jumping too close to them - so I imagine a reflected rocket will only gib the solider who launched it.
It'd be cool but unbalanced though if it didn't.
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Fake teleporters in the enemy team's color? They walk in and disintegrate. Reminds me Crusader: No Remorse that had these broken teleporters in some places.
That's because self-damage applies. Since TF2 doesn't have FF, you can't hurt your teammates by rocket-jumping too close to them - so I imagine a reflected rocket will only gib the solider who launched it.
Ah, this is true. But does self-damage increase with crits?
Fake teleporters in the enemy team's color? They walk in and disintegrate. Reminds me Crusader: No Remorse that had these broken teleporters in some places.
God, I miss that game. So old it won't run on any computer of mine that's post-DOS
Wonder if they'll give them some form of 'sentry splitting'. Allow them to have any number of sentries adding up to a level 3 sentry gun. You know, 1 level 1 and a level 2, 3 level 1s, 1 level 3, etc.
That's because self-damage applies. Since TF2 doesn't have FF, you can't hurt your teammates by rocket-jumping too close to them - so I imagine a reflected rocket will only gib the solider who launched it.
Ah, this is true. But does self-damage increase with crits?
The dispensor improvement that they had mentioned made the dispensor more like the tree of life in Shadowrun. Basically it heals everyone in a certain radius. But they didn't make it offical it was just one of the things they were looking into.
I'm not sure what you mean. The dispenser already heals.
Fake teleporters in the enemy team's color? They walk in and disintegrate. Reminds me Crusader: No Remorse that had these broken teleporters in some places.
Not sure where you'd find a logical spot to put them though. They'd have to be deep enough in the enemy base to look like a legit one, but that far in and a lonely Engie will end up in pieces.
Ah, this is true. But does self-damage increase with crits?
I imagine it will, since rockets get the Crit tag on leaving the launcher (sparkley blue vs normal yellow) - but wouldn't that mean that there's always a random chance of turning yourself into chunky gibs whenever you try to rocket-jump?
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Looking for a DX:HR OnLive code for my kid brother.
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Fake teleporters in the enemy team's color? They walk in and disintegrate. Reminds me Crusader: No Remorse that had these broken teleporters in some places.
Not sure where you'd find a logical spot to put them though. They'd have to be deep enough in the enemy base to look like a legit one, but that far in and a lonely Engie will end up in pieces.
Ah, this is true. But does self-damage increase with crits?
I imagine it will, since rockets get the Crit tag on leaving the launcher (sparkley blue vs normal yellow) - but wouldn't that mean that there's always a random chance of turning yourself into chunky gibs whenever you try to rocket-jump?
There's always the chance, but self-damage is always lower, and I think that self-damage from crits is even lower, so while doing more damage will still not usually kill you.
Ah, this is true. But does self-damage increase with crits?
I imagine it will, since rockets get the Crit tag on leaving the launcher (sparkley blue vs normal yellow) - but wouldn't that mean that there's always a random chance of turning yourself into chunky gibs whenever you try to rocket-jump?
Explosives don't deal full damage to the demoman/soldier. Even if it's a crit, it only deals about 50 damage to yourself.
The dispensor improvement that they had mentioned made the dispensor more like the tree of life in Shadowrun. Basically it heals everyone in a certain radius. But they didn't make it offical it was just one of the things they were looking into.
I'm not sure what you mean. The dispenser already heals.
Yes it heals everyone who is touching it or is very close. The update they were playing with had it heal people who were within lets say a 15ft(5m) radius.
I imagine reflected explosives will be able to damage anyone. It would be more interesting if a pyro could reflect an explosive into his own teammate and have it do damage
Is there a full list of changes with the pyro patch somewhere? Other than that promotional thing that Valve put out.
Update notes get put out when updates go live. Other than that, http://www.steampowered.com/pyro/ is the best collection of info on the Pyro update.
Aww. Damn.
Mostly, I'm just wondering about that "reflecting a rocket" thing. I'm guessing that some kind of new ability.
Read the fucking page! It clearly says that the regular flamethrower gets a new ability.
EDIT: I'll quote it so you don't have to look for it:
In addition to the three unlockable Pyro weapons, we've made a significant addition to the base Pyro flamethrower. By hitting the alt-fire key, the Pyro is able to produce a blast of compressed air that knocks enemies away, and redirects enemy projectiles. It’s a highly versatile tool, allowing Pyros to get away from nearby enemies after igniting them, to kill enemy soldiers with their own rockets, or to separate enemy Medics from their healing targets. In particular, it allows a skilled Pyro to contain an enemy invulnerability push, and even to separate the Medic completely if the surrounding terrain supports it.
Chill, baby.
Seriously though, why would they put that blurb next to a picture of the Axtinguisher?
What?! That ridiculous, they force us medics to get all of them and give them to pyros for less? I really hope this update also includes some form of reduction in the requirements for the medic ones.
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I was always thinking that the Engy should get some kind of anti personnel mine, not one that does a vast amount of damage, but one that would throw people around, and placing them near SGs would throw people right into their line of fire.
It was a stick.
It is. :winky:
I think the engie should get a LAZER BEEM! SPEW SPEW SPEW!
BUT ITS ON FIRE AND IF YOU GO THROUGH IT YOU GO ON FIRE O GOD
Just think about it: you spot a spy trying to sap something, and right before they sap, you blow them up. And the spy dies.
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Think of the griefing! Set up a bunch of those by the spawn, and piss everyone off!
It apears as a teleporter for the other team, but when they get on THEY DIE
Also, with engineers there's so much fun stuff they could add I wish they'd make a small spinoff game with just engineers building sentries, teleporters, doors, bridges, laser barriers, robot drones, cameras etc.
I just keep throwing 'em out.
I've always thought that at least Spy and Engineer needed their own spinoff game.
I would imagine deflected rockets have the same rules as when it was fired by the soldier, but that would add a cool element.
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....nope it was just gas.
Well you can kill a soldier with their own crit rocket.
The dispensor improvement that they had mentioned made the dispensor more like the tree of life in Shadowrun. Basically it heals everyone in a certain radius. But they didn't make it offical it was just one of the things they were looking into.
That's because self-damage applies. Since TF2 doesn't have FF, you can't hurt your teammates by rocket-jumping too close to them - so I imagine a reflected rocket will only gib the solider who launched it.
It'd be cool but unbalanced though if it didn't.
Can trade TF2 items or whatever else you're interested in. PM me.
Ah, this is true. But does self-damage increase with crits?
God, I miss that game. So old it won't run on any computer of mine that's post-DOS
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Yes indeedy.
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I'm not sure what you mean. The dispenser already heals.
I imagine it will, since rockets get the Crit tag on leaving the launcher (sparkley blue vs normal yellow) - but wouldn't that mean that there's always a random chance of turning yourself into chunky gibs whenever you try to rocket-jump?
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Only if the engi is allowed to hide in the resupply room and control them remotely.
Only if they have the Portal turret voices.
Can trade TF2 items or whatever else you're interested in. PM me.
I dunno. I'm pretty certain I take less damage from my crit rocket jumps than from normal ones.
There's always the chance, but self-damage is always lower, and I think that self-damage from crits is even lower, so while doing more damage will still not usually kill you.
Explosives don't deal full damage to the demoman/soldier. Even if it's a crit, it only deals about 50 damage to yourself.
where are you? oh there you are. hello. *pew pew pew*
Or some manner of anthropomorphism.
oshit, thread explosion imminent
Can trade TF2 items or whatever else you're interested in. PM me.
Yes it heals everyone who is touching it or is very close. The update they were playing with had it heal people who were within lets say a 15ft(5m) radius.
Chill, baby.
Seriously though, why would they put that blurb next to a picture of the Axtinguisher?
with how easy these achievements are, everyone is going to have the new stuff in about ..ohh...
10 minutes