UnluckyThat's not meant to happenRegistered Userregular
edited December 2009
These new weapons really do seem quite powerful in comparison to all other updates. I'll be interested to see how these play out honestly, should make the attack classes much more desirable.
If you have to be looking at the stickies to activate them, does that mean you can't just lay them down on the point and run off to do other stuff until someone starts a cap?
Pretty much. That's the price you pay. It's great for defending a choke point with multiple access points, but for defending points A and B of the Gravel Pit, not so much.
I can't imagine I would give up my shotgun to buff the rest of you scrubs, but then again...
Imagine rocket-jumping towards a point, bugling as you fly through the air, and then landing with a 14 second Mini-Kritz for everyone around you.
TechBoy on
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BeezelThere was no agreement little morsel..Registered Userregular
edited December 2009
I can see it as handy on something like, dustbowl stage 3, point 1. on D after I've layed my stickies on the point I have to run back around back to spawn to get back up into that lil engie alcove so I can lob pipes blindly like a bitch. At least now I can lay down stickies and then bomb jump back up to my spot without worrying about setting off my trap. someone starts to cap I can hop down and look at the point, detonate. lay more bombs then bomb jump back up to the ledge.
But yeah, stopping a spycap after a scout rush or some other shit, not so much.
I was hoping the demo update would add some stuff that might motivate me to play the class more often, but I guess not!
Equalizer might be worth using, banner might be useful to the team but losing the shotgun is a really big loss for the soldier himself.
savooipeerd on
[SIGPIC][/SIGPIC]
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UnluckyThat's not meant to happenRegistered Userregular
edited December 2009
I may never un-equip the bugle. I am a very team centric player and if there's anything I can do to help out my teammates in the way of buffing, I'll definitely use it.
I may never un-equip the bugle. I am a very team centric player and if there's anything I can do to help out my teammates in the way of buffing, I'll definitely use it.
you don't need a team if you kill the entire team by yourself
So I lined a choke point's doorframe with stickies and exploded a soldier.
Then I got called a "sticky camper"?! Is that sort of behaviour frowned upon? I thought I was just, you know, playing the game...
Some people get annoyed when their progress is blocked in this style. I've no problems with it personally, but on some servers there's a gentlemen's agreement that you don't camp spawn points.
If they have a Meet the WAR! Vid, I'd love to see some Soldier/Demo action, interspersed with two other guys having a conversation like "Catch the game last night?"
RMS Oceanic on
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BethrynUnhappiness is MandatoryRegistered Userregular
edited December 2009
Legitimate strategies are often frowned upon. And sticky traps are more or less the cheapest thing in the game, even beside Snipers; you don't have to aim, all you have to do is right click at the right time and you get a kill. The enemy is extremely penalised for making a mistake they had no way of knowing they were making half the time, often without even seeing the Demo.
It's more or less the same as the Sniper who's good enough to headshot most people at any range, but while that's similarly annoying, you have to give the player credit for being that skilled; meanwhile, there is little skill in right clicking when an enemy moves through your trap.
That all said, it's a legitimate strategy, one encouraged by Valve even.
In territory control, the map is divided into sub sections which are fought for, not unlike cp_dustbowl. next map, allowing you to launch an attack and retake it, like cp_well.
I was hoping the demo update would add some stuff that might motivate me to play the class more often, but I guess not!
Equalizer might be worth using, banner might be useful to the team but losing the shotgun is a really big loss for the soldier himself.
+35% damage, no damage fall off for range.
Yeah I guess it might just be useful.
Well the soldier has to survive long enough to build up the charge, which is going to be lot harder without the shotgun, and we don't know how fast the rage meter will fill up yet. We also don't know how big of a radius the effect will have, but it's likely that the people making use of the effect will have to cluster up pretty tightly, meaning that one lucky crit sticky or rocket can easily wipe out half of them.
It's kinda weird. tc_hydro shipped with TF2, and yet it's till the only territory control game...
Honest question here, how are Territory Control and Control Point different?
From the TF2 wiki
The goal of hydro is to take over the entire map by capturing 'territories'. Each game is randomly selected from the six available layouts in a 'point against point' game where both teams must capture the opposite point while preventing their own. After a team succesfully captures their opposite point, the next round takes place in a different area of the map which is also randomly generated. After a team captures all four territories, the offending team must now capture the enemy team's base while the other defends for their life. If the base point is captured the team wins the round, if offending team loses the closest point to the base(The Radar Dish for RED, The Power plant for BLU). When the next round begins, territories are reset and a new random game is selected.
I was hoping the demo update would add some stuff that might motivate me to play the class more often, but I guess not!
Equalizer might be worth using, banner might be useful to the team but losing the shotgun is a really big loss for the soldier himself.
+35% damage, no damage fall off for range.
Yeah I guess it might just be useful.
Well the soldier has to survive long enough to build up the charge, which is going to be lot harder without the shotgun, and we don't know how fast the rage meter will fill up yet. We also don't know how big of a radius the effect will have, but it's likely that the people making use of the effect will have to cluster up pretty tightly, meaning that one lucky crit sticky or rocket can easily wipe out half of them.
Then make a cadre of soldiers or an entourage of heavies and crit them sombitches into infinity.
*blow horn* *stampede of heavies arrives*
RonaldoTheGypsy on
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UnluckyThat's not meant to happenRegistered Userregular
edited December 2009
Looking at these achievements: I may never get more than 5 Soldier achievements, so many of them involve rocket jumping it's ridiculous.
Demo on the other hand I should breeze through. :P
Posts
Called it.
Now to actually read all the thread that was posted six goddamn minutes after I went to bed.
I think pretty much everyone suspected that one.
AOE buffs?
Soldier confirmed for shaman
"...only mights and maybes."
I can't imagine I would give up my shotgun to buff the rest of you scrubs, but then again...
Imagine rocket-jumping towards a point, bugling as you fly through the air, and then landing with a 14 second Mini-Kritz for everyone around you.
But yeah, stopping a spycap after a scout rush or some other shit, not so much.
"...only mights and maybes."
Everyone called that.
Awesome that they added in a bugle as well - for some reason I only suspected one of the two and not both.
"...only mights and maybes."
Equalizer might be worth using, banner might be useful to the team but losing the shotgun is a really big loss for the soldier himself.
+35% damage, no damage fall off for range.
Yeah I guess it might just be useful.
you don't need a team if you kill the entire team by yourself
okay maybe a medic
healbeam goes here
Then I got called a "sticky camper"?! Is that sort of behaviour frowned upon? I thought I was just, you know, playing the game...
Laying sticky traps on PA servers is a bannable offense, don't do it.
Some people get annoyed when their progress is blocked in this style. I've no problems with it personally, but on some servers there's a gentlemen's agreement that you don't camp spawn points.
I think that's the calendar girls you see in the spawn room.
It's more or less the same as the Sniper who's good enough to headshot most people at any range, but while that's similarly annoying, you have to give the player credit for being that skilled; meanwhile, there is little skill in right clicking when an enemy moves through your trap.
That all said, it's a legitimate strategy, one encouraged by Valve even.
Also, I find when it gets to the point where one team is pushed into a corner, it's almost impossible to survive the assault.
More likely due to the fact that it ends in stalemates half the time. Not really exaggerating either.
You talk clean and bomb hospitals, so I speak with the foulest mouth possible
I don't know the PA specific rules, but I've found cap points, intelligence locations and bomb carts to all be fair game.
You should be complaining about Pyro taking no skill to play, anyway.
You talk clean and bomb hospitals, so I speak with the foulest mouth possible
wit
resolve
w
reflexes
mouse 1
Well the soldier has to survive long enough to build up the charge, which is going to be lot harder without the shotgun, and we don't know how fast the rage meter will fill up yet. We also don't know how big of a radius the effect will have, but it's likely that the people making use of the effect will have to cluster up pretty tightly, meaning that one lucky crit sticky or rocket can easily wipe out half of them.
From the TF2 wiki
Then make a cadre of soldiers or an entourage of heavies and crit them sombitches into infinity.
*blow horn* *stampede of heavies arrives*
Demo on the other hand I should breeze through. :P
Which class do you think it is?
I'm betting engie, it is about time. m i rite.
Yeah.
Their guns now die 50% more often. For free. You don't have to do anything at all.
It's going to be great.
made by our forumer nuzak!
It wasn't a spawn point? Fuck them then, hell I sticky anything I can, even spawn camp the PA servers til I get told to stop.
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