You know, I completely glossed over part of that blog post.
All that hanging out with mob guys must have rubbed off on us, because we've decided to celebrate the Über Update by giving you an offer you can't (or at least shouldn't) refuse--an unprecedented WEEK-LONG FREE WEEKEND of Team Fortress 2, starting right now!
Free week ahoy! Someone should totally put that in the thread title.
PMAvers on
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Is anyone else having problems with lag on honc lately? Whenever the server gets filled up, it starts playing like a powerpoint presentation instead of a game. My framerate stays high, but the game jumps constantly. Other servers are fine, even when they're full. I did a couple traceroutes to see where it might be dying at, and in every one of them, it triples the time on the last hop that hits the server. And sometimes during the insane lag spikes, I'll get a net buffer overflow message which kills my connection to the server. Super frustrating. Any help or ideas would be appreciated.
The new Minigun sounds fun. The fists sound worthless if it's actually only +50% speed and not double speed. The knife sounds kind of crud to me since you already get a bunch of cloak off a kill. The new revolver though is a flat 100% upgrade if you're using the Dead Ringer.
I so don't see the need for that knife when you can use the L'etranger. I guess the combination would lead to always full cloak? I guess that'd be neat?
I'm digging the new Heavy pack: The minigun puts the Brass Beast to shame in terms of pure utility (seriously, who thought of that POS weapon?), and the new shotty should help in a pinch. The Spy's stuff is nice too, but that knife is going to make Dead Ringing even more frequent than it already is. . .
I'm digging the new Heavy pack: The minigun puts the Brass Beast to shame in terms of pure utility (seriously, who thought of that POS weapon?), and the new shotty should help in a pinch. The Spy's stuff is nice too, but that knife is going to make Dead Ringing even more frequent than it already is. . .
The knife will suck with the DR because it's only useful immediately after you decloak, and you probably won't line up a backstab that quickly after dead ringing without the noise reduction.
New medigun that tethers you to the person you are healing. If, say you are healing a demoman and he does a sticky jump, you go along for the ride.
I don't see that happening, they toned down the sandman and such because they didn't want to restrict people's movements, so why would they make something that has you rely on someone else for movement, you know what I mean?
Am I correct in that most of the concept art in the new artwork section on the site hasn't been shown off before? The art for the SMG calls it the medic primary, which I guess means its from before they came up with the needle gun.
Assuming the update count on the history page is correct, I think it's funny that it took around two and a half years to reach the 119th update, but just a year and two months later another 98 updates have been released.
I have a feeling the Enforcer will be changed to reduced cloak time or something. Just seems weird to be such a strict upgrade for DR spies.
And we'll probably see the Medic get that beta medigun this week:
ÜberCharge increases healing by 300% and grants immunity to movement-impairing effects
+40% heal rate
+40% ÜberCharge rate
Move at the speed of any faster heal target.
I'm digging the new Heavy pack: The minigun puts the Brass Beast to shame in terms of pure utility (seriously, who thought of that POS weapon?), and the new shotty should help in a pinch. The Spy's stuff is nice too, but that knife is going to make Dead Ringing even more frequent than it already is. . .
The knife will suck with the DR because it's only useful immediately after you decloak, and you probably won't line up a backstab that quickly after dead ringing without the noise reduction.
You don't know good spies apparently. Slade and Stabby Stabby will rock this so hard.
I have a feeling the Enforcer will be changed to reduced cloak time or something. Just seems weird to be such a strict upgrade for DR spies.
And we'll probably see the Medic get that beta medigun this week:
ÜberCharge increases healing by 300% and grants immunity to movement-impairing effects
+40% heal rate
+40% ÜberCharge rate
Move at the speed of any faster heal target.
The movement speed increase seems kinda useless, since only Scouts can move faster than a medic, and why would you want to heal them?
I have a feeling the Enforcer will be changed to reduced cloak time or something. Just seems weird to be such a strict upgrade for DR spies.
And we'll probably see the Medic get that beta medigun this week:
ÜberCharge increases healing by 300% and grants immunity to movement-impairing effects
+40% heal rate
+40% ÜberCharge rate
Move at the speed of any faster heal target.
The movement speed increase seems kinda useless, since only Scouts can move faster than a medic, and why would you want to heal them?
I guess it could be useful in those not-so-common cases where the Scoot and Medic are leaving the spawn at the same time and there's no teleporter available to get the Medic where he needs to be.
I haven't messed around with the beta a whole lot. Does the quick fix also work with rocket/stickyjumping soldiers/demos or is it only for ground movement speed?
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Both spy weapons look awesome but I don't know how the gun will word with the DR
Free week ahoy! Someone should totally put that in the thread title.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
R*SC: BladeCruiser
Check out my GTAV-PC custom race tracks inspired by real life racing circuits!
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Don't do it, he'll use the info to create a gui in vb and hack your ip.
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
Also I don't see any new props THERE BETTER BE NEW PROPS.
Also I guess update, woo!
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Your HP will be a little low though so you might want to go hide over there. Just to be safe.
The knife will suck with the DR because it's only useful immediately after you decloak, and you probably won't line up a backstab that quickly after dead ringing without the noise reduction.
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PAX Prime 2014 Buttoneering!
Probably a different W, as anything wise guy could have shown up today. Wizardry or something.
New medigun that tethers you to the person you are healing. If, say you are healing a demoman and he does a sticky jump, you go along for the ride.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
You know, all these old and new weapons starting to work together has me worried.
NO ONE EXPECTS THE SPANISH INQUISITION! Oh bugger.
I don't see that happening, they toned down the sandman and such because they didn't want to restrict people's movements, so why would they make something that has you rely on someone else for movement, you know what I mean?
Assuming the update count on the history page is correct, I think it's funny that it took around two and a half years to reach the 119th update, but just a year and two months later another 98 updates have been released.
And we'll probably see the Medic get that beta medigun this week:
ÜberCharge increases healing by 300% and grants immunity to movement-impairing effects
+40% heal rate
+40% ÜberCharge rate
Move at the speed of any faster heal target.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
You don't know good spies apparently. Slade and Stabby Stabby will rock this so hard.
I am very drunk.
There's all these new hats and weapons and shit and fuuuuuuuuuuuuuuuuuck
The movement speed increase seems kinda useless, since only Scouts can move faster than a medic, and why would you want to heal them?
I guess it could be useful in those not-so-common cases where the Scoot and Medic are leaving the spawn at the same time and there's no teleporter available to get the Medic where he needs to be.
I wonder what happens when you heal a charging demo.