I like the FaN in concept but I got sick of point blank two-shotting people and then they turn around and kick my face in. So I went back to the scattergun because I prefer to kill people than play the annoying scout that just shoots you and runs away for a little bit.
The drink is decent, only problem is you can't drink with the intelligence which kind of makes it pointless on CTF maps since you drink, get to the intel.. and then wut?
And the bat is fucking awesome.
LOL then you're not using it right.
If I used the FaN to shoot someone and run away, it wouldn't be worth it. I can easily start reloading after shooting you twice (and disorientating you) or whip out the pistol and finish the job.
Seriously, stop shitting on the FaN it's all how you use it. It is just like the scatter, only you get an extra jump and pushback effect. If you need 6 shots to take someone down, you shouldn't be playing scout.
Scout is my most played class at about 97 or so hours.... and I'm terrible at it Mostly cause I can't aim for shit...
Honestly terrible, how I be betters?
While the batman is awesome stunning people I hate the living shit out of not having my double jump which is why I think it's crippling.
The most recent Team Fortress 2 update brings with it updates that may radically change the way we play the game, including the fascinating—but still unannounced—addition of headgear to classes. Oh, it gets much better.
While the official Valve change log rather mundanely notes that the Team Fortress 2 team has "reworked the character loadout screens to support future features," it doesn't specify what the pictured "head" slot is for. Fortunately, some of the game's data files may give us a very clear picture about what we'll see on each class' noggins. They may also lay out the future of TF2 class changes.
Each class appears to be receiving new headgear, which may or may not have an impact on gameplay. The Heavy looks like he's getting a football helmet, with the Demoman getting a 'Fro, as they call it. The Engineer's getting a mining helmet, and the Scout's getting a batter's helmet.
The most intriguing, though, is the Sniper's "tooth belt."
The same documents also list other loadout slots beyond primary, secondary and melee weapons, including an open slot for grenades, PDAs and buildings. Yes, that could mean that grenades could be returning to Team Fortress.
But the biggest potential game changer includes what appear to be Diablo II-like item attributes that modify the way weapons behave. These include variations on things like clip size, firing speed, critical hits, chance to slow targets on hit, Ubercharge rate and much more. Game files even describe these as having levels, naming weapons in the style of "Level 4 Medigun of X ÜberCharge rate."
If these randomized weapons drop from downed enemies, it could make the game very interesting.
The addition of all these potential loadout items may explain why Valve just added an option to permanently delete an unlocked weapon (or item) from one's inventory in the latest update. The developer may be limiting the number of weapons and items a player can carry in his "backpack."
We'll also note that these may be work-in-progress updates, things that may change over time or may never see the light of day. We've contacted Valve to see if the company can explain these changes further.
Thanks to BlankDiploma and Kevin S. for the heads up!
The update claims: Added the ability for players to reset their player stats using the Reset Stats button on the Stats menu. This does not reset achievements.
It actually does reset achievements in progress, so any you had that you were working on will go back to 0!
Fun times!
I found this out the hard way. That sucks.
Awww. No I'll never get those achievements I had almost gotten.
I like this killcam. Spoilered, because fuck resizing:
I was only fully charged because I killed him with two hits from the Ubersaw. He killed me with needles.
i'm probably going to delete my stats so I don't have them staring me in the face everytime I play, taunting me about not being a well rounded person. also, in before someone calls me well rounded and fat and that I played the boulder in indiana jones.
Remember the last time you tried making toasted eggs
My favorite part of the map when I was healing someone in the sewers on dustbowl 3 (and alltalk was on), and the dude was going really slowly, being pairanoid, etc, shooting at nothing.
I told him to stop being a pussy and get down so we could shoot a sentry or something.
We walk 20 feet and Delish (as spy) and another spy pop up out of fucking nowhere. One second there's nothing there, I turn, then I turn back around and they're both there."Oh, well, there's spies there now..."
Ugh, reading that kotaku article quoted up there, and I am not liking the whole loot weapons from dead enemies thing, or the whole diablo II modifiers.
I don't know, maybe some people find it more appealing, I just don't think it's what should be next for tf2
The most recent Team Fortress 2 update brings with it updates that may radically change the way we play the game, including the fascinating—but still unannounced—addition of headgear to classes. Oh, it gets much better.
While the official Valve change log rather mundanely notes that the Team Fortress 2 team has "reworked the character loadout screens to support future features," it doesn't specify what the pictured "head" slot is for. Fortunately, some of the game's data files may give us a very clear picture about what we'll see on each class' noggins. They may also lay out the future of TF2 class changes.
Each class appears to be receiving new headgear, which may or may not have an impact on gameplay. The Heavy looks like he's getting a football helmet, with the Demoman getting a 'Fro, as they call it. The Engineer's getting a mining helmet, and the Scout's getting a batter's helmet.
The most intriguing, though, is the Sniper's "tooth belt."
The same documents also list other loadout slots beyond primary, secondary and melee weapons, including an open slot for grenades, PDAs and buildings. Yes, that could mean that grenades could be returning to Team Fortress.
But the biggest potential game changer includes what appear to be Diablo II-like item attributes that modify the way weapons behave. These include variations on things like clip size, firing speed, critical hits, chance to slow targets on hit, Ubercharge rate and much more. Game files even describe these as having levels, naming weapons in the style of "Level 4 Medigun of X ÜberCharge rate."
If these randomized weapons drop from downed enemies, it could make the game very interesting.
The addition of all these potential loadout items may explain why Valve just added an option to permanently delete an unlocked weapon (or item) from one's inventory in the latest update. The developer may be limiting the number of weapons and items a player can carry in his "backpack."
We'll also note that these may be work-in-progress updates, things that may change over time or may never see the light of day. We've contacted Valve to see if the company can explain these changes further.
Thanks to BlankDiploma and Kevin S. for the heads up!
Ok now this is bullshit. Grenades? Loot? I think if half of this comes true I'll probably go back to CS.
Im not saying it wont be good. I mean, this is Valve and they will have playtested the fuck out of it. But it probably wont be for me. I play TF2 for the simplicity. Like a game of chess everyone has the same tools. It achieves a higher level of strategy because of this and rewarded forward thinking and skill.
If they introduce itemization and I die not because the other player was better at aiming but because he simply had a +2 modifier that I did not, then that's going to make it less fun, nor more fun. Plus grenades - adding them in pretty much confirms they have abandoned most of the design tenets they laid down with the latest iteration of TF2. I've got no qualms about that - games evolve and change. But you know I still play Quake 3, and they didn't need item drops to keep that game fun. Why is TF2 inherently different that Valve need to add in mechanics rather than content to keep its playerbase? I think that is the question here.
I'll probably wait until I actually see what they are talking about in practice before getting too upset. I thought there were models for grenades and bear traps and shit in the game as it shipped but they were never implemented.
Maybe it will be fun, who knows?
I am still concerned about my own stupidity and the ability to permanently delete weapons.
Why is TF2 inherently different that Valve need to add in mechanics rather than content to keep its playerbase? I think that is the question here.
Indeed. I would rather see some more in depth objective driven maps than gimmicks.
Instead of capture a point, capture a point, etc. I would like to see maps where the objectives differ greatly as you progress. First objective may be plant a bomb and keep it ticking until it explodes, leading you to an area where you have to capture an intel item that opens another area and so on.
People may disagree and want to keep one gametype per map but I think they could do something really special.
I'll probably wait until I actually see what they are talking about in practice before getting too upset. I thought there were models for grenades and bear traps and shit in the game as it shipped but they were never implemented.
Maybe it will be fun, who knows?
I am still concerned about my own stupidity and the ability to permanently delete weapons.
This. Don't expect grenades to be coming back.
jonxp on
Every time you write parallel fifths, Bach kills a kitten.
3DS Friend Code: 2707-1614-5576 PAX Prime 2014 Buttoneering!
As much as the backpack points towards randomly generated weapons, I don't want to freakout before anything has been announced.
It seems stupid that Valve are letting people delete weapons without a way of getting them back. I'd absolutely hate it if my Blutsauger or Ubersaw somehow got deleted.
As much as the backpack points towards randomly generated weapons, I don't want to freakout before anything has been announced.
It seems stupid that Valve are letting people delete weapons without a way of getting them back. I'd absolutely hate it if my Blutsauger or Ubersaw somehow got deleted.
So maybe if there are items that are redundant it would make sense. Like the level 2 Widget is all find and dandy unless you've got a level 4 Widget and then it just takes up room and slots. But that also seems negated by the idea of never seeing them again. With drops you always see shit you have advanced beyond.
But being able to delete weapons that are defaults is a bit crazy.
Are there any details on the backpack? It looks like it may implement an easier way to change weapons during respawn. Something I would be a big fan of.
As much as the backpack points towards randomly generated weapons, I don't want to freakout before anything has been announced.
It seems stupid that Valve are letting people delete weapons without a way of getting them back. I'd absolutely hate it if my Blutsauger or Ubersaw somehow got deleted.
So maybe if there are items that are redundant it would make sense. Like the level 2 Widget is all find and dandy unless you've got a level 4 Widget and then it just takes up room and slots. But that also seems negated by the idea of never seeing them again. With drops you always see shit you have advanced beyond.
But being able to delete weapons that are defaults is a bit crazy.
Are there any details on the backpack? It looks like it may implement an easier way to change weapons during respawn. Something I would be a big fan of.
I've only looked at it briefly, but it doesn't seem to change the way you change weapons. It isn't that hard to change weapons. If you press M it takes you to the loadout screen of your current class.
Guys, keep in mind that's Kotaku. Kotaku is Japanese for "We don't know what the fuck we're talking about". As mentioned, the grenade models are in the game from development, and we already have weapon levels. The Kritzkrieg is what, level 8?
It could be just something as innocent as different weapon models/colours/sound effects. Basically some player bling that doesn't necessarily effect game play.
However, the way they say deleted items can never be 're-earned' has the obvious implication that items in the backpack need to be earned, presumably through achievements of some sort. Unless they implement some sort of 'buy' system. Right now, all I know is that every time I try and load a map, TF2 crashes.
Im not saying it wont be good. I mean, this is Valve and they will have playtested the fuck out of it. But it probably wont be for me. I play TF2 for the simplicity. Like a game of chess everyone has the same tools. It achieves a higher level of strategy because of this and rewarded forward thinking and skill.
If they introduce itemization and I die not because the other player was better at aiming but because he simply had a +2 modifier that I did not, then that's going to make it less fun, nor more fun. Plus grenades - adding them in pretty much confirms they have abandoned most of the design tenets they laid down with the latest iteration of TF2. I've got no qualms about that - games evolve and change. But you know I still play Quake 3, and they didn't need item drops to keep that game fun. Why is TF2 inherently different that Valve need to add in mechanics rather than content to keep its playerbase? I think that is the question here.
Pretty much agree with Scarab.
While I'm sure I'll have fun with some of the new things they implement, those new things pretty much kill what I like in TF2 to begin with. TF2 isn't Modern Warfare. Changing classes around like that isn't TF2. TF2 is, like mentioned above, about simplicity and balance.
Also, FYI Scarab, iD pretty much fucked with Quake 3 with the new Quake Live. Some levels have drops, new weapons, and they pretty much broke the BFG.
My thing is that they're planning on things we probably won't see implemented for another year or so while there are still classes that need their respective "Meet the..." videos along with their unlockables. I think that's a bit more important than adding drops and hats to the game. :P
Posts
Our transformation to the cesspool that is the steampowered forums is complete.
Oops, let me rephrase that: TF2 can't be an MMO! MMOs have MASSIVELY multiplayer servers! Furthermore, Planetside was the first MMOFPS, not TF2!
Scout is my most played class at about 97 or so hours.... and I'm terrible at it
Honestly terrible, how I be betters?
While the batman is awesome stunning people I hate the living shit out of not having my double jump which is why I think it's crippling.
Awww. No I'll never get those achievements I had almost gotten.
I like this killcam. Spoilered, because fuck resizing:
Remember the last time you tried making toasted eggs
http://www.youtube.com/watch?v=Wt70nW8X4mA&feature=related
I told him to stop being a pussy and get down so we could shoot a sentry or something.
We walk 20 feet and Delish (as spy) and another spy pop up out of fucking nowhere. One second there's nothing there, I turn, then I turn back around and they're both there."Oh, well, there's spies there now..."
They both died, if you're wondering.
I don't know, maybe some people find it more appealing, I just don't think it's what should be next for tf2
Ok now this is bullshit. Grenades? Loot? I think if half of this comes true I'll probably go back to CS.
If they introduce itemization and I die not because the other player was better at aiming but because he simply had a +2 modifier that I did not, then that's going to make it less fun, nor more fun. Plus grenades - adding them in pretty much confirms they have abandoned most of the design tenets they laid down with the latest iteration of TF2. I've got no qualms about that - games evolve and change. But you know I still play Quake 3, and they didn't need item drops to keep that game fun. Why is TF2 inherently different that Valve need to add in mechanics rather than content to keep its playerbase? I think that is the question here.
Maybe it will be fun, who knows?
I am still concerned about my own stupidity and the ability to permanently delete weapons.
Indeed. I would rather see some more in depth objective driven maps than gimmicks.
Instead of capture a point, capture a point, etc. I would like to see maps where the objectives differ greatly as you progress. First objective may be plant a bomb and keep it ticking until it explodes, leading you to an area where you have to capture an intel item that opens another area and so on.
People may disagree and want to keep one gametype per map but I think they could do something really special.
This. Don't expect grenades to be coming back.
3DS Friend Code: 2707-1614-5576
PAX Prime 2014 Buttoneering!
It seems stupid that Valve are letting people delete weapons without a way of getting them back. I'd absolutely hate it if my Blutsauger or Ubersaw somehow got deleted.
So maybe if there are items that are redundant it would make sense. Like the level 2 Widget is all find and dandy unless you've got a level 4 Widget and then it just takes up room and slots. But that also seems negated by the idea of never seeing them again. With drops you always see shit you have advanced beyond.
But being able to delete weapons that are defaults is a bit crazy.
Are there any details on the backpack? It looks like it may implement an easier way to change weapons during respawn. Something I would be a big fan of.
I've only looked at it briefly, but it doesn't seem to change the way you change weapons. It isn't that hard to change weapons. If you press M it takes you to the loadout screen of your current class.
However, the way they say deleted items can never be 're-earned' has the obvious implication that items in the backpack need to be earned, presumably through achievements of some sort. Unless they implement some sort of 'buy' system. Right now, all I know is that every time I try and load a map, TF2 crashes.
Poor form valve.
Corrected to reflect stability of the most recent patch.
Can trade TF2 items or whatever else you're interested in. PM me.
don't fucking give them ideas, jesus christ :x
You have died too many times as Scout and can no longer select this class
Can trade TF2 items or whatever else you're interested in. PM me.
Of course that will be moot when they release the sniper update that gives them a weapon that ignores this protection.
With a wall-penetrating gun.
Pretty much agree with Scarab.
While I'm sure I'll have fun with some of the new things they implement, those new things pretty much kill what I like in TF2 to begin with. TF2 isn't Modern Warfare. Changing classes around like that isn't TF2. TF2 is, like mentioned above, about simplicity and balance.
Also, FYI Scarab, iD pretty much fucked with Quake 3 with the new Quake Live. Some levels have drops, new weapons, and they pretty much broke the BFG.
Can trade TF2 items or whatever else you're interested in. PM me.