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Author Topic: Team Fortress 2: World's #1 War-Based Hat Simulator  (Read 781453 times)

Dermonster

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Re: Team Fortress 2: Pyromania Update! Day 2˝: Meet the Pyro! "Mmm Mmmph!"
« Reply #8940 on: June 27, 2012, 08:53:40 pm »

What.
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The Scout

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Re: Team Fortress 2: Pyromania Update! Day 2˝: Meet the Pyro! "Mmm Mmmph!"
« Reply #8941 on: June 27, 2012, 08:54:04 pm »

....Is the old Eqaulizer still in? Is the speed and damage boost bigger now?
Edit: God damnit, they ruined a bunch of guns. Tomislav is useless.
Edit Edit: And made a lot of stuff better. Crusader's Crossbow is looking nice.
« Last Edit: June 27, 2012, 08:56:34 pm by The Scout »
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Teneb

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Re: Team Fortress 2: Pyromania Update! Day 2˝: Meet the Pyro! "Mmm Mmmph!"
« Reply #8942 on: June 27, 2012, 09:02:04 pm »

Phlog and backburner got a nerf. Yes. So much yes.
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Putnam

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Re: Team Fortress 2: Pyromania Update! Day 2˝: Meet the Pyro! "Mmm Mmmph!"
« Reply #8943 on: June 27, 2012, 09:02:35 pm »

No, backburner's identical. The only flamethrower that got a nerf is the phlog (YES!) and the only one that got a buff is the default (YES!)

Teneb

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Re: Team Fortress 2: Pyromania Update! Day 2˝: Meet the Pyro! "Mmm Mmmph!"
« Reply #8944 on: June 27, 2012, 09:03:27 pm »

No, backburner's identical. The only flamethrower that got a nerf is the phlog (YES!) and the only one that got a buff is the default (YES!)
No, the backburner now deals the same damage as the others. It got nerfed when compared to other flamethrowers.
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The Scout

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Re: Team Fortress 2: Pyromania Update! Day 2˝: Meet the Pyro! "Mmm Mmmph!"
« Reply #8945 on: June 27, 2012, 09:04:52 pm »

Degreaser also got a nerf. Afterburn and regular damage are decreased. In comparison.

All those trash items were useful.
« Last Edit: June 27, 2012, 09:22:13 pm by The Scout »
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Techhead

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Re: Team Fortress 2: Pyromania Update! Day 2˝: Meet the Pyro! "Mmm Mmmph!"
« Reply #8946 on: June 27, 2012, 09:27:40 pm »

They're only Red Queen Nerfs.

I am disappointed at the lack of new pyro weapons compared to other classes.
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USEC_OFFICER

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Re: Team Fortress 2: Pyromania Update! Day 2˝: Meet the Pyro! "Mmm Mmmph!"
« Reply #8947 on: June 27, 2012, 09:28:30 pm »

Degreaser also got a nerf. Afterburn and regular damage are decreased. In comparison.

So it didn't actually get a nerf then. It just didn't receive the +10% damage that the flamethrower and phlog got.

Most of the balance changes I can get behind. The Quick-Fix is going to see a lot more use in CTF, since rocket-jumping soldiers and demomen can bring a medic with them deep into the enemy base. Sure, the uber-charge sucks, but you can't complain with a regular source of healing. The Sticky-Jumper and Quickfix could be a deadly combination, since it's a quick work-around to the fact that the Sticky-Jumper prevents you from carrying the intelligence. The medic can carry it around, and still be able to heal you and thus sticky-jump back to base.

EDIT: Also, all of those mysterious items? They're now reduced to ash. Craftable ash. Crafting four (4) ashes together makes one huge pile of ashes that you can use to get one of the new weapons from the update, and a burning crate. However, all of these ashes (along with the crates) will disappear after July 11th or something like that.

EDIT2: FFFFFFFFFFFFF- I have three ashes remaining in my inventory right now. Gah. You can still get ashes from drops.

EDIT3: The Baby Face's Blaster is better than I thought. The boost seems to have no time limit, and is based off of how filled up the boost bar is, not on whether it's full or it. You lose it when you jump, but until then you'll be speeding around like a bullet. Plus with the increased accuracy, it's a snap getting boost. Using the pistol gets you boost as well.
« Last Edit: June 27, 2012, 09:52:13 pm by USEC_OFFICER »
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cameron

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Re: Team Fortress 2: Pyromania Update! Day 2˝: Meet the Pyro! "Mmm Mmmph!"
« Reply #8948 on: June 27, 2012, 09:57:38 pm »

Messed around for ten minutes on a 2fort server after crafting the new pyro flare gun thing and the scout pistol, as well as having used the ash and got the scout scattergun.

Initial impressions are
The flare gun thing seems pretty bad, though it might be fun on maps with drops or hazards or maybe it works better when people are using ubers.
The scout pistol didn't really feel that different as I still died pretty fast under fire and even with the slower firing speed it still worked fine for harassing as well as for just gunning unsuspecting people down and finishing.
The new scatter-gun played the most uniquely, how it works is that by doing damage it fills a bar, as the bar fills you run faster, this seems to be a gradual process. Jumping seems to be the only thing which resets the bar, and I found that one good meat-shot will pretty much fill the bar up. The huge decrease in speed after jumping did put a damper in things but it might be balanced against the increased speed in some situations. The decreased spread and damage didn't seem to make a huge difference though it did make partial hits seem a fair bit weaker.
« Last Edit: June 27, 2012, 09:59:14 pm by cameron »
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Vherid

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Re: Team Fortress 2: Pyromania Update! Day 2˝: Meet the Pyro! "Mmm Mmmph!"
« Reply #8950 on: June 27, 2012, 10:16:09 pm »

Got the captain's cocktails, and fed-fightin fedora out of the burnt crates, nifty. My friend got a strange rainbowblower.

Dermonster

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Re: Team Fortress 2: Pyromania Update! Day 2˝: Meet the Pyro! "Mmm Mmmph!"
« Reply #8951 on: June 27, 2012, 10:20:23 pm »

Guh, I hate crates.

My poverty prevents me from buying keys :(
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

The Scout

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Re: Team Fortress 2: Pyromania Update! Day 2˝: Meet the Pyro! "Mmm Mmmph!"
« Reply #8952 on: June 27, 2012, 10:29:17 pm »

Gonna buy some keys. The Crossbow's firing animation is too long, the fast reload is making it alot more effective though. Bot pyro's are being assholes more then ever, airblasting then shotgunning me down.
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mr. macduggan

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Re: Team Fortress 2: Pyromania Update! Day 2˝: Meet the Pyro! "Mmm Mmmph!"
« Reply #8953 on: June 27, 2012, 10:38:10 pm »

The rocket launcher is really bad. Once you start loading, you commit to firing all three rockets at a specific time or face death.
This wrecks any kind of aim you could have with the weapon and makes pyro reflecting laughably easy.
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Neyvn

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Re: Team Fortress 2: Pyromania Update! Day 2˝: Meet the Pyro! "Mmm Mmmph!"
« Reply #8954 on: June 27, 2012, 10:41:39 pm »

Got the captain's cocktails, and fed-fightin fedora out of the burnt crates, nifty. My friend got a strange rainbowblower.
His name better not be Catalyst. Cause if so, I just watched him uncrate the damn thing...

ALSO, the new Taunt for the Rainblower kills through doors...
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