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Author Topic: Team Fortress 2: World's #1 War-Based Hat Simulator  (Read 781222 times)

Lagslayer

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Re: Team Fortress 2: World's #1 war-themed hat simulator!
« Reply #10800 on: December 14, 2014, 03:48:50 pm »

It's amazing. People are selling $50+ items left and right, but I can't find a simple 1 ref strange.
« Last Edit: December 15, 2014, 12:26:45 am by Lagslayer »
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Spehss _

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Re: Team Fortress 2: World's #1 war-themed hat simulator!
« Reply #10801 on: December 14, 2014, 07:49:38 pm »

So I went and crafted a halloween 2011 hat from 4 refined and a haunted halloween metal scrap I got as a christmas 2013 gift from some random stranger on a server.

Got a spine-twisting skull. Wanted a voodoo-juju but hey, it's still cool. My pyro is currently wearing two skulls and a mask, somehow. Pyromancer mask, spine-twisting skull, and the killing floor white gas mask thing I don't remember the name of. It looks silly. Also looks good on my heavy with the steel jaw and dues-specs.

Also, I now have both the crafted non-tradeable headless horeman headtaker and the crafted non-tradeable halloween headgear from 2011 in my inventory, when most people would have one or the other. Bling bling.
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Flying Carcass

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Re: Team Fortress 2: World's #1 war-themed hat simulator!
« Reply #10802 on: December 22, 2014, 09:23:42 pm »

New update, they added some new weapons (finally), cosmetics (gotta' make that cash), beta game mode (with power ups and grappling hooks), and nerfed demo (loch n' load, tide turner).
Personally I'm rather upset about how bad the tideturner got nerfed. Grappling hooks are somewhat fun though.
« Last Edit: December 22, 2014, 09:46:36 pm by Flying Carcass »
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EnigmaticHat

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Re: Team Fortress 2: World's #1 war-themed hat simulator!
« Reply #10803 on: December 22, 2014, 10:50:19 pm »

Aw, that sucks.

Its neither the pro strat, nor easy to use, so I'm not seeing why a nerf would be required.  I guess because of how little the other shields are used be comparison... but unlike say the dead ringer, its more fun and more awesome than its alternatives.
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Putnam

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Re: Team Fortress 2: World's #1 war-themed hat simulator!
« Reply #10804 on: December 22, 2014, 11:19:12 pm »

Was the Loch n' Load nerfed? I mean, it can't 1-shot scouts anymore, but it has 3 shots.

WealthyRadish

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Re: Team Fortress 2: World's #1 war-themed hat simulator!
« Reply #10805 on: December 22, 2014, 11:29:56 pm »

I'd say the damage spread changes would be enough for me to enjoy servers without it disabled again, but the huntsman didn't get it. The tide turner was so completely broken in comparison to the other shields that I'm really surprised people think it didn't deserve a change. With the turn speed, about 90% of the time if the demo was decent then there was nothing a player could do to avoid being killed by it. It was like a sniper rifle that bodyshots for 195 around blind corners.

I'm glad to see changes, it was enough to reinstall and play a bit. Hopefully we don't have to wait another 6 months for more.
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Spehss _

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Re: Team Fortress 2: World's #1 war-themed hat simulator!
« Reply #10806 on: December 22, 2014, 11:37:08 pm »

Was the Loch n' Load nerfed? I mean, it can't 1-shot scouts anymore, but it has 3 shots.
Yeaaaaah, I don't think adding ammo to the magazine counts as a nerf at all, even if they did lower the damage a tiny bit to "compensate." And it doesn't even make sense for the loch to have 3 shots when it only has 2 barrels.

The new demo weapons seem useless. Pipe bombs that roll less and have less damage. Why use that instead of the default rollies? And the new stickybomb launcher only seems good for pure offensive sticky-spamming and being able to destroy enemy stickies while doing it. The minor .02 seconds faster arming time seems really really minor, and the inability to lay traps that last longer than 2 seconds sounds like a poor trade off for the slightly faster arming time.

The new shotgun sounds neat though. I want to try a shotgun heavy with it sometime. First I'll have to get the gun.
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MaximumZero

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Re: Team Fortress 2: World's #1 war-themed hat simulator!
« Reply #10807 on: December 22, 2014, 11:38:21 pm »

The Panic Attack sounds like the only thing in the new update that I'll use, and I'm mainly a (terrible) demo.
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Spehss _

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Re: Team Fortress 2: World's #1 war-themed hat simulator!
« Reply #10808 on: December 22, 2014, 11:40:56 pm »

Oh yeah, it looks like everyone got a free tour of duty ticket included in the free stocking stuffer. Anyone want to do MvM or something over the holidays?
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EnigmaticHat

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Re: Team Fortress 2: World's #1 war-themed hat simulator!
« Reply #10809 on: December 22, 2014, 11:58:37 pm »

I'd say the damage spread changes would be enough for me to enjoy servers without it disabled again, but the huntsman didn't get it. The tide turner was so completely broken in comparison to the other shields that I'm really surprised people think it didn't deserve a change. With the turn speed, about 90% of the time if the demo was decent then there was nothing a player could do to avoid being killed by it. It was like a sniper rifle that bodyshots for 195 around blind corners.

The medic is broken compared to the other classes, but I don't care because he makes the game more fun.  So it is with the tide turner compared to other shields.  Why would we ever want to go back to the other shields, now that we've seen the light?

And its a moot point anyway because they're all worse than stock sticky launcher.
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Leafsnail

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Re: Team Fortress 2: World's #1 war-themed hat simulator!
« Reply #10810 on: December 23, 2014, 01:11:01 am »

Demoknight still has some pretty reasonable options.  With booties or the claymore the Tide Turner isn't too much worse, and the skullcutter buff is very interesting.

e: Iron Bomber might be a good explosive jumping option for them too.
« Last Edit: December 23, 2014, 01:17:15 am by Leafsnail »
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MaximumZero

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Re: Team Fortress 2: World's #1 war-themed hat simulator!
« Reply #10811 on: December 23, 2014, 01:17:04 am »

The new mode is interesting, but I don't think it's for me. The powerups are neat, but it's frustrating to get one-shotted over and over by super-powered-soldiers.
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miauw62

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Re: Team Fortress 2: World's #1 war-themed hat simulator!
« Reply #10812 on: December 23, 2014, 08:15:53 am »

Hahahaha, that new grenade launcher seems completely fucking useless.
I use the default grenade launcher for it's glorious area denial, corner-turning and into-room-behind-window-shooting abilities.

I'm happy with any buffs to the grenade launcher. It's already a really powerful weapon and I dont see why anybody would want to use the Loch n' Load in the first place, but hey.

I don't actually see the point in the nerf to the grenade launcher, people that are good enough can still kill you with airstickies at any range.

The panic attack seems cool though. Is it available for the pyro?

Also, @Tide Turner, there are still 2 ways to get 100% charge with the tide turner, so this nerf doesn't seem too bad. When I play demoknight I always play "pure" demoknight anyway.
« Last Edit: December 23, 2014, 08:20:42 am by miauw62 »
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Spehss _

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Re: Team Fortress 2: World's #1 war-themed hat simulator!
« Reply #10813 on: December 23, 2014, 12:59:22 pm »

Panic attack is a multi-class weapon, so I'd imagine any class that uses the default shotty can use the panic attack.
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Nameless Archon

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Re: Team Fortress 2: World's #1 war-themed hat simulator!
« Reply #10814 on: December 23, 2014, 04:29:53 pm »

Hahahaha, that new grenade launcher seems completely fucking useless. I use the default grenade launcher for it's glorious area denial, corner-turning and into-room-behind-window-shooting abilities. I'm happy with any buffs to the grenade launcher. It's already a really powerful weapon and I dont see why anybody would want to use the Loch n' Load in the first place, but hey.
I use it for the same reason you do, but I'd wager the folks who like the LnL are using it like the Direct Hit - they're not using it for its potential versatility, but for its power in direct combat, and 3 round clips will likely make those folks happy. Remains to be seen if 3 shells is better than 2 with OHK potential, but we'll see. OHK on scoot was not good, since it's intended that they counter the demoman up close! This gives demo margin of error on missing, but also gives scout a guarantee for some breathing room if hit.

Quote
I don't actually see the point in the nerf to the grenade launcher, people that are good enough can still kill you with airstickies at any range.
This is really two nerfs - one reducing radius for both grenades and stickies to match rockets (159Hu->146Hu) and the second is the reduction/ramp-up that applies only to stickies.

First, the global reduction is a 146/159 ~= 9% reduction from original size. This matters, but it's not likely to show up or be noticeable on its own. However, it will be multiplicative with the airdet change. (85%*91%~=77.35% when comparing to original, not 85%!)

Since radius is constant and we're only comparing the difference in percentage, we'll compare them as though the original was a unit sphere (radius 1): 4/3*Pi ~=4.186666

The new version (at maximum reduction before ramp-up) would be: 4/3*Pi*(.7735)^3 = 1.937534

1.937534/4.186666 = 46.278686% of original volume at maximum reduction.

Conclusion:
Airdet winbombs are now half the volume you'd expect out of the original gun, requiring players to be precise, or let them land. This will make it less viable to simply fire airdets at a pyro or nested engineer, and force the demoman to actually plant his stickies or be more precise with the aiming.

Assumptions:
1. Valve didn't forget to auto-ramp stickies that hit the world, have heard of issues with jumping making me think they did, but that could just be the 9% change affecting jump map specialists who have to have fine-tuned and highly-practiced routes.
2. Math still works like I remember.
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