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Team Fortress 2 - The Official Discussion Thread

Well the competitive ladder my team plays on have already decided Junction won't be added to their roster so Wednesday brang little of interest for me. Energy Drink is again kinda meh, unless it ends up with a net speed boost (if it speed boosts at all - it could just be an evasion kind of increase) in which case it could be good to getting to the middle point quicker on the first round.

If double payload's the official map Valve are releasing I'm going to be spewing they said they were working on an original game mode >_> I've gotta agree with you on Freight though. Nothing to see here, move along fortress fans.
 
i think this is gonna be more useful than people think

ie
sandman heavy, shoot, drink, shoot
gg heavy

also you could take the drink, then line up a sandman on an uber to help your team
 
Sorry, but that's pretty much an impossibility judging by the Acheivement descriptions. "Force-A-Nature", + has knockback. Seems like, at the very least, it'll be great fun to piss around with.
 
I don't know maybe it will be like a soldier or demoman thing, fridays update said "Classes with the ability to ascend rapidly (Soldiers, Demomen, and Scouts using the new scattergun unlockable ) have lots of options for traversing the arenas."

Also brought a new graphics card and i'm finally able to play it on high settings.... i cant believe what i'm missing out on
 
The final scout unlockable has been revealed. Go vote for which unlockable you want to see first! (You need to log in to vote.) The results can be found here. It seems that the order will be Force-A-Nature, Sandman, and Bonk!, although Bonk! could pull ahead of Sandman (as of the time of this post the difference is only 7% of the votes). I think it's really neat that Valve is using Steam for somethng like this; the update is coming tommorow and everything is finalized except the order of the unlocks, which they are allowing the players to choose. Oh, and besides that, new shirt for sale.
 
Depending on the map and circumstances, I like FAN/Pistol/Sandman or Scatter/Bonk/Bat. It's really stupid how half the achievements REQUIRE THE FUCKING UNLOCKABLES! This makes it a royal pain in the ass to legitimately get many of the achievements and, of course, unlock the damn weapons in the first place. :/
 
I haven't bothered getting any of the new unlockables yet (which is a bit ironic considering that I played a lot of scout pre-update). I was pretty frustrated with the Sandman when I first heard about it; Valve has been constantly nerfing the ubercharge since day one and each ubercharge nerf arguably constitutes a sentry buff. However, if the sentries did get a bit of a buff from the sandman, the bonk should cancel it out.
 
I finally got a chance to play properly today (on a fast pc, with all weapons unlocked) and i was surprised at a couple of things
namely, the FaN is actually as good as a second jump (if not better) in terms of mobility. i was firing it below me, but realzied today firing behind actually gives a pretty massive boost.
this makes the sandman all the more deadly, and i was wrong, i found it pretty easy to line up sluggers after a while (and fuck is that satisfying)

also in narrow corridors it wrecks (stuff like the tunnels in turbine, or long corridors in maps like gpit or steel), i was sat in the tunnels of turbine when our team got pushed way back just smacking the ball against the wall, then waiting for it to roll back, repeat etc, just blocking entry to it. every now and then id run round the corner and fire a few shots and it was fun to surpress heavy medics just using sandman and FaN, heh.
bonk drink is probably least useful imo, it has very specific uses which jsut didnt happen often enough for me to use it much.
it was great in the end of ctf_well to get around the sentries and destroy them, but the fact you have to stop and drink it and you cant fire during it make it mostly impossible to use in combat with decent humans, unless you're fighting something slow and you can get some space round a corner or something :/
i just think in most situations its better to have a backup weapon if you need to quick switch after two FaN shots than the bonk
 
I agree with Stoo completely, especially about bonk,
off topic have you guys seen the tf2 stats here, funnily enough the engy has the most playtime however it's no surprise that 2fort has the most playtime
 
It's not that surprising considering virtually every defense map consists of AT LEAST 2-3 Engineers on defense alone (and likely one or two more on offense for teleporters), or both teams if you're talking CTF. It's also a bit more exciting than the Medic as a support class since you at least get to kill people. EDIT: Hey, I noticed the Sniper's melee weapon is no longer the "Club" in the stat reports.

Sandman is overpowered.
 
what do yuo guys think of the sandman post-nerf?

at the risk of sounding like a whiny dick, i think it got nerfed too much. compared to triple jumps, it is just not worth it, and being useless close range is dissapointing.
i'm sure there were better solutions to the problem than this !_!
 
To be very honest, I believe Sandman was fine pre-nerf. People, I felt, would just gravitate back to the Double Jump eventually. Instead, VALVe gave it a nerf far too early, opposed to the Backburner's nerf of about a month (and thinking back, giving the Pyro a health boost with the BB makes it a decent side grade, as the Flamethrower is superior as it is).

I have moved on back to the normal bat, because it' just superior to the Nerfed Sandman.

But really, this is just my opinion as a heavy Scout user.
Recently, I have been more concerned about balancing the medic's unlocks. The ubersaw is vastly superior to the bonesaw, sadly.
Oh, and Spy has gotten way too good recently. Once my worst class, it's far too easy to butcher the other team now. Also, the points on the backstab are just crazy.
 
i think the idea was the get more people playing a class that was severely underplayed, although i agree the cloak buff makes the spy deadly in a good players hands.
still, in the hands of a rookie it isn't too bad, because spy still requires alot of skill that cant be obtained with a class buff ie awareness of the environment, the situation, and people around you

edit: also agreeing with the medic sentiments, though the complete lack of medics in most pubs makes up for this x____x
 
I think every map should be like Steel or Gravel Pit, in that Teleporter Entrances can be built inside the spawn and made inaccessible to enemies, because it's bullshit BLU has to have a second Engineer camping his own spawn just to prevent Spies from perma-cloaking back there now and Sapping them constantly while the Engineer is up supporting the rest of his buildings at the front line. :pirate:
 
Haha! Latest blog update contained a heap of references to the competitive community, which is great, and even Australians top clan mad dogz. :) Good to see Valve acknowledge the competitive community rather than shrug them off like you'll see on steam forums >___>
 
Good to see Valve acknowledge the competitive community
Sandman.

But yeah, in all honesty I'm very happy with all that Valve has done for the competitive community. The fact that mp_tournament exists is a lot more than can be said of other games, and the creation of stopwatch mode as well as the option to remove crits and random damage spread have all been geared toward competitive players almost exclusively. (I really hope that they make stopwatch mode usable outside of tournament mode, actually; even in a pub setting I find that it's a lot more fun to play with.) The sandman isn't as bad as it once was, in fact the only real problem I have with it in terms of balance is that it still stuns ubers and gives the scout a way to counter a class that he should have a disadvantage against (heavy). And even outside of ubers, it doesn't help make the game any more fun, which I think is why it's still disallowed in competitive play.

Contrary to popular belief, competitive players like to have fun! In fact, competitive players play with competitive rulesets in a competitive format because they find that it's the best way to achieve "fun." While some people might enjoy having rockets that have a 5% chance of instantly gibbing any non-heavy non-buffed foe upon impact, competitive players find it more gratifying to get kills that aren't based on chance. And about the Sandman, it's not particularly fun to play when it's being used, regardless of which team you're on. So it's removed.
 
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