Otherwise it's a sidegrade yo.
No, they DON'T reduce fall damage, which is part of the problem. They reduce the damage from the rocket explosion...but only if the jump is above a certain angle. Most wall-jumps will still make you take full damage, which is disappointing.Fastposted, they only reduce the fall damage? That's lame, better Soldiers know how to jump to not take fall damage.
cp_gorge is like the antithesis of cp_dustbowl. cp_dustbowl is a long map where a single A/D cycle can take over an hour, with lots of narrow hallways and narrow chokepoint, with most combat taking place on the control points themselves or in narrow chokes. cp_gorge is ridiculously short for an A/D map, everything is wide and open, even the indoor portions of the map, and there are lots of yard areas where the defending team can put up a fight, rather than just turtling it up at the control point. It's probably my favorite A/D map.After playing a bit, I don't like the new CP map, but the new CTF map is nice. Bit weird, but the CP map reminds me of a larger and more plain dustbowl (and I hate dustbowl)
Everything you ever wanted to know about The Equalizer but were afraid to ask. There are HP thresholds every 40 HP, so your running speed at 1 HP and 40 HP are the same. You do more damage with 1 HP, though. You need to have 57 or fewer health to one-shot 125 HP classes (without damage spread) and 19 or less HP lets you one-shot medics. The Equalizer starts being more effective than the shovel at <150 HP (if you have >150 HP it is less effective than the shovel).Also, apparently, if you're at 1 HP, you run the speed of a scout with the pickaxe, so I hear.
I got the first two soldier milestones and got my direct hit (about five minutes after getting one as a random drop) but not my pickaxe. Looks like the entire backpack system is offline at the moment.stupid steam servers, been playing most of the day, hit three milestones, and still have nothing new :(
cp_gorge is like the antithesis of cp_dustbowl. cp_dustbowl is a long map where a single A/D cycle can take over an hour, with lots of narrow hallways and narrow chokepoint, with most combat taking place on the control points themselves or in narrow chokes. cp_gorge is ridiculously short for an A/D map, everything is wide and open, even the indoor portions of the map, and there are lots of yard areas where the defending team can put up a fight, rather than just turtling it up at the control point. It's probably my favorite A/D map.