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DigitalChaos
 
wow, The Wrangler could fucking destroy an opposing push if two engineers worked together (one controlling their sentry and one repairing it). That 66% redux in damage, double fire rate, increase missile launch rate, plus the ability to aim will be awesome. You probably won't have to even worry about spys... spy checking by spraying the sentry will be hilarious.
Old 07-06-2010, 06:49 PM DigitalChaos is offline  
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radiatinglines
 
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Originally Posted by DigitalChaos View Post
wow, The Wrangler could fucking destroy an opposing push if two engineers worked together (one controlling their sentry and one repairing it). That 66% redux in damage, double fire rate, increase missile launch rate, plus the ability to aim will be awesome. You probably won't have to even worry about spys... spy checking by spraying the sentry will be hilarious.

you'd pretty much need another engineer jerking off on the sentry, or with 2x fire rate you'd burn through all your ammo pretty fast
Old 07-07-2010, 08:57 AM radiatinglines is offline  
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#422  

h0tsauce
 
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you'd pretty much need another engineer jerking off on the sentry, or with 2x fire rate you'd burn through all your ammo pretty fast

true, you will go through a lot of ammo really fast by spy checking, missing targets, etc.

very cool though, but im guessing when you are controlling a sentry you are very vulnerable. if you are controlling a sentry and die there is that 3 second lag before it takes itself over again. so a spy can back stab an idle engie controlling it and easily sap it. i think it will be balanced.

as for the shotgun, it seems pretty cool but it has half the clip of the regular shotgun, which is what, 6 shots? so only 3 shots before a reload is meh, even if they are crits.

also, im still hoping the engie gets a robot like they showed in that video and in the update page theres a pic of the robot

i wonder what valve is going to do now that all the classes are updated.
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Old 07-07-2010, 10:22 AM h0tsauce is offline  
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#423  

Stealthmode
needs moar stealhmode
 
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i want them to reupdate the medic. I want new toys ):

and...what about the pyro? Werent they going to reveal who was behind the mask or some such thing?
Old 07-07-2010, 11:18 AM Stealthmode is offline  
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#424  

sir tex
 
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I'd like the pyro to get another update for sure, I don't use any of his new weapons. They're bad. The ability to control enemy players with the airburst, put out fires from enemy pyros, combined with the excellent medium range DPS that the shotgun + fire gives far outweighs the benefits of the flare gun and the backburner. And why the hell would you ever use the axe in melee range over a flamethrower? There's no reason to ever use the axe or the upgraded axe because of how fast the flamethrower kills, unless you're out of ammo, in which case the upgraded axe doesn't even do anything.

edit: the kritzkrieg is pretty worthless too in all but the most extreme situations, but the blutslager is amazing, as is the upgraded bonesaw.
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Old 07-07-2010, 11:46 AM sir tex is offline  
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h0tsauce
 
i dunno i kinda like the flare gun, and it does do more damage than the shotgun (aside from point blank but thats what the flame thrower is for), plus does mini crits on targets already on fire. its also more accurate and has a super long range (perfect against snipers). as for the axtinguisher its really only worth it on high hp targets (heavy and soldier), and when you sneak up behind a target since its easier to just light them and then axe them then waist ammo.
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Old 07-07-2010, 12:12 PM h0tsauce is offline  
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#426  

sir tex
 
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Originally Posted by h0tsauce View Post
i dunno i kinda like the flare gun, and it does do more damage than the shotgun (aside from point blank but thats what the flame thrower is for), plus does mini crits on targets already on fire. its also more accurate and has a super long range (perfect against snipers). as for the axtinguisher its really only worth it on high hp targets (heavy and soldier), and when you sneak up behind a target since its easier to just light them and then axe them then waist ammo.

Flare gun is single shot and takes awhile to reload, and the shotgun is way better at medium range (I consider medium range to be anything outside of flamethrower range). You can easily do the full 80 - 90dmg per shot at that range, and with proper use of corners, can pretty easily kill a heavy without much risk. If you're using a melee weapon vs a soldier... you deserve the anal raping the soldier is going to give you. You need either the shotgun or flamethrower to engage a soldier at all. I'd never engage a sniper either, and with the prevalence of medpacks, the flare gun isn't ever an issue when I snipe either.

I still think his unlockables suck
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Old 07-07-2010, 01:23 PM sir tex is offline  
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#427  

h0tsauce
 
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I still think his unlockables suck

aside from the pyros' imo i think most unlockables suck. i know valve wants them to be on par with the normal weapons but i dont really like most of the ones out there
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Old 07-07-2010, 01:34 PM h0tsauce is offline  
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#428  

5ive
 
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I think most people would agree that -- on defense on a payload map -- Kritz > uber
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Old 07-07-2010, 02:23 PM 5ive is offline  
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#429  

h0tsauce
 
engineer update, day 3, is out http://www.teamfortress.com/engineerupdate/

-new payload map: "high tower"
-new user made bonus wrench item (made by "watchmaker")
-hidden "Radigan" picture holding the wrench http://www.teamfortress.com/engineer...olutionaryman/
-hidden picture set showing a new sentry ability, the ability to manually move sentries http://www.teamfortress.com/engineer...gineer_photos/

coming tomorrow is at least valves new melee slot weapon/item: "Also: wrenches! Hey, everybody remember those? Because Day Three of the Engineer Update has a whole new batch of them—plus a community-made surprise*.
*This isn't the only melee slot item the Engineer's getting...just a bonus!"

hmm i take it they arent making the robot after all?
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Old 07-07-2010, 07:57 PM h0tsauce is offline  
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#430  

Packhead
 
Incase nobody saw....

Engineer Update

Code:
Engine:
 - Fixed client crash related flashlight usage.
 - Fixed several issues related to alt-tabbing (invisible players, etc).

Team Fortress 2:
 - Added The Frontier Justice.
 - Added The Wrangler.
 - Added The Gunslinger.
 - Added The Southern Hospitality.
 - Added 35 Engineer achievements.
 - Engineers can now pickup & move their buildings.
 - Added Engineer main menu music.
 - Added 4 new maps:
       - Thunder Mountain, a 3 stage Payload map.
       - Hightower, a Payload Race map.
       - Upward, a Payload map.
       - ColdFront, a community built Capture Point map.
 - Item tuning:
       - The Sandvich now uses a cooldown timer, instead of the health pack recharge mechanic.
       - The Gunboats now reduce self-damage by 60% (was 75%)
       - The Tribalman's Shiv bleed duration reduced to 6 second (was 8), and its damage penalty increased to 50% (was 35%).
 - Added better feedback sound for Pyros on when their flamethrower is doing damage.
 - Fixed blood effect on bleeding player.
 - Added a glow effect to Payload carts.
 - Added Romanian language support.
Old 07-08-2010, 05:43 PM Packhead is offline  
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#431  

DigitalChaos
 
Old 07-08-2010, 06:41 PM DigitalChaos is offline  
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#432  

hipnotyk
 
too bad the steam servers are too busy to let me play
Old 07-08-2010, 07:12 PM hipnotyk is offline  
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#433  

Wookey
A Jackal, Jackal? Its a Jackal. It looks like a Jackal. Jackal. Jackal?
 
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Aww I wanted the spike wrench.
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Old 07-08-2010, 07:46 PM Wookey is offline  
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#434  

Biospider
 
I really like how they're rolling community-made stuff into the official updates.

Oh and PICKING UP BUILDINGS FTMFW!
Old 07-08-2010, 08:53 PM Biospider is offline  
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