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ScottyGrayskull
Unbalancer of the Internet


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#41
10-27-2008, 08:21 AM

(10-26-2008, 08:38 PM)Scary Womanizing Pig Mask link Wrote: [quote author=Versus-p- link=topic=1614.msg45944#msg45944 date=1225070781]
Demoman. Valve says they want to fix his stickies...

What needs to be fixed about them?
[/quote]

The fact that a two demos can easily cut off an entire path for a whole match.

I understand sticky traps are meant to be traps, but it can get really frustrating. No idea how to fix it though... maybe having more stickies out at once would make each one a little less effective, or reducing the number of stickies you can have out at once, or putting a time limit on how long they can be out before disappearing/self-detonating.


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CaffeinePowered
Mad Hatter
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Posts: 12,998
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#42
10-27-2008, 08:31 AM

(10-27-2008, 08:21 AM)ScottyGrayskull link Wrote: No idea how to fix it though... maybe having more stickies out at once would make each one a little less effective, or reducing the number of stickies you can have out at once, or putting a time limit on how long they can be out before disappearing/self-detonating.


Bring back engineer EMPs, they make stickies explode, its as simple as that. It was how you removed pipe traps in TFC and I see no reason why it shouldn't be in TF2.


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zaneyard
Made with Whole Gainz (tm)
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#43
10-27-2008, 09:44 AM

the spy be sappin my stickies!!!


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I COUN THAT AS A WIN

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Nummy Milk
N00b


Posts: 19
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#44
10-27-2008, 09:47 AM

Did you hear about this game where there's a group of survivors doing dangerous things in rush hour traffic during a zombie invasion?

It's called Left On Red.  :o


"Doctor, we need your help defusing this atom bomb!" "OPEN THAT SHIT UP!" *Pew Pew Pew* "Who knew being a Doctor would be this awesome!" "Let me assist you, Doctor..." :O
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ToiletDuck
BRB, Posting


Posts: 921
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#45
10-27-2008, 10:52 AM

(10-27-2008, 08:31 AM)CaffeinePowered link Wrote: [quote author=ScottyGrayskull link=topic=1614.msg46040#msg46040 date=1225113694]
No idea how to fix it though... maybe having more stickies out at once would make each one a little less effective, or reducing the number of stickies you can have out at once, or putting a time limit on how long they can be out before disappearing/self-detonating.


Bring back engineer EMPs, they make stickies explode, its as simple as that. It was how you removed pipe traps in TFC and I see no reason why it shouldn't be in TF2.
[/quote]

SECONDED!!!!!!!!!!!!!!!!


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chronomaster
BBP Gardevoir


Posts: 1,812
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#46
10-27-2008, 01:22 PM

FUCCCCCCCC.

And stop complaining about demo stickies easily taking out sentries. I've just about had it with blind corner sentries IN MY OWN BASE.


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mavrick_nav
Lurker


Posts: 57
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#47
10-27-2008, 01:27 PM

or hidden teleporters on well, behind places i would never ever look. THEN the sentry appears INFRONT of ur respawn


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Geoff
Real World Azn


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#48
10-27-2008, 02:48 PM

(10-27-2008, 08:31 AM)CaffeinePowered link Wrote: [quote author=ScottyGrayskull link=topic=1614.msg46040#msg46040 date=1225113694]
No idea how to fix it though... maybe having more stickies out at once would make each one a little less effective, or reducing the number of stickies you can have out at once, or putting a time limit on how long they can be out before disappearing/self-detonating.


Bring back engineer EMPs, they make stickies explode, its as simple as that. It was how you removed pipe traps in TFC and I see no reason why it shouldn't be in TF2.
[/quote]

def seconded.

I would also like the sentries to have less ammo, like in tfc


(10-06-2011, 04:24 AM)Vandamguy link Wrote:just ignore everything Geoff posts its always trolling or ignorant drivel
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mavrick_nav
Lurker


Posts: 57
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#49
10-27-2008, 03:01 PM

what about nades in general. well, i dont want them back, but the new graphics could make for a nice spy nade. but we need less spamming of explosive weapons, demomen are annoying.


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Scary Womanizing Pig Mask
Fierce Pork Trooper


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#50
10-27-2008, 03:04 PM

(10-27-2008, 10:52 AM)TOILET DUCK!!!!!!!!!!!!!! link Wrote: [quote author=CaffeinePowered link=topic=1614.msg46043#msg46043 date=1225114261]
[quote author=ScottyGrayskull link=topic=1614.msg46040#msg46040 date=1225113694]
No idea how to fix it though... maybe having more stickies out at once would make each one a little less effective, or reducing the number of stickies you can have out at once, or putting a time limit on how long they can be out before disappearing/self-detonating.


Bring back engineer EMPs, they make stickies explode, its as simple as that. It was how you removed pipe traps in TFC and I see no reason why it shouldn't be in TF2.
[/quote]

SECONDED!!!!!!!!!!!!!!!!
[/quote]

Thirded. When a Demoman's firing stickies from out of my sentries range, there's really nothing I can do to stop him blowing it up. Pistol takes too long, He can fire them faster then I can blast them away (which is rather unpredictable in it's self) and by the time I get in range to shoty him, it's all gone Sad Maybe that's just how it has to be though.

(10-27-2008, 02:48 PM)Geoff link Wrote: I would also like the sentries to have less ammo, like in tfc

Agree with this as well. Never actually seen or had a sentry run out of ammo.



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Geoff
Real World Azn


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#51
10-27-2008, 03:11 PM

(10-27-2008, 03:01 PM)mavrick_nav link Wrote: what about nades in general. well, i dont want them back, but the new graphics could make for a nice spy nade. but we need less spamming of explosive weapons, demomen are annoying.


LOLWUTTTTTTTTTTTTT


(10-06-2011, 04:24 AM)Vandamguy link Wrote:just ignore everything Geoff posts its always trolling or ignorant drivel
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K2
BRB, Posting
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#52
10-27-2008, 03:18 PM

Meh, I think they should just make stickies easier to push away, as in have larger hitboxes and roll further when shot. Also maybe lower the splash damage; it can be pretty ridiculous sometimes. Then again, Demo is my most played class, so I'm probably kind of biased (don't hurt my beloved Scottish cyclops).
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Honest
Ignoooore Meee, kupo


Posts: 2,334
Joined: Sep 2008
#53
10-27-2008, 03:36 PM

(10-27-2008, 03:04 PM)Scary Womanizing Pig Mask link Wrote: [quote author=TOILET DUCK!!!!!!!!!!!!!! link=topic=1614.msg46063#msg46063 date=1225122741]
[quote author=CaffeinePowered link=topic=1614.msg46043#msg46043 date=1225114261]
[quote author=ScottyGrayskull link=topic=1614.msg46040#msg46040 date=1225113694]
No idea how to fix it though... maybe having more stickies out at once would make each one a little less effective, or reducing the number of stickies you can have out at once, or putting a time limit on how long they can be out before disappearing/self-detonating.


Bring back engineer EMPs, they make stickies explode, its as simple as that. It was how you removed pipe traps in TFC and I see no reason why it shouldn't be in TF2.
[/quote]

SECONDED!!!!!!!!!!!!!!!!
[/quote]

Thirded. When a Demoman's firing stickies from out of my sentries range, there's really nothing I can do to stop him blowing it up. Pistol takes too long, He can fire them faster then I can blast them away (which is rather unpredictable in it's self) and by the time I get in range to shoty him, it's all gone Sad Maybe that's just how it has to be though.

(10-27-2008, 02:48 PM)Geoff link Wrote: I would also like the sentries to have less ammo, like in tfc

Agree with this as well. Never actually seen or had a sentry run out of ammo.
[/quote]

Do what I do. Complain to your team that a demo is launching stickies, if they kill him great. IF they don't, moan and say nevermind then go wrench people.


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KarthXLR
Free of STD's ... lolwut?


Posts: 9,927
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#54
10-27-2008, 04:49 PM

I see no problem with any classes right now.

And what more, if one demoman is able to block off a path for a whole match, the other team sucks, or they don't know how to use ubercharge.

What more, Demo stickies can be knocked away with any ranged weapon, the pyro's airblast, and other stickies. An engineer shouldn't be able to knock off three or four stickies away from a sentry. If they're smart, they'll kill the demoman and remove the stickies entirely.

And for being overpowered? Gimme a break, they're supposed to be strong. That's why it takes about half a second between each shot to plant them, and a giant reload time.

I don't see anything wrong with any class right now, just people QQ'ing.
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Vongore
The Chilean God of Lightning


Posts: 3,371
Joined: Jul 2008
#55
10-27-2008, 04:56 PM

Pyro needs another Update.. :3

Just to balance things.. The Backburner 2.0 (you must play 50+ hours with all other classes to use this weapon)

Flare Gun 2.0 (Slower Reload, but fire lasts longer (just to make sure no one uses it))

Axtinguisher

:3, this Update replaces the old one. Also, Pyro's Flamethrower's fire last for a brief period of time


(This post was last modified: 10-27-2008, 04:58 PM by Vongore.)
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copulatingduck
Following in Gordon's Footsteps


Posts: 7,518
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#56
10-27-2008, 05:04 PM

(10-27-2008, 08:31 AM)CaffeinePowered link Wrote: [quote author=ScottyGrayskull link=topic=1614.msg46040#msg46040 date=1225113694]
No idea how to fix it though... maybe having more stickies out at once would make each one a little less effective, or reducing the number of stickies you can have out at once, or putting a time limit on how long they can be out before disappearing/self-detonating.


Bring back engineer EMPs, they make stickies explode, its as simple as that. It was how you removed pipe traps in TFC and I see no reason why it shouldn't be in TF2.
[/quote]

Not a very good fix as now it requires your team have an engy to counter all the demomen. Engy isn't the greatest for most push maps, he just can't move with the battle. What the engy needs in his update is something that allows him to be a little bit more mobile/active, or actually make him a "battle-engy" so to speak. EMPs aren't really gonna do it.

A better solution would be increasing the time it takes before you can det stickies, as well as reducing clip size and number of stickies you can have out at once. Anyone who plays demo knows you're fucked if you get caught with your pants down and no ammo so to speak. Increasing the det time on stickies forces the demo to use them as traps, and not overpowered rockets.

edit: Karth, you're dumb. If your team is forced to burn an uber to take out [u]one demoman, you have to count on the other team having a counter uber ready. So what the hell do you do next, when your uber is done and all you've taken out are a demo and maybe a sentry? Die to counter-uber, rinse and repeat? [me=CopulatingDuck]slaps Karth around a bit with a large trout[/me]


Ripped like paper
raped with ease
hey scrub nerd pyros
suck on these
(This post was last modified: 10-27-2008, 05:10 PM by copulatingduck.)
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Wedge
I make Reavers my Bitch


Posts: 2,704
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#57
10-27-2008, 05:18 PM

(10-27-2008, 05:04 PM)CopulatingDuck link Wrote: [quote author=CaffeinePowered link=topic=1614.msg46043#msg46043 date=1225114261]
[quote author=ScottyGrayskull link=topic=1614.msg46040#msg46040 date=1225113694]
No idea how to fix it though... maybe having more stickies out at once would make each one a little less effective, or reducing the number of stickies you can have out at once, or putting a time limit on how long they can be out before disappearing/self-detonating.


Bring back engineer EMPs, they make stickies explode, its as simple as that. It was how you removed pipe traps in TFC and I see no reason why it shouldn't be in TF2.
[/quote]

Not a very good fix as now it requires your team have an engy to counter all the demomen. Engy isn't the greatest for most push maps, he just can't move with the battle. What the engy needs in his update is something that allows him to be a little bit more mobile/active, or actually make him a "battle-engy" so to speak. EMPs aren't really gonna do it.

A better solution would be increasing the time it takes before you can det stickies, as well as reducing clip size and number of stickies you can have out at once. Anyone who plays demo knows you're fucked if you get caught with your pants down and no ammo so to speak. Increasing the det time on stickies forces the demo to use them as traps, and not overpowered rockets.

edit: Karth, you're dumb. If your team is forced to burn an uber to take out [u]one demoman, you have to count on the other team having a counter uber ready. So what the hell do you do next, when your uber is done and all you've taken out are a demo and maybe a sentry? Die to counter-uber, rinse and repeat? [me=CopulatingDuck]slaps Karth around a bit with a large trout[/me]
[/quote]

This.  Especially the letting demo's detonate them in mid-air, which, is just stupid, particularly with crits on.  We're not plaing fucking Goldeneye and AB spamming remote mines at eachother.  As awesome as that was.


(09-11-2008, 05:11 PM)Dave link Wrote:i would totaly ride that gay ass dragon thing.
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Benito Mussolini
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#58
10-27-2008, 06:25 PM

(10-27-2008, 03:04 PM)Scary Womanizing Pig Mask link Wrote: [quote author=Geoff link=topic=1614.msg46136#msg46136 date=1225136901]
I would also like the sentries to have less ammo, like in tfc

Agree with this as well. Never actually seen or had a sentry run out of ammo.
[/quote]

Yeah, so the engineer will actually be stuck behind his sentry and be forced to camp - .-'

I also don't really think Stickies or "Winbombs" should be fixed either.
If demomen couldn't take sentries out, what would?
Scouts obviously can't. Soldier can if they are smart enough to hit the ground so that splash damage would kill the engi first, then get the sentry (probably only possible with a ubercharge too). Pyros SHOULDN'T be able to but... meh... pyros... Heavies, with a ubercharge, of if they "surprise" it by getting close enough. Medics ubercharges are there to take them out most of the time, but again, not with every classes and there are counter-ubercharges *ahem *pyros* ahem*. Spies can't take out a sentry if there are other people around, and I usually get crit wrenched before I can sap (even so, I usually get killed by the sentry turning around so fucking fast before I can take my sapper out after backstabbing). Snipers, if they have a good angle, but again, that angle would be good (and probably better) for demomen.

Most of the time, a (ubered) demoman is required to take out a sentry, but even so, if a pyro is around, or if there are too many sentries, the job can't be done correctly.
Imagine dustbowl without demomen...

Finally, don't forget that most classes should be able to take a demoman out... They aren't hard to snipe, nor to backstab, and they can't shoot easily on close targets. Their pipes are also not the easiest thing to shoot, compared to rockets.
Hell! I think even enigneers and medics could be able to take one in a one-on-one fight, if they aren't pussies.




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cbre88x
Seabreeze: That Damn Sniper


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#59
10-27-2008, 06:32 PM

How about the sniper gets more health and body armor. Then I'd actually be able to beat my own stats again. Snipers die so easily.


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Eschatos
Jack Thompson Fan Club Member


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#60
10-27-2008, 06:33 PM

Personally I think the game is fine as is, except for face stabs and BRING BACK +50 BACKBURNER HEALTH ARGLEBARGLE!



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