New Tf2 Update! Love and war!

Really? The powerjack only gives damage increase if you are wielding it? It says 20% damage on wearer. What makes me think it's irrelevant if it's in your pocket or hands is because of something like the fists of steel which say when active the player takes more damage from melee but less from guns.
Official Team Fortress Wiki said:
While this weapon is active, the player is granted a 15% speed bonus. As a downside, the player suffers from an additional 20% weakness to all damage sources when the Powerjack is active.

They've tested it. It's all in your head tokiiiiiiiiii~

You'd think you'd notice a fifth of your health missing.
 
The nerf to the sticky launcher is mystifying. It almost makes demos un-pocketable, and also really bad at their main job, which is sentry-killing and being the heart of strong offensive pushes. The sticky lancher is now almost indistinguishable from the Scottish Resistance and is relegated to a camping weapon. Now demos are hardly better than soldiers when under the effect of a vanilla uber. When you only get 8 seconds to take out one or more sentry nests, those slow-arming stickies are not going to count for much.

Personally, I agree with you that the axtinguisher didn't need a nerf. I mean, I couldn't get people on fire without them (trying to) run away, and I can't Axtinguish them if they are.
The minigun, I don't really think is something that really will change gameplay that much. I mean, it's one second of getting better damage. But I don't play heavy that much, so what do I know?
But the Sticky Launcher nerf was certainly needed, as sticky spammers (we both know you are one) could easily kill any Pyro trying to airblast. Secondly, the Sticky Launcher didn't get such a nerf. I tried it out, still works very well.
 
Honestly, I use the sticky launcher a lot, but don't think this is about my personal bias or OMG WAT DO DEMO SUX NAO. It makes me uneasy because it seems like Valve does not have their crap together. First the server changes, now they start screwing with the meta in a very fundamental way. Of course, we will adapt, but as Nix said, these changes to stock weapons are not helping the game.

There might be problems with how tf2 worked before, but believe me, these changes aren't the fix anyone was looking for.
 
I look at it this way: Players don't like getting sticky-spammed. I'm certain that league events 'n the like will install a plugin or something to restore the stock weapons to their defaults.
 
No one likes getting killed. Everyone likes getting kills. Personally, I don't really care if I'm casually walking up to the control point and I get gibbed by two flying stickies or sniped down by a Sydney Sleeper Sniper. I can and will do what I can to help myself and my team overcome whatever it is that is destroying our team.

I won't go on about why/why the Stickybomb Launcher shouldn't have been nerfed - but I will say this: why would Valve, aware of the popularity in competitive gaming and casual gaming of the Stickybomb Launcher, nerf a stock weapon the Demoman has been defined by for nearly seven years now? If they're going by the whole "no one likes getting killed by _________," then I think we can be expecting some more pretty major tweaks to the weapons we use. :/
 
Last edited:
TF2 is Conga Fortress 2 now, ppl thought the hats were bad? lel...
 
Personally, I agree with you that the axtinguisher didn't need a nerf. I mean, I couldn't get people on fire without them (trying to) run away, and I can't Axtinguish them if they are.
The minigun, I don't really think is something that really will change gameplay that much. I mean, it's one second of getting better damage. But I don't play heavy that much, so what do I know?
But the Sticky Launcher nerf was certainly needed, as sticky spammers (we both know you are one) could easily kill any Pyro trying to airblast. Secondly, the Sticky Launcher didn't get such a nerf. I tried it out, still works very well.

The axe-tinguisher nerf makes no sense. Pyro was already weak, now he is weaker. And axe-tinguisher Pyros were easy to deal with: don't let them get close to you. Even Medic could wipe the floor with them by simply back-peddling. If you let Pyro get up in your face with his melee you deserve to die.

I look at it this way: Players don't like getting sticky-spammed. I'm certain that league events 'n the like will install a plugin or something to restore the stock weapons to their defaults.

Players? Which players. Bad players don't like getting sticky-spammed. Better players/teams deal with the Demo (Scout, do your job and go make Demo's life miserable). There is just less reason to play as Demo now. All hail the new unquestionably dominant class: Soldier. Will Valve nerf him too when "players" start complaining about his ability to rack up kills?

TF2 is Conga Fortress 2 now, ppl thought the hats were bad? lel...

The game is a joke right now. The Engi lawn chair taunt is hilarious though... especially since Demo's ability to wipe out sentries just got nerfed.
 
Players? Which players. Bad players don't like getting sticky-spammed. Better players/teams deal with the Demo (Scout, do your job and go make Demo's life miserable). There is just less reason to play as Demo now. All hail the new unquestionably dominant class: Soldier. Will Valve nerf him too when "players" start complaining about his ability to rack up kills?

I'll have you know that the Demoknight is now rocketing swiftly into a position of primacy alongside the Soldier as a result of this update. I suppose if that was Valve's plan, mission accomplished, since there is a new shield and a score of new achievements about Demoknights. On Foundry (and probably other servers), you will easily lose track of how many times a Demoknight will come charging at you from around a corner and kill you blindly (so to speak), as if that were not already incredibly irritating.

As Crash said, it's a problem when the game is not making you earn kills. That's why I approve of weapons like the Direct Hit and the Force-A-Nature: one must have a semblance of accuracy in order to kill with those weapons and imprecision with those weapons is easily and swiftly punished.
 
And the back scatter

The buzz seems to be that the stock Scattergun is still better. However, as someone who primarily plays as a Medic, that thing seems terrifying. My head is already always on a swivel looking for Spies. But at least Spies are slow. Now, Scout has a weapon that deals a mini-crits from behind. Coupled with Scout's ability to move quickly, it seems like Scout could be even better at picking off Medics the moment they let their guard down. Most Scouts don't do their job and leave Medics alone, but the ones that like to target Medics will adore that thing.

Really, this update is just horrifying for Medics. Soldier is now even more of aerial class. Demo has a shield that allows him to string together charge attacks (as in, can take out a pocket, have a replenished meter, and then charge straight at the Medic... good luck ever surviving that), and stock Demo can't protect a Medic nearly as well (and he wasn't exactly good at it before).

The only good thing is that Heavy, with a health buff, should be harder to kill since Sticky Launcher Demos are now so much less powerful. The Minigun nerf is big, but I think you're going to see Heavy-Medic tandems cleaning house as much or more than before, at least on Pubs.
 
Outside of the weapons changes, and just looking at the storyline (yeah, I know, it's TF2 - what story line), but does anyone else get this feeling?

Jump_the_Shark.png
 
When I say "Nobody likes getting sticky spammed", that does not mean "Nobody likes dying". While dying would be hard to enjoy, there isn't usually reason to get frustrated about it. Dying is an integral part of the game. Sometimes dying is required to help your team move forward. When I say nobody likes getting sticky spammed, I am meaning that nobody likes it because there's very little that can be done about it. Sure, there may be one or two counters, but even then if the demoman is even moderately good, he can put a stop to scouts 'n the like. I feel that valve originally intended the sticky launcher to be a trap weapon, which this update is supposed to change. And as I said before, I'm certain that tournies and stuff will use a plugin that makes the sticky-bomb launcher and minigun do the exact same thing that they did before, because people can't learn to adapt.
 
This update gives a serious vibe that TF3 is just around the corner for some reason.

Also, I really <3 those new unusual taunts
 
Most Scouts don't do their job and leave Medics alone, but the ones that like to target Medics will adore that thing.
The moment I saw the Back Scatter I thought to myself "GET ALL THE MEDIC PICKS!" <3

I really can't wait to get back home and try these new weapons. Until then, I can't give much input on anything. Except for I am super excited! :D

Oh and I want to try new taunts. I must craft all my duplicates and wait for their prices to go down.
 
We willl have to have a conga party for kazooo,

also I don't like solly but its fun to Air Strike and been playing him a lot more.
 
The back scatter is more annoying than previously thought, now with scouts making it their only duty to get behind you and kill you.
 

Latest posts

Back
Top