Update

Noobkiller

Forum Fiend
Joined
Jan 18, 2008
Messages
755
This one was mixed with both good and bad things, lazy mean valve

the good
the exploit-comment-FINALLY!!!AHLGKASJKDKLDFJASD
the custom tag info pop-up-comment-I just relized the whole pop-up on the custom tag was thanks to our compl----, constructive critisim on their fourms

the bad
MEDIC UBER NERF
MEDIC UBER NERF
did I mention
MEDIC UBER NERF
 
You knew the medic fix was coming. I mean seriously do you think it was intended that you could just bounce uber between 2 people for 10 seconds? I'm more surprised they didn't do this at the same time they changed it so you couldn't save uber by switching guns
 
Yes, but the problem arises during the splitting of an uber medic and guy. Now the medic, if he chooses to connect to a different person because his original guy is half way across the map, is technically ubering 2 people and thus his charge drops DOUBLE speed. So, now everyone knows that in order to keep an ubered (fill in the blank) from never reaching the target, split them. The medic's uber charge is screwed either way.

At least in the past, you could uber a second person in that situation without any penalty. I see this just as another example of Valve fixing a problem that never was really a problem in the first place. Double ubers are nice, but just a little mistake will cause the push to fail.

I just hope Valve stops screwing with the game and let us play.
-Groo
(sorry. vent mode off now... bad day)
 
Ugh crouch-jumping feels poorly fixed, when you try doing it you violently jump half a cm and then just land again like your below piece of wood
 
[quote1207186362=Groo]
At least in the past, you could uber a second person in that situation without any penalty. I see this just as another example of Valve fixing a problem that never was really a problem in the first place. Double ubers are nice, but just a little mistake will cause the push to fail.

I just hope Valve stops screwing with the game and let us play.
-Groo
(sorry. vent mode off now... bad day)
[/quote1207186362]

That would be bad but its not how it works =D
When you have someone ubered or are just standing without an uber the meter runs down normally
The thing is that for about a second after you stop targeting someone with an uber they still have invulnerability
So the only time you would be having your charge drained double is if two people are invulnerable from your uber at the same time
 
Correct, so if i grabbed the wrong person to uber and then switch to the correct person too quickly, I am penalized for that second or so with a double loss of uber. Or if the person I am ubering launches to next county (or worse is AFK) and i grab the next Joe standing next to me too quickly (ie both have uber for a second) then I am penalized again. Yes, it is only for a second or so and it's not the end of the world, but 1 second can determine if the uber demoman gets his last sticky down and detonates them in time.

I just wish Valve would stop changing the game I enjoy playing especially since I get no say over it. Fixes are great and I am all for fixes which actually fix the problem. These game play changes where people aren't playing the way Valve intended them to play so they'll take something away (soldier, demoman, medic, spy, sniper nerfs) are the problem.

-Groo
 
That a load of poopie. They should have just made an immediate cut off of the target once the connection is lost.
 
[quote1207209390=Groo]
I just wish Valve would stop changing the game I enjoy playing especially since I get no say over it...
[/quote1207209390]

Yeah, it;s getting annoying checking up on the daily updates, to see how things have changed. It seems that they are one-by-one crippling all of the classes, until eventually they release the 'accomplishment unlockables'. I thought they realized they should keep it simple the first time they made tf2, and tanked it because it was garbage.
 
[quote1207223194=Groo]
So, now everyone knows that in order to keep an ubered (fill in the blank) from never reaching the target, split them. The medic's uber charge is screwed either way.
[/quote1207223194]

Well, you should have been trying to split the medic and his patient all the time anyway. Anytime I see an ubered medic and a patient come rushing my way, I'm always aiming rockets at the medic's feet to try to pop him up and away from his patient. IMO, that's on of the best ways to counter an uber.
 
Just like anything else (think StarCraft, which has been updated and changed continually for over a decade now) TF2 will grow and evolve, and so will the strategies for playing. It's supposed to be hard, and anything which leads to the "this is the only way to do it" syndrome means that it should change.

There is nothing that irritates me more than some player saying, "xxx is the only way to play this map" as if they were the authority on the matter. Sure, certain conventional strategies may be more common and logical than others, but if you consider that most great military victories were not achieved by sticking to conventional wisdom, then it becomes that much more important to not rely on the same strategies over and over.

I think what Valve is attempting to do, and rightfully so, is find the place where classes are adequately balanced and diverse strategies and playing styles are encouraged. Yeah, there may be a few bumps in the road to get there, but we'll get there eventually. Thank goodness we're not heaving to deal with the CS:S variable market price update. That was a fiasco of epic proportions.
 
[quote1207236260=Flippy Squirrel]
Thank goodness we're not heaving to deal with the CS:S variable market price update. That was a fiasco of epic proportions.
[/quote1207236260]

Ain't that the truth... Each update for TF2 causes me to cringe just a little to see if they release one of those for TF2. Here's hoping Valve learned from that mistake %-6

-Groo
 
OK, for those of us who don't pay any attention to the CS:S world these days, what was the variable market price update fiasco? Did they change the price of weapons based on supply and demand or something?
 
[quote1207248005=RESPAWN]
OK, for those of us who don't pay any attention to the CS:S world these days, what was the variable market price update fiasco? Did they change the price of weapons based on supply and demand or something?

[/quote1207248005]
Yep, I believe that was the case, though what killed it for me was when they added the slowdown after you jump.
 
[quote1207248502=RESPAWN]
OK, for those of us who don't pay any attention to the CS:S world these days, what was the variable market price update fiasco? Did they change the price of weapons based on supply and demand or something?

[/quote1207248502]
... and, it's still going. Most server admins disable it because the market has been so totally skewed by users gaming the system that it almost completely ruins the point of having a market at all.

Here's the current prices on items in CS:S
http://www.steampowered.com/stats/csmarket/
 
[quote1207259633=Flippy Squirrel]
[quote1207248502=RESPAWN]
OK, for those of us who don't pay any attention to the CS:S world these days, what was the variable market price update fiasco? Did they change the price of weapons based on supply and demand or something?

[/quote1207248502]
... and, it's still going. Most server admins disable it because the market has been so totally skewed by users gaming the system that it almost completely ruins the point of having a market at all.

Here's the current prices on items in CS:S
http://www.steampowered.com/stats/csmarket/
[/quote1207259633]

What the heck is up with that. Such a large portion of the weapons cost $1 that there's virtually no reason to even have a weapon's buying system. If I were a regular CS player, that junk would really anger me.
 
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