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Old 06-21-2011, 04:56 AM   #1
general_norris
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Default Über update new stuffs!

Anything caught your eye? Mine sure did!

1) The Enforcer (Spy Revolver)
+20% Damage
0.5 seconds slower decloack

This is interesting. It will always three shot Medics and Scouts where the Revolver needed an extra shot and the Ambassador required a lot of aim. I love the range of the Ambassador a lot but many spies will love this.

2) The Family Bussines (Heavy shotgun)
+40% clip size
-15% damage done

Back when hotgun Heavy was all the rage there was nothing as annoying as having to reload. It was poweerful but you really missed some extra shells. This adds two with a very small cost. I like how that sounds!


What do you think? Any other weapons caught your eye?
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Old 06-21-2011, 08:10 AM   #2
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when did this happen?

EDIT

Oh wow, this looks huge. I guess TF2 will be broken for the next 2 weeks back to LoL.

but seriously I think these new sets look fun. I mean TF2 is nothing without hats.

Last edited by Cash50; 06-21-2011 at 08:41 AM. Reason: I figured out there was an update when i went to bed
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Old 06-21-2011, 09:12 AM   #3
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On the heavy stuff none of it's going to be mainstream as heavy is all about DPS and all the new weapons reduce it, but there might be some situational use for the ninja heavy: A heavy with the new mingun (with its silent spin up) and the GRU (for quick flanks.)

The new spy knife is interesting I guess but for a fragile class losing more health is a pretty big downside. The new revolver though should become the standard competitive choice IMO (with the ambassador seeing some niche use.) Given that after the spy makes his move his chances of escaping by cloaking are pretty much non existent in competitive play, slowing your cloak speed (note not de-cloaking speed which would make the gun terribad) is not a big downside for a weapon that lets you do more damage after you've revealed yourself. Also with the dead ringer, no downside! :p

Last edited by Lutraphobia; 06-21-2011 at 09:17 AM.
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Old 06-21-2011, 10:15 AM   #4
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Quote:
Originally Posted by general_norris View Post
This is interesting. It will always three shot Medics and Scouts where the Revolver needed an extra shot and the Ambassador required a lot of aim. I love the range of the Ambassador a lot but many spies will love this.
I have to agree with you about how many people will use this revolver. It might not be great for pub spies who use invis watch/cloak and dagger, but in competitive, after a stab (or fail stab), spies either die, revolver before dying, or revolver while backpedaling and manage to live. If you do either of those three, the new revolver is a better choice. And as for the knife, it compliments the dead ringer nicely, as it allows you to strike before your cloak bar is full and still be able to get out safely.

Also it can two shot 125 HP classes if you're close enough (point blank is 72).

Quote:
Originally Posted by Lutraphobia View Post
On the heavy stuff none of it's going to be mainstream as heavy is all about DPS and all the new weapons reduce it, but there might be some situational use for the ninja heavy: A heavy with the new mingun (with its silent spin up) and the GRU (for quick flanks.)
The minigun is definitely going to be used more often than not I'd say. It spins up in 0.2 seconds (faster than a weapon switch with degreaser), allowing heavy to not even need it revved when standing around. He's going to be able to position himself tons better at the cost of only 450 DPS instead of 540. As for the shotgun and knuckles, they probably won't see any use in competitive. The shotgun isn't terrible, it's just it doesn't really fit the Heavy well - that kind of unlock would've been better for Pyro.
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Old 06-21-2011, 05:26 PM   #5
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I'm curious as to how the revolver will affect the deadringer. If the deadringer isn't affected then the revolver is a win as far as that goes. In comp though you would defintely not use it in conjunction with original cloak or cloak and dagger.

I'm more excited about the medic weapons though. Supposedly with the quick fix you get uber like 3 seconds into the mid fight on badlands.
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Old 06-21-2011, 06:46 PM   #6
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Damn I didn't even notice this update. Someone get something up on the front page about it! *hides*
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Old 06-21-2011, 07:58 PM   #7
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Bazaar Bargain (sniper's rifle)
* Consec headshots give +10 charge/sec
* Bodyshots reduce the bonus
* Misses clear the bonus
* -20 charge/sec base

Opinion: Demands too much to surpass normal rifle.



Shahanshah (sniper's sword)
* +25% damage under 50% hp
* -25% damage over 50% hp

Opinion: Use it over Kukri, it's mini equalizer for Sniper.



Splendid Screen (demo's shield)
* +25% fire resistance
* +20% explosive resistance
* +70% shield bash damage
* shield bash hurts no matter how far you charged

Opinion: Balanced with charge. Weaker for 6s though.



Persian Pursuader (demo's sword)
* 2x charge recharge rate
* ammo pickups restore health instead

Opinion: This might be really broken, even with stickies.



Ali Baba's Wee Booties (demo's... booties?)
* +25 max health
* allows you to turn charge

Opinion: This replaces pipes? Good for pub charging I guess.



Soda Popper (scout's scattergun)
* +25% faster reload speed
* +50% faster firing speed
* -60% clip size
* no random crits
* builds hype as you run
* when hype meter is full, unleash minicrits

Opinion: Balanced until playtesting, hype could be good.



Atomizer (scout's bat)
* grants triple jump
* third jump deals 10 damage
* -30% slower firing speed
* -20% damage done

Opinion: No reason not to use it, it's a mobility option.



Winger (scout's pistol)
* +15% damage done
* -60% clip size

Opinion: Less clip doesn't help with its accuracy.

Last edited by Drayhok; 06-22-2011 at 09:33 AM.
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Old 06-22-2011, 06:12 AM   #8
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Aside from the fact that all this stuff will be banned for not being vanilla enough for league admins the new sniper pack weapons will be standard for comp play. The rifle has no downside unless you can't aim in which case don't play sniper.

The demoknight pack isn't going to become standard but does make the demoknight option far more attractive. You can now far more accurately charge into the enemy med, cripple him with impact damage then one shot him with the sword and regen 100 health immediately with his dropped weapon. You now have full health and your pipe launcher to deal with the rest of their team, you have more health than normal and you resist explosive damage.

Unless the shoes replace your pipe launcher in which case you're now screwed. If you can keep your pipes and run the pack then this will be seen in 6s occasionally if not it won't. Regardless I'm confident that this pack will be nerfed into oblivion at some point anyway.


The scout stuff is mind blowing and may even completely change/break the game. Triple jumping scouts will pretty quickly become standard the 10 damage for the third jump is a downside but it can be useful too. At full health behind the enemy and want to steal their health pack? Three jumps later bye bye health pack. Need to build uber really really slowly? Medic can heal a jumping scout. In all seriousness though there's no reason not to choose this bat if it's available.

Depending how fast the Soda Popper charges depends whether this needs to be perm banned or not. If you can charge it by running from spawn to mid on any of the standard 6v6 maps it needs to be binned pending a nerf. If it isn't charged at mid it's still a viable choice. For a scout that spends most of his time watching a flank it's great as it's essentially crita-cola with less of a downside, likewise on stalemate heavy maps it gives a scout running it an advantage over one that isn't.
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Old 06-22-2011, 07:57 AM   #9
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Quote:
Originally Posted by Drayhok View Post
Bazaar Bargain (sniper's rifle)
* Consec headshots give +10 charge/sec
* Bodyshots reduce the bonus
* Misses clear the bonus

Opinion: There's no downside...? Use this.
The downside is -20 charge/sec

Which means just to get any kind of bonus you must have killed 3 people with it in the life you are using it while suffering a charge penalization.

It's win-more. Bad unlock. And bodyshotting medics and scouts is important IMHO.
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Old 06-22-2011, 09:32 AM   #10
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Quote:
Originally Posted by general_norris View Post
The downside is -20 charge/sec

Which means just to get any kind of bonus you must have killed 3 people with it in the life you are using it while suffering a charge penalization.

It's win-more. Bad unlock. And bodyshotting medics and scouts is important IMHO.
Yeah, that downside line was added in later, probably when they put the scout pack up. I'll edit the post.
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Old 06-22-2011, 04:36 PM   #11
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Quote:
Originally Posted by Drayhok View Post

Soda Popper (scout's scattergun)
* +25% faster reload speed
* +50% faster firing speed
* -60% clip size
* no random crits
* builds hype as you run
* when hype meter is full, unleash minicrits

Opinion: Balanced until playtesting, hype could be good.
This is essentially an upgraded FAN. Depending on how long it actually takes for the "hype" to charge up, it seems like it could actually be allowed in comp play.

Quote:
Originally Posted by Drayhok View Post
Atomizer (scout's bat)
* grants triple jump
* third jump deals 10 damage
* -30% slower firing speed
* -20% damage done

Opinion: No reason not to use it, it's a mobility option.
I think that 3rd jump damages yourself for 10. (Which i think balances it out because then the scout is left with 115 hp) If leagues allow this weapon, this could open new strategies for pushing and flanking.

Quote:
Originally Posted by Drayhok View Post
Winger (scout's pistol)
* +15% damage done
* -60% clip size

Opinion: Less clip doesn't help with its accuracy.
Shoot it like a shortstop or a normal shotgun. The weapon could be pretty interesting to see in comp play.
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Old 06-22-2011, 06:52 PM   #12
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Rofl at the new solly stuff. The new gunboats are particularly amusing, I love them so much already.

The "Disciplinary Action" though seems to be way over powered and may even trump the equaliser as the unlock of choice for at least one soldier on every 6v6 team if it ever gets unbanned.
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Old 06-22-2011, 07:44 PM   #13
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Quote:
Originally Posted by Lutraphobia View Post
The "Disciplinary Action" though seems to be way over powered and may even trump the equaliser as the unlock of choice for at least one soldier on every 6v6 team if it ever gets unbanned.
I think the Disciplinary is a good choice for pocket. He can whip his med (lol) before pushing, team members who want to go in for picks while they're sitting at choke, etc.
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Old 06-22-2011, 07:46 PM   #14
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Drayhok, of all people, you should be the one who loves the OTHER melee.

A roamer's wet dream! Double Gunboats RJ into LIGHTNING FAST MEDIC PICK AWWWWWW YEAH

And I honestly think that most of these weapons bring more to the strategic table to speed up gameplay and make it more fun rather than to slow it down (The DA falls into the speed up category quite literally!). A ban could be counterintuitive.
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Old 06-23-2011, 03:08 AM   #15
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Quote:
Originally Posted by TMP View Post
A roamer's wet dream! Double Gunboats RJ into LIGHTNING FAST MEDIC PICK AWWWWWW YEAH
Boring! You want to use the new boots and to get your pick by throwing the med in the air with a rocket at his feet then killing him as he lands by jumping on his head!
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Old 06-23-2011, 05:10 AM   #16
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Anyone else find this? http://www.teamfortress.com/uberupda...detonator.html
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Old 06-23-2011, 08:34 AM   #17
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Quote:
Originally Posted by HighAllegiant View Post
This is essentially an upgraded FAN. Depending on how long it actually takes for the "hype" to charge up, it seems like it could actually be allowed in comp play.
I agree.


Quote:
I think that 3rd jump damages yourself for 10.
It's on blue text so I it would be weird for it to be a downside.


The Soldier stuff is simply awesome, no question about it. I dont' care if it's viable in competitive play or not, crit shovels to the face are awesomesauce.

I think the Pyro will get some fun strats with the detonator. Stuff that you would normally try with a rocket jump becomes availble with a flare so it's easier to do.
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Old 06-23-2011, 03:14 PM   #18
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Quote:
Originally Posted by Lutraphobia View Post
Good catch, totally missed that.
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Old 06-23-2011, 10:05 PM   #19
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And the medic stuff is here.
The Quick Fix
Medigun Prototype
  • Ubercharge increases healing by 300% and grants immunity to movement imparing effects
  • +40% heal rate
  • +25% heal rate
  • Move at speed of any faster class
  • Can't overheal

The Solemn Vow
Bust of Hippocrates
  • Allows the wearer to see enemy health

The Overdose
Syringe Gun Prototype
  • Movement speed bonus based on ubercharge percentage - to a maximum of of +10%
  • -10% damage

plesedon'tbanoverdoseplesedon'tbanoverdoseplesedon'tbanoverdose
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Old 06-23-2011, 10:33 PM   #20
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New stuff is numbered for the first 100 craftsd
http://img.photobucket.com/albums/v2...6-23_00007.jpg
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Old 06-23-2011, 11:30 PM   #21
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Soda Popper takes ~15 sec (basically time to mid in most maps) of running to charge and instantly lets you do minicrits. You can't choose when to unleash it. Also as a weapon its ok. Two shots, reloads really fast.

Atomizer is straight upgrade as expected.

Disciplinary Action (whip) is broken, no need for even Equalizer anymore (unless pure roamer). Heavies/Soldiers move at over Medic speed when whipped, everything else moves at Scout speed when whipped. Heavy with GRU moves at Scout speed as well.

Demo sword doesn't really heal anything from ammo kits so it's not worth giving up ability to pick up ammo. Full ammo kit heals like 40 or 50.

Tomislav is as good as expected, basically instant spinup.

Overdose only gives speed bonus while out, but can go up to 117% movement speed (default is 107%, Scout is 133%) with full ubercharge. It's good, damage reduction isn't really noticeable.

Quickfix was toned down a bit since beta but it's something we won't know how good it is until teams start running it.



-----



Anything else people want confirmed?
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Old 06-24-2011, 01:23 AM   #22
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The new crafting menus fail so much. It preferentially gets rid of unusual/ vintage items *and it's slower doing routine stuff like making scrap metal. Epic fail. Second epic fail is the price of the packs. Seriously. I know you've made it FtP but who's going to pay that much for the items upfront!
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Old 06-24-2011, 01:44 AM   #23
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The quick fix is amazing! We ran it in a few scrims, and it actually works in a lot of situations. It has its obvious disadvantage of no uber/no overheals, but in more drawn out fight, your team benefits from better health and longer sustain in the fights. If you can make your way into a last fight without running over stickies, the quick fix really shines.
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Old 06-24-2011, 02:34 AM   #24
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Ok so new rollouts assuming all items remain unmodified and unbanned.

How does this sound:

Medic runs quick fix, both sollies run DA.

One soldier whips the demo, one solly whips the medic's pocket scout.

The medic now runs at the speed of a turbo boosted scout and can probably more or less keep up with the demo meaning when the demo arrives he can be on lower health as there's a medic with +40% heals arriving any second. Then the second (unwhipped) scout and the soldiers arrive having run from spawn without needing to jump.

Is this viable, and how does it compare speed-wise to a conventional rollout on say badlands for example? I don't have a team to test it with.
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Old 06-24-2011, 02:40 AM   #25
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about the soda popper, you can choose when to use it, just run around with it at 98% and pistol things, then when you get into fighting range switch to the soda popper, it will fill and you get the mini-crits.
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Old 06-24-2011, 02:46 AM   #26
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Quote:
Originally Posted by warclowd View Post
about the soda popper, you can choose when to use it, just run around with it at 98% and pistol things, then when you get into fighting range switch to the soda popper, it will fill and you get the mini-crits.
True. Also once hype activates the minicrits apply to your pistol (no falloff!) and melee.
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Old 06-24-2011, 02:47 AM   #27
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TF2 is about to get really fast and silly.

I like it.
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Old 06-24-2011, 03:06 AM   #28
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Quote:
Originally Posted by Lutraphobia View Post
Ok so new rollouts assuming all items remain unmodified and unbanned.

How does this sound:

Medic runs quick fix, both sollies run DA.

One soldier whips the demo, one solly whips the medic's pocket scout.

The medic now runs at the speed of a turbo boosted scout and can probably more or less keep up with the demo meaning when the demo arrives he can be on lower health as there's a medic with +40% heals arriving any second. Then the second (unwhipped) scout and the soldiers arrive having run from spawn without needing to jump.

Is this viable, and how does it compare speed-wise to a conventional rollout on say badlands for example? I don't have a team to test it with.
We haven't tried anything like this, but rolling out with the Quick Fix what we did was to have both of our soldiers equalize, and I would hang onto the scouts until we got out of dropdown and then I would heal up our soldiers and we'd be on our way.

As far as speed, there wasn't a remarkable difference, maybe one or two seconds.
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Old 06-24-2011, 05:47 AM   #29
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There's no cumulative boost for the soldier using it but it seems you can buff multiple allys with the DA. Suddenly the whole cookie cutter becomes a little less well defined. You can now run any class to mid and have it there in good time for virtually no penalty. Wow.
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Old 06-24-2011, 08:16 AM   #30
Cash50
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TF2 is dead. End of Discussion
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