I also got some approximate stats for the random drops, post 9/2 update:
Drunken_F00l, the guy who made the idle program still says you have a 25% chance of getting a weapon every 25 minutes.
Also, you're given an approximately 3.5714% chance of getting a hat every 4 hours, 17 minutes, and 10 seconds. Yes, that interval is accurate. The SteamStats program proved it, since the hat drop rate was increased before the idler wipe.
On average, a player will get 6 weapons every ~10 hours, and get 1 hat every ~120 hours. Of course, you can still get screwed over since it is a totally random system.
Perhaps we could get inhouses running using Hamachi + the TL vent? Hamachi does work well with Source games, right?
razorback is useless. you die in 2-3 shots so spies can still kill you if they just stand behind you and shoot.
i like jarate more than smg because smg damage is really low. i almost never kill anyone with it. minicrits and putting out fires is pretty useful though
On September 06 2009 23:56 geometryb wrote: razorback is useless. you die in 2-3 shots so spies can still kill you if they just stand behind you and shoot.
i like jarate more than smg because smg damage is really low. i almost never kill anyone with it. minicrits and putting out fires is pretty useful though
Ya, razorback is generally useless. The ambassador is made to kill snipers with the razorback. Go for jarate, your teammates will like you better.
Of course no spy is gonna backstab you with the razorback on, but if you have a good ear and hear the uncloak sound you can get an easy headshot/kukri kill. SMG is still manlier than all of them though.
So can anyone help me test Hamachi with TF2 later on, just to see if it works? I imagine it won't be that laggy if we're all from North America. Inhouse games would be pretty sexy, and I've got a few other people outside TL who would probably participate
Thanks to the Russians at CSmania.ru, we now have a sneak peek at the next update Valve has in store for us (and if you're daring enough, you can download the beta for yourself!)
Here's a little changelist that I've gathered from the original thread: + Show Spoiler +
Heavy # The Heavy's new gloves are the Gloves of Running Urgently (GRU for short). It comes in three different variations, but its not sure which one will make the final cut for public implementation as they are all still being tested and new variations may appear. The current known variations are as follows: # GRU Beta 1: When weapon is active you receive a speed bonus but have -100 Max Health and -50% damage penalty. # GRU Beta 2: When weapon is active you receive a speed bonus but health from healers is reduced and there is a -50% damage penalty. # GRU Beta 3: When weapon is active it you receive a speed bonus but -6 health per second is drained and you do -50% damage. # Also, you seem to able to drop Sandviches now, to heal teammates or yourself.
Engineer # The engineer's new wrench is the P.D.Q. which gives him a 150% boost to construction rate but prevents him from upgrading his buildings. Rate of repair appears unchanged as of the moment.
Medic # There's been a tweak to the Medic's regeneration rate, I believe it's slightly faster now... can anyone translate this?: За попадание 3hp, регенерация меньше на 2hp # Blutsauger and Ubersaw to be nerfed: # Blutsauger Beta 1: Gives +3 Health per hit but has -25 Max Health on player # Blutsauger Beta 2: Gives +3 Health per hit but with -25% Damage # Ubersaw Beta 1: Gives 25% Ubercharge on hit, but -20% slower attack speed and -25% damage done # Ubersaw Beta 2: Gives 25% Ubercharge on hit, but -20% slower attack speed and -20 Health to medic on hit # Medigun Beta: Overheal does NOT disappear, heals at 50% slower rate
Spy # The spy is apparently getting not one, but two suits. However, it is currently unsure if both suits or just one will make it past the beta. # The first suit is as heard of before, giving the spy 90% damage reduction from flames and takes the place of his revolver. # The second suit prevents the spy from igniting at all and like the first suit seems to take the place of his revolver.
Misc # Some tweaks to the backpack, including 100 slots, and the ability to sort items by type, class, loadout slot, etc. # New spectator view that should be nice for spectating competitive matches. # New loadout slots for buildings and grenades (NOOOOOOOOOOOOOOOOOOOOOOOOOOOO)
Man, I'll be playing so much Heavy and Engineer after this update. Shame that they're going to kill the Combat Medic playstyle though.
I think that is pretty accurate, except for a few minor details, which mostly come down to opinion.
Force a nature is bad. It doesn't even help bad players, since they will fire the two shots at once anyway, making it likely to miss the second shot. If you wait for the second shot, any decent player will be attacking you now, so you cannot run straight up to them, making this a lose-lose scenario. It is on one level with the backburner. Backburner has some use when sneaking up on enemies, and fan has some use due to its jumping capabilities, but both are bad.
I also still use fireaxe. The rare occassions when I play pyro are in arena, where I prefer a hit and run style of play, which cant't really utilize the axtinguisher. The axe is for other pyros and underwater kills .
Also Jarate is much better than you give it credit for. It has two good uses for teamplay. Putting teammembers, especially medics, out of fire and throwing it into a group of enemies, which will most likely lead to your team winning the fight.
I think that is pretty accurate, except for a few minor details, which mostly come down to opinion.
Force a nature is bad. It doesn't even help bad players, since they will fire the two shots at once anyway, making it likely to miss the second shot. If you wait for the second shot, any decent player will be attacking you now, so you cannot run straight up to them, making this a lose-lose scenario. It is on one level with the backburner. Backburner has some use when sneaking up on enemies, and fan has some use due to its jumping capabilities, but both are bad.
I also still use fireaxe. The rare occassions when I play pyro are in arena, where I prefer a hit and run style of play, which cant't really utilize the axtinguisher. The axe is for other pyros and underwater kills .
Also Jarate is much better than you give it credit for. It has two good uses for teamplay. Putting teammembers, especially medics, out of fire and throwing it into a group of enemies, which will most likely lead to your team winning the fight.
Force-A-Nature was so good (or rather, annoying) that ETF2L banned it from matches. It's not right when a single scout can keep the entire team off a point, or just a get a free kill because they got the first shot.
How to use the Axtinguisher: No point in the Fire Axe, really. If you're playing pyro, everyone around you is going to be on fire anyways. And the airblast -> axtinguisher one-hit-kill is way too good to pass up on.
Well, there is a poll on ETF2L for wether to ban or not to ban FAN, with yes having 54% of the votes. The people that vote yes do so because it is annoying, not too strong. Thats the same thing if you would initiate a vote to ban DTs from Iccup. I'd vote yes tbh. I stand by my point, it is inferior in every way, except taking shortcuts.
On September 15 2009 07:27 Mobius wrote: My friend plays REALLY competitive tf2.. hes on !terribles team.. He showed me this vid of a scout, thought i'd post it. http://www.youtube.com/watch?v=1vf2s9jZsvE
that's old, you gotta check out his new vid posted up like a week ago:
carnage is a baller I play scout almost exclusively now after seeing that vid