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PostPosted: 15 Aug 2009, 19:18 
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Nerdish, tbh. (461)
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Found my first hat today the Glengarry Bonnet :mrgreen:


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PostPosted: 15 Aug 2009, 19:22 
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Has no REAL life! (5288)
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The simple fact that it can stun a player for a year shows how overpowered the sandman is.

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PostPosted: 15 Aug 2009, 19:23 
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Geek (690)
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[SpA]Minimoose! wrote:
The simple fact that it can stun a player for a year shows how overpowered the sandman is.
wat


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PostPosted: 15 Aug 2009, 19:26 
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Has no REAL life! (1715)
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[SpA]Johnny wrote:
Found my first hat today the Glengarry Bonnet :mrgreen:
Do you feel the amount of hate towards you ? :mrgreen:


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PostPosted: 15 Aug 2009, 19:28 
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Has no REAL life! (3017)
Cherry, I understand you liked using it but the weapon was broken. Stunning ubers and anihilating heavies and soldiers made it OP. 30 hp for double jump is a pretty fair trade. It basically means that if I equip it I have to rely on it, not just randomly spam it.

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PostPosted: 15 Aug 2009, 19:46 
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Crap at posting (36)
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[SpA]sebas wrote:
Cherry, I understand you liked using it but the weapon was broken. Stunning ubers and anihilating heavies and soldiers made it OP. 30 hp for double jump is a pretty fair trade. It basically means that if I equip it I have to rely on it, not just randomly spam it.
+1 the Sandman was overpowered, it's closer to being balanced now.

Oh and the new update rocks :4


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PostPosted: 15 Aug 2009, 20:09 
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The heavy has 300 hp to he scout's 125. All the sandman does is make him stop for a couple of seconds. Any annihilation comes from something else ... crit rockets maybe?

The update increases the damage to a stunned player from 50% to 75% so how can this make the weapon less overpowered and more balanced???

If the intention was to remove the random spam then make the recharge time longer, or shorten the effective distance.

I don't see why the sandman should no longer be effective against ubered players. This was an effective way to help the team by slowing down an enemy attack or letting injured players escape. Does the pyro airblast still work or must an uber be completely unstoppable?

By taking the scout to 95 hp it's basically been relegated to elite players who probably wouldn't bother with the sandman as they'd prefer to keep the double jump, so I don't see who this would now appeal to.

I liked playing scout with the sandman as it would give me a little more defence against better players as I could stun and give them some damage, maybe earning an assist, or make my escape and heal up. IMO the sandman changes are a real screw up and have completely removed the fun for me.

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PostPosted: 15 Aug 2009, 20:45 
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got the ugliest hat......the football helmet and not evenits not even new....

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PostPosted: 15 Aug 2009, 20:58 
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Has no REAL life! (3493)
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this update is amazing

in fact, it's so amazing that I may consider stopping reading the forums and actually going to play tf2. they just did one teeny thing wrong...
Quote:
Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal)
I am gonna miss my spychecking blutsauger so very badly :(

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ュ~ちゃんgamer.jp Pinky: till you're senseless


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PostPosted: 15 Aug 2009, 21:13 
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[SpA]CherryRed wrote:
The heavy has 300 hp to he scout's 125. All the sandman does is make him stop for a couple of seconds. Any annihilation comes from something else ... crit rockets maybe?
A scout can take a sole heavy if he has the element of surprise even without the sandman. But it's not 1vs1 I was refering too, but stunning the heavy in his one true strenght which is corners (doors).
[SpA]CherryRed wrote:
The update increases the damage to a stunned player from 50% to 75% so how can this make the weapon less overpowered and more balanced???
They've also made the min distance longer and gimped the scout's hp. This means that, as I said before, the weapon is no longer a plus but something you have to realy on if you want to kill the enemy.
[SpA]CherryRed wrote:
I don't see why the sandman should no longer be effective against ubered players.
Because it's not just effective mate, it completely destroys the uber. A pyro doing blowbacking can be killed and a heavy or demo don't have big problems in doing so. Buy if the medic is stunned, his target dies from sentry, spam and whatnot making the uber a complete waste. It's just a hard on you hit you've done it, there's no counter because you can't do anything while stunned.

I have to agree that with 95hp the sandman becomes very hard to be used efficiently. On defence however you could still pull off a lot of useful stuff with it.

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PostPosted: 15 Aug 2009, 21:34 
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Sebas says it best, although I still think that stun has no place in a fps.

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PostPosted: 15 Aug 2009, 21:36 
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[SpA]sebas wrote:
A scout can take a sole heavy if he has the element of surprise even without the sandman. But it's not 1vs1 I was refering too, but stunning the heavy in his one true strenght which is corners (doors).
The heavy has lots of strengths and I think he is much more likely to be killed by a sniper than by a scout with the sandman.
[SpA]Sebas wrote:
They've also made the min distance longer and gimped the scout's hp. This means that, as I said before, the weapon is no longer a plus but something you have to realy on if you want to kill the enemy.
But with the reduced hp you will probably already be dead from a stray shot before the ball even connects. I agree, the weapon is no longer a plus.
[SpA]Sebas wrote:
Because it's not just effective mate, it completely destroys the uber. A pyro doing blowbacking can be killed and a heavy or demo don't have big problems in doing so. Buy if the medic is stunned, his target dies from sentry, spam and whatnot making the uber a complete waste. It's just a hard on you hit you've done it, there's no counter because you can't do anything while stunned.
Which was my point. It gives the team time to escape or regroup to defend, and slows the enemy progress as there's a risk that they can't just rush in and kill everything. The stun only lasts a couple of seconds so the ubered enemies can survive and withdraw to try again, and the pyro airblast is a very effective counter.
[SpA]Sebas wrote:
I have to agree that with 95hp the sandman becomes very hard to be used efficiently. On defence however you could still pull off a lot of useful stuff with it.
But with 95 hp you'll only be effective if the enemy attacks one at a time, and you successfully stun them. If there are more than one, or they uber then you're pretty much dead.

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PostPosted: 15 Aug 2009, 21:43 
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It isn't a couple of seconds, it can last for some ridiculous amount of time, and it's not the scout that is the main danger while your stunned, its the rest of the enemy team who all target you for a free kill. Now that it only reduces damage taken by 25%, it is so easy to kill a stunned enemy. It's also incredibly unfair on the person who gets hit because you can't do anything at all once you're hit, so it completely removes the skill of the player.

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PostPosted: 15 Aug 2009, 23:04 
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Dark wrote:
KOTH needs a 0 engineer limit too :4
I really hate these limitations.... the classes are in the game to be played. Even if it sucks in some cases - thats the challenge...


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PostPosted: 15 Aug 2009, 23:11 
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Spacey wrote:
Dark wrote:
KOTH needs a 0 engineer limit too :4
I really hate these limitations.... the classes are in the game to be played. Even if it sucks in some cases - thats the challenge...
amen brother, amen!

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PostPosted: 16 Aug 2009, 00:50 
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[SpA]Crovax20 wrote:
Spacey wrote:

I really hate these limitations.... the classes are in the game to be played. Even if it sucks in some cases - thats the challenge...
amen brother, amen!
:lol: :lol: :lol:

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PostPosted: 16 Aug 2009, 03:23 
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Spacey wrote:
Dark wrote:
KOTH needs a 0 engineer limit too :4
I really hate these limitations.... the classes are in the game to be played. Even if it sucks in some cases - thats the challenge...
I noticed on our KOTH session today (think it was the snow map... no idea the name, its 2:30am!!!) but the sentry guns didnt have much impact, even when there were two of them. They can be taken out the standard way and they are only really useful when placed next to the CP where the action is and wont last very long.

can understand not having engys on 2fort or turbine because it just makes the games more interesting and less of a stalemate, but on Koth, i really dont think banning engys really matters cause they are only a duber away from being destroyed.

word.

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PostPosted: 16 Aug 2009, 10:13 
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I had a CTF on Sawmill with 3 sentrys in the enemys cellar guarding the intel. :?


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PostPosted: 16 Aug 2009, 11:31 
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boohoo, go demoman and bust them.

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PostPosted: 16 Aug 2009, 12:33 
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Dekar wrote:
I had a CTF on Sawmill with 3 sentrys in the enemys cellar guarding the intel. :?
CTF is another matter and personally ithink the ctf games are more fun without engys imo, but after testing Koth in the field... (lol so sad) i dont see any reason to loose engys from Koth. I mean how can you continue to defend a point with no dispensor.

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PostPosted: 16 Aug 2009, 13:00 
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CTF is ruined by sentry bunkers, i think that matter has been resolved, I played koth_nucleus and sentries did nothing there, the map was so open they go destroyed quickly after getting a few nice level 1 kills and dispensers are quite helpful. I didn't play for long though because I auto joined to a deathmatch server, also I was going to rage quit anyway cos my team all went useless classes :P

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PostPosted: 16 Aug 2009, 13:02 
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i love you moosey :)

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PostPosted: 16 Aug 2009, 15:18 
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Looking at Valve CTF maps development I can imagine next CTF map will have intel hidden in enemy spawn, or in a room directly connected to spawn :| I understand that intel cant be in the middle of the map, but you really can put it in more accesible place :?
Quote:
boohoo, go demoman and bust them.
Yes go to intel area at Sawmill with demo, and try to bust 3 at least reasonably skilled engis at once 8) Good luck, you will need it :P


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PostPosted: 16 Aug 2009, 15:46 
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1 vs 3 and you expect to win?

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PostPosted: 16 Aug 2009, 16:43 
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You might not have to kill them if they aren't engineers, because they have human aim, rather than lock on aim. A run in, run out tactic might work, but won't against sentries.

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PostPosted: 16 Aug 2009, 18:51 
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3 engies are nothing in compare to this: http://www.xfire.com/video/11239e/ :lol:


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PostPosted: 16 Aug 2009, 19:34 
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[SpA]Minimoose! wrote:
You might not have to kill them if they aren't engineers, because they have human aim, rather than lock on aim. A run in, run out tactic might work, but won't against sentries.
actually it works pretty good against sentries if you time your run in run out :)

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PostPosted: 16 Aug 2009, 19:47 
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Has no REAL life! (1120)
Not related at all, but meh

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PostPosted: 16 Aug 2009, 19:51 
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So long and thanks for all the fish! (1771)
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dude... your graphics is teh suck!

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PostPosted: 16 Aug 2009, 19:52 
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Oooh, Legofort!

Sentries aren't a problem on KotH maps at all imo. They're all pretty open and easy to hide from them / destroy.
On ctf maps tho.. :p


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