euhm, the Scout is fine. sure, it's too popular now, but that'll die down...UncannyGarlic said:I'm somewhat against the idea of removing all player control with an attack in a multiplayer FPS but it can still be balanced. They need to make it unable to stun ubers, allow heavies to stay spun up during the stun, and possibly add a cool down time, during which the stunned player cannot be stunned again, after being stun equal to the time one was stunned (maybe, this is more to prevent griefing than anything else). The stun times might also need some adjusting. The other problem with the Sandman is that it makes the Scout another hard counter to the Heavy and makes the Natascha even worse (basically makes it a failed update), as it can no longer achieve it's goal which was to allow the Heavy to better deal with Scouts.
if you really want to cheat the achievements (which takes away some fun imo) or if you're really stuck:rcorporon said:How does one find these "achievement servers?"
SuAside said:if you really want to cheat the achievements (which takes away some fun imo) or if you're really stuck:
host your own server, type sv_cheats 1, load a few bots (google it how to create them & assign teams etc), set sv_cheats 0, retry (reconnects & registers the server as non-cheating)
and do whatever you want...
now, complex achievements aren't going to work without very advanced use of bot features (which is hard & time consuming). but most achievements involved can be gotten simply by loading arena maps and wiping the competition in one way or another.
but i must say: in my eyes the medic achievements were the hardest (or most time consuming), but i also had most fun getting them... so i'd suggest not to cheat unless you're really stuck & can't have anyone help you with them (like the scout getting the heavy sandvish thing, that's just fucking hard to get unless you play a lot or get pretty damn lucky).
Sort maps by name, find an achievement_scout map of some sort and join. It works best when people are cooperating (which sometimes happens and sometimes not, there are a lot of griefers who join those servers) so if you want to really go through them quickly I could help you out.rcorporon said:How does one find these "achievement servers?"
The biggest problem with the Sandman is the effect on the Medic and Heavy. The projectile is fast enough that it's fairly easy to hit enemies with at short to mid range so an alert scout can stun an uber Medic pretty easily, thus giving their team the opportunity to kill whoever was being ubered or, at the very least, slowing the rush down enough to allow people to escape or get in position to further disrupt the uber. It's really a question of whether or not ubers were a problem and needed a nerf (and how much of a nerf).SuAside said:euhm, the Scout is fine. sure, it's too popular now, but that'll die down...
especially since everything that was added has great negative sides. hell, other classes had far less downsides to their upgrades!
The Sandman:
- no double jumping at all
- long cooldown if you loose your ball
- only very short stun if used nearby
UncannyGarlic said:sometimes happens and sometimes not, there are a lot of griefers who join those servers) so if you want to really go through them quickly I could help you out.
I prefer ubering Pyros and Demomen myself, Heavies are useful to uber on some maps (kart is the only type I can think of as almost always the best choice) and as a last second save on CP maps but otherwise I find that Demomen and Pyros do a better job at killing people and destroying buildings due to their speed.SuAside said:Medic + Heavy uber combo was just too overpowered... you have a stalemate? fine, just carefully heal til your uber is ready, then storm with a Heavy (or alternatively a Demoman or Soldier). boom, all fucking turrets and buildings are gone (if the player has half a clue).
Bonk! does this and the Sandman allows Scouts to easily kill Heavies where as they were pretty close before, assuming the Scout didn't run at the Heavy head on of course.SuAside said:- survivability against heavies
Demomen, Pyros, counter ubers (blocking), and the rare well shot rocket from a Soldier did this, though only the first three are really reliable counters, ubers being most useful at chokepoints. The Sandman stops and destroys ubers with minimal skill (ball isn't very hard to aim or hit with compared with juggling with Demo, Pyro, or Soldier) or involvement (one hit does it as opposed to the multiple required with other classes). The ubers stated purpose is to minimize and end stalemates, particularly in choke points.SuAside said:- gave the team a way to stop uber rushes (other than being lucky enough for rocket turrets to bump either the medic or the heavy out of healing range)
Yep, I like the idea of the Bonk!, though there are people who are complaining that it allows Scouts to butcher turrets (run up to a level 3 and it'll destroy itself when it shoots the Scout). The problem with that is that it allows Scouts to counter turrets which are intended to be a hard counter to Scouts.SuAside said:- gave the scout a way to get past reinforcements (upgraded turrets in close quarters is insta-death to a scout)
The main server I play on never gets more than four Scouts while I'm on, and even that is a rare high. I really haven't seen the lack of doublejump on the Scout do much, though I can think of a couple maps where it could matter. I'd say that the Sandman is pretty clearly overpowered as it is, just how overpowered it is we can't really be sure until people have mastered the ins and outs of it (a month or two).SuAside said:but these supposed upgrades have great disadvantages for the scout as well. i think you're underestimating those. that's probably because currently the servers are being spammed with people trying to get there achievements, but this will die down.
That's pretty sexy B)Increased backstab check so that Spies can side-stab again
Are you thinking of tf_damage_disablespread? That's been there for some time now.UncannyGarlic said:Once they allow for random damage to be turned off like crits and make the alternate weapons/items available to all players from the get go instead of this unlocking shit.
They fixed that, too. Not sure if they broke it again since then, though. Natascha was pretty awesome during that time it was working properly, anyway. Scouts/pyros/medics were pretty much boned, and with a bit of support, you had fairly good odds against the heavier classes as well.UncannyGarlic said:(for what it matters, it still needs to be buffed up to the 25% reduction instead of the 33% it's at)
I think they're both fine the way they are.rcorporon said:Cool... the soldier is in desperate need of an update.
I hope that's just a "timed" exclusive thing, so we'll still get the other one...Where the War update differs from other class updates is that we've decided to mix things up a little with, as the Administrator would say, "a healthy competition." A secret, exclusive seventh weapon has also been developed by the TF2 team. In other words, either the Soldier or the Demo (but NOT both) is walking out of this update with one more weapon than the other. If you want your class to have it, you're going to have to fight for it. The more Demomen you kill as the Soldier class will help ensure the Soldier gets the weapon at the end of the week. The more Soldiers you kill as the Demo will help the Demo class get the exclusive seventh weapon.