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Author Topic: Team Fortress 2: World's #1 War-Based Hat Simulator  (Read 823198 times)

Enzo

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Re: Team Fortress 2: Mecha Update! "All hail the maker!"
« Reply #9705 on: December 20, 2012, 05:37:59 pm »

Finally. A new demoman unlock that's actually a gun.
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Thexor

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Re: Team Fortress 2: Mecha Update! "All hail the maker!"
« Reply #9706 on: December 20, 2012, 06:15:09 pm »

If it follows past trends it should be sometime tonight ie within the next 4-6 hours or so.

...apparently, you're right. The patch notes were posted ~25 minutes ago, so I guess we're just waiting for the update to go live.  :o
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Metalax

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Re: Team Fortress 2: Mecha Update! "All hail the maker!"
« Reply #9707 on: December 20, 2012, 06:29:45 pm »

Looks like it's downloading now. Slowly. Very, very slowly.

edit: slowness due to it deciding it's going to update every other Source engine game at the same time.
« Last Edit: December 20, 2012, 06:33:35 pm by Metalax »
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Re: Team Fortress 2: Mecha Update! "All hail the maker!"
« Reply #9708 on: December 20, 2012, 08:34:43 pm »

Finally. A new demoman unlock that's actually a gun.

...and it is: A crappy gun! Look at all the lack of surprise I have.

My first two unlocks were a Strange Festive Axtinguisher and a Strange Festive Ubersaw. With any luck, these might be worth something substantial. The other three unlocks were two festive fish and and a festive bow, which might be a nice sale as well. Anyone know the price of these things?
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Enzo

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Re: Team Fortress 2: Mecha Update! "All hail the maker!"
« Reply #9709 on: December 20, 2012, 10:00:11 pm »

Hey, the new demo gun looks fun, at least. Airburst pipes. The description indicates that a well timed/primed shot could knock back an opponent and then blow up in his face, and I want to test this theory.

Also, too early to call exactly how much festives will be worth, but if last year is any indication the stranges will be super valuable.
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JoshuaFH

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Re: Team Fortress 2: Mecha Update! "All hail the maker!"
« Reply #9710 on: December 21, 2012, 02:41:02 am »

So the new MVM map, Bigrock, is really awesome. I sincerely hope this is a permanent addition to the mode rather than a temporary event like Caliginous Caper was.

The new robot Engineers are real pains in the ass, always spawning in secluded spots away from the action so they have time to set up, possessing two or three times the health of a normal engie, and have lightning fast build times for their sentries and teleporters. While the sentries are annoying, the teleporters are lethal in that they move up the spawn point and seemingly speed up how fast things spawn rapidly. They only seem to have the weakness in that they have a glowing pillar that appears to make themselves conspicuous when they spawn. Needless to say these guys need to be taken down as soon as possible. I love'em.

On a spur of the moment, I got some of my friends and Kinseti to tackle the new map, and we roll right over the normal difficulty Bigrock mission, then try advanced. We get our asses thoroughly kicked, only reaching the second wave, before doing the normal one again. In fairness, my three friends that were there with me don't take TF2 very seriously, so they're kind of doomed on any difficulty above intermediate.

So in the time since it's been released, I've done the normal Bigrock mission four times (pyro, spy, spy, huntsman sniper) and the map is great. The three items that were released look really interesting, I even got to see a Vaccinator Medic on our team. I'll definitely need to see more of them in action.
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TherosPherae

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Re: Team Fortress 2: Mecha Update! "All hail the maker!"
« Reply #9711 on: December 21, 2012, 01:35:08 pm »

So in the time since it's been released, I've done the normal Bigrock mission four times (pyro, spy, spy, huntsman sniper) and the map is great. The three items that were released look really interesting, I even got to see a Vaccinator Medic on our team. I'll definitely need to see more of them in action.
Well, I got myself a Rescue Ranger here, so I can give a bit of information about that.

It costs 130 metal to teleport things into your hands - which makes it really useful in MvM where you can have a surplus of metal. When teleported, the animation of a teammate going through a teleporter plays, and then a tracer beam goes between where your gear was and where you are now.

The death mark occurs when you have the shotgun equipped, regardless of if you have it wielded - I suspect this would make it pair well with the Eureka Effect, but I can't be sure since I no longer have one of those.

The projectile it shoots is basically a Crusader's Crossbow bolt for buildings - again, truly handy for MvM when you want to leave an area but keep your sentry alive long enough to bring it back into your arms. It does, at minimum, 18 damage at range, and a hundred-something on crit. The healing is usually around 40-50 health to your building, regardless of how far away you are from it.

So summary: it's great if you're a ninjaneer, playing MvM, or playing on an instantrespawn server. If you prefer to turtle as an engi, you probably want the normal shotgun instead, and if you're a frontline-combat engi, you were probably going to roll with the Frontier Justice/ Gunslinger combo anyways.
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Re: Team Fortress 2: Mecha Update! "All hail the maker!"
« Reply #9712 on: December 21, 2012, 02:14:33 pm »

I might see it being rather fun in combination with the Eureka, as you could build everything at base except the teleporter exit. Go hunting for a camping spot, build the exit, then teleport cycle to move that gear up and have a full lvl3 base set up over the course of 10 seconds.
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JoshuaFH

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Re: Team Fortress 2: Mecha Update! "All hail the maker!"
« Reply #9713 on: December 22, 2012, 02:06:35 am »

Awesome! I just finished the BigRock advanced mission "Broken Parts" as spy. Man that was intense, and involved alot of team coordination and clutch backstabs. I wish there were some quick way of friending the random people on a server that didn't involve remembering their names, cause those were some boss-ass players. Or: Boss ass-players.

Of the seven waves, 6 was the most brutal, and 7 had only one real enemy besides a BOATLOAD of snipers and spies: a single unique boss giant soldier that's both rapidfire and crit boosted and possessing atleast ten times the health of an ordinary giant. And it's wearing a spiffy hat. It took our second try to get it while wave six took maybe 15 tries, thanks to a combination of three tanks, giant medic/heavy combos, like 10 giant soldiers, and 8 super scouts that attack almost simultaneously at one point in the mission. We only one by the skin of our teeth as a tank is about to drop the bomb, props to crit canteens for making that clutch win possible.

I'm glad that spies are no longer leered at in the meta, cause the robo-engies keep me busy. I think it was in wave 4 or 5 that included nonstop robo engies. You'd kill one, and another would spawn no more than a second after, who half the time then chooses to just run straight to where the first one set up and then try to finish that one's job. Made it easier on me, but man was that was nerve wracking, especially since it takes sappers SO LONG to kill a teleporter.

Now all that's left is the other advanced mission...
« Last Edit: December 22, 2012, 02:08:27 am by JoshuaFH »
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miauw62

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Re: Team Fortress 2: Mecha Update! "All hail the maker!"
« Reply #9714 on: December 22, 2012, 03:36:20 am »

That reminds me, I still need to finish one "normal" advanced mission.
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JoshuaFH

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Re: Team Fortress 2: Mecha Update! "All hail the maker!"
« Reply #9715 on: December 23, 2012, 10:28:19 pm »

Alright, while I beat Broken Parts with relative ease, the other advanced mission "Bone Shaker" is giving me NOTHING BUT GRIEF! That first party that I got through Broken Parts with was a gift from god, cause I just can't replicate that kind of luck again. Nobody can tolerate the slightest failure, tantrum spirals leave me in empty rooms, team communication is a foreign concept to most people, my most readily available friends are just not very good at the game, I'm plague stricken by random noobs filling up the rosters who have no business even applying for Advanced difficulty games, some of which have only the faintest idea of how MVM works, and at the end of the day I'm 'bout prepared to have a brain aneuryism from all this frustration.

I'm gonna have to hand pick some sort of dream team if I intend to actually beat this.
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miauw62

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Re: Team Fortress 2: Mecha Update! "All hail the maker!"
« Reply #9716 on: December 24, 2012, 05:19:44 am »

I feel you. I still need to do the last coaltown mission, but it needs a good team. I was stuck at the first decoy mission too, but then I suddenly got put into the best team you can imagine and we breezed trough it all.
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

JoshuaFH

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Re: Team Fortress 2: Mecha Update! "All hail the maker!"
« Reply #9717 on: December 24, 2012, 02:03:31 pm »

So apparently there was one other mission that was added that kind of snuck under everyone's noses: Disintegration on Decoy. I managed to get into a pretty damn decent team and go through it.

You know robot engies? How about a stampede of robot engies barreling out of the spawn like Xerxe's army? Cause that's what Disintegration is like. If you let up engie killing for a second, your entire team is completely overrun with sentries everywhere. EVERYWHERE! They're practically fighting eachother for real estate as they set up three at a time in popular sentry nest spots. Normally you need the finesse of a spy to help take out the engies, but here you need to gun them down like they're the Allies storming Normandy. It's insane.

And at the end of it all you get to fight a super crit rapidfire giant Demoman who took more than a couple tries to take down, especially with the aforementioned zerg rush of engies backing him up. THAT was alot of fun though.
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cameron

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Re: Team Fortress 2: Mecha Update! "All hail the maker!"
« Reply #9718 on: December 24, 2012, 06:06:09 pm »

The new weapons are all great fun and seem well balanced, the demo one is mostly good for the knock back and the air bursts.
Something I should mention, the engie gun seems not to be work with the eureka wrench as it counts the teleportation as picking it up. However, even the building healing part on its own comes in handy if you aren't going to be shotgunning much.
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Blargityblarg

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Re: Team Fortress 2: Mecha Update! "All hail the maker!"
« Reply #9719 on: December 24, 2012, 08:30:57 pm »

Does the Rescue Ranger heal minisentries too?
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