I tried TFC for nostalgias sake, and didn't miss it. I'm glad they removed the grenades, TFC was so damn spammy that I was listening to constant explosions. The graphics I can look past, but I feel the gameplay is inferior to TF2.
I still play, but certainly not as much. Partly this was due to some odd lag i was experiencing after one of the patches(screen would freeze for a fraction of a second every 10-20s or so), but this seems to be better now. The other factor is that i've been spending alot of mp time playing CoD4
I tried TFC for nostalgias sake, and didn't miss it. I'm glad they removed the grenades, TFC was so damn spammy that I was listening to constant explosions. The graphics I can look past, but I feel the gameplay is inferior to TF2.
My absolute favorite class to kill is the Medic. Something about denying everyone else the healing makes me happy. Especially if that Medic is connected to someone at the time. That's a feat I always take much joy in. Much easier with a Medic + Soldier than a Medic + Heavy though. :)
I think Medic is the only class I play. Because I don't have to aim.
No love for my question on super rocket jumps?
Originally Posted by ckessel
I just hit crouch and jump simultaneously. Spend more time practicing. The super jump is harder to control, so try and go places with it.
Backstabbing a medic who has his uber ready and is just waiting for the right moment, is one of my favorite things ever. Going on to backstab the person he was charging just makes it all the better.Originally Posted by Matt Perkins
http://www.destructoid.com/how-to-no...er-47077.phtmlOriginally Posted by How To Not Look Like An idiot When Playing a Soldier
I absolutely hate medic killers when I have slow pets who can't seem to shoot.
Don't know what all the person who wrote that article was thinking. Soldiers can most definitely make both the jumps described, without any messing about with crouches. I suspect they just aren't that good with the class - no mention, for example, of firing at the top of a (normal) jump so you're always firing down at the opponent, and thus more likely to get good splash damage. Mind you, it was written a while ago. Maybe valve tweaked RJ hight between then and now.
Also, this:is wrong. It's called suppressive fire, and you should do it even if there's nobody there when you pull the trigger.there's pretty much no advantage to firing your rockets from a distance
If I find myself on 2fort, I'll always at some point rocket jump up to the battlements and take out a couple of snipers with the spade. Fun.
Soldiers can't suppress that well IMO. You've only got four rockets, and at that range you'll have trouble hitting, as well as doing poor damage. People tend to charge headlong into all but the most dangerous fire online, so your suppression won't achieve much and may screw you if an actual threat pops up after you piss away all your loaded ammo.
Right, but firing off one or two rockets and then reloading usually doesn't endanger you too much, specifically if you're at a range disadvantage to begin with.Originally Posted by Iron Xides
Using the entire clip is stupid. I've personally found lobbing rockets at common bottlenecks a beneficial practice. I'm a pretty middling player, so use that to value the anecdote whatever way you want.
Obviously the extent you're going to be doing it depends on the situation. In hydro, you can easily find yourself running hundreds of yards in the open towards a choke point. There, you might as well pop off as many rockets as you like because you'll have plenty of time to reload on the way. If you're closer in, say in a corridor leading to a corner, put as many in the corner area as you have time to reload, so that you have 3 or so ready when you turn the corner. The aim isn't to get kills, but to take the opportunity to chip away at their health so they're easier to kill later, or just to bottle them up a bit. Since ammo isn't scarce, you might as well.
As for having trouble hitting, you're aiming at the ground or a wall, not a person, so it's not that hard, even from very long range. Rocket damage isn't range dependent, so it does the normal splash damage to anyone who's around.
Actually, I believe it is range dependent, which is really annoying.Originally Posted by AlanT
Huh. The TF2 wiki says you're right. News to me, and very counter-intuitive indeed, but I still think the possibility of 50ish points of damage is worth it as long as you can manage your ammo.
I don't know if this is the 'official' reason, but I read somewhere (probably in this very thread) that the damage is less because the rocket expends fuel to fly and as a result should have less boom when it gets there.Originally Posted by AlanT
That's just something unofficial someone here made up to explain it. There's no actual reason besides game balance, and it affects almost every weapon in the game, not just rockets.Originally Posted by CheesyPoof
Only exceptions are the snipers rifle and the demo's arsenal. And melee weapons, because they're melee weapons.
I believe this doesn't effect pistols or syringes and are the same damage at any range.. So use them often.Originally Posted by Iron Xides
I'm pretty sure this link was posted earlier in this thread (I think that's where I read it), but here's the chart:Originally Posted by Anti-Bunny
For my purposes I will define long range (LR) as battlement to battlement on 2fort and medium range (MR) as main resupply door to opposite wall, also on 2fort. Point-blank is abbreviated PB. Most damages are rounded to the nearest 5 unless small to begin with. Crits tended to vary much much less than regular shots, so only one number is given.
Primary weapons:
Scattergun: PB: 85-105 (crit: 180) MR: 10-40 LR: 3-10
Rocket Launcher: PB: 105-115 MR: 50-90 LR: 45-60 (all crits: 270)
Flamethrower (per ammo, not including afterburn): PB: 15 Max R: 5
Minigun (per ammo): PB: 50-55 (crit: 105) MR: 5-30 (crit: 105) LR: 5-10 (crit: 30)
Grenade Launcher: All ranges: 65-125 (crit: 295)
Syringe Gun: PB: 10-15 MR: 5-10 LR: 5-6 (all crits: 30)
Sniper Rifle: All ranges: 110-195 (crit: >300)
Revolver: PB: 55-60 MR: 35-45 LR: 20-25 (all crits: 120)
Secondary weapons:
Pistol: PB: 20-22 (crit: 45) MR: 10-15 LR: 8-9 (all crits are probably 45, but I couldn't seem to get any at MR or LR)
Shotgun: PB: 80-90 (crit: 180) MR: 10-30 LR: 3-10
Sticky Bomb: 90-140 (crit: >300) (range not applicable)
Machine Pistol PB: 10-12 MR: 4-6 LR: 4-5 (all crits: 24)
Melee weapons:
Baseball Bat: 30-45 (crit: 105)
Shovel, Fire Axe, Fists, Bottle, Wrench, Bonesaw, Machete: 45-85 (crit: 195)
Butterfly Knife: 30-50 (cannot crit!)
ah, forgot about this chart. Thanks, the pistol just seemed so deadly being the only hitscan option, a lot of the time.Originally Posted by Matt Perkins
TF2 party is tonight at 8, which time zone?
PST, I think, though people are often there an hour earlier, and generally much later as well. Hope to see you there!Originally Posted by fire
And, for anyone who hasn't - join the Qt3 group in Steam, check the events listing, and you'll see the server info. There's a nice range of skills, and while everyone can't be as good as chet or whitta, it is a fun group of folks.
Ok, my eyes feel like they're going to peel, but some great stuff on the Garbage Day server tonight. I don't know what happened, but some legendary defenses, and with some very nice engineer and medic support, I had a great time with the Heavy. Dispensers near the front line really help out the heavy.
Best moment though was when I was playing medic - I ubered a heavy just as he ran out of ammo. The enemy team scattered anyway, and we ended up capping the last point. Very entertaining. Thanks to everyone who showed up.
Any interest in continuing the weekly TF thing in December?
God damn you projects that need finishing so I don't have time for TF2!
I vote for continued weekly Qt3 TF2 things in December.
I'd like to continue, but that's just me being completely selfish since I only just got around to installing and want a less caustic environment to learn the game. Unfortunately, I'm pretty much stuck playing support classes because of my crappy framerate. Don't get me wrong, medics and engineers are fun, but it sucks when you have to deal with enemies that warp around the screen.
- Alan
God, I was on fire last night with the sniper, I love this frickin game. 45 kills 13 deaths 36 headshots. And I killed 2 for one. (I love it when that happens)
No need to be bashful Mr. Crane. You're a good shot and you inspire fear even with a shotgun.Originally Posted by Jonathan Crane
BTW is Gurk one of the QT3ers or POE'ers? He's good.
(No sarcasm on this post btw)
Steam update!
36? This'll keep the achievement folks very, very busy as they add all these. Nice that medics get some early love, though.Originally Posted by Steam
1. Getting backstabbed while holding an uber.
2. Getting backstabbed while not holding an uber.
3. Needling 3 people in a row.
4. Bonesawing opponent
Thanks for the link! Didn't realize the soldier rockets were much worse at long range, and how truly crappy the sniper rifle gun was. Interesting that demoman has the only weapon where range doesn't make the damage any less though.Originally Posted by Matt Perkins
By the way, does a direct hit from a demoman's grenade count as a "critical hit?" Because I feel like every time I get a direct hit on someone or they direct hit me, that person usually dies right away.