This crit-boost can be used to punch and kill further enemies, extending the boost time. Alternatively, the Heavy can switch to another weapon and use the boost to take out an enemy at range. The Heavy's slow movement speed, and the K. B's slower swing speed, make it a risky prospect. Butterfly Knife Melee Weapon Spy Easily the most disappointing weapon to be killed by, the butterfly knife brings some hefty melee damage, along with an instant kill from behind the back.
Scatter Gun Short Range Weapon Scout While the scatter gun for the Scout is one of the most powerful weapons in Team Fortress 2, it is only incredibly powerful if the prey is at close range. Outside of 15 feet or so the scatter gun is basically useless except for finishing a foe off. It helps the Scout a lot since he is a fast character and can close the gap between his enemies fairly quickly, but at the end of the day it only works if your opponent is confused by the speed factor of the Scout.
Syringe Gun Short Range Weapon Medic The syringe gun is one of the less powerful guns in the game, but it is deceptively useful. Instead of just being a weapon that causes a small amount of damage, it is a powerful distraction tool. While the opponent is hunkered down, have a heavy or soldier storm through and clean up the mess. The syringes used by the gun arch down pretty quickly, so firing level is not a smart idea. Firing up is the only choice if the player wants to hit anything besides dirt.
Medi-Gun Short Range Weapon Medic Many players fear the medi-gun because of what it can do when coupled with the right class. Given enough time the medic can build up an uber-charge that makes the medic and the one he has been healing invulnerable for a small amount of time.
This can mean just enough time to capture a control point, or just enough time to clean out a room full of baddies and all of the sentry guns nearby. Not only does it regenerate a lot of health in a short amount of time, but it never runs out of ammunition, and the health bar of the one being healed can go above what the original maximum is only to slowly drain.
Yes, you can get numerous kills with it. Yes, you can actually hit people with it, but it does next to nothing for damage. It practically takes two clips to put someone down from full health. The first shot is usually very accurate, but firing rapidly seriously depletes any ability to hit a target outside of a few feet.
Apparently these guys at Valve are pretty experienced with balancing weapon loadouts. Flamethrower Short Range Weapon Pyro Heavy-killer is a little nickname that is given to the flamethrower because it can knock down the bigger opponents rather quickly, given the fact that the tougher foes move slower and are hit much more by the actual flame instead of just being set on fire and dodging the sequential flame for seconds after while killing the Pyro and leaving his flame behind.
This flamethrower is built for the Pyro who likes to ambush their opponents. To aid in survivability, it grants the Pyro an extra fifty health. Just like your syringe gun, it shoots little sharp objects that do nothing more than give your enemies a slight itch; but this time, you get health back for it!
Think of it as your divorced wife, sucking the life blood out of your veins, and using it to regenerate her forsaken horns and demonic vocal cords. But it is best used on anything with a rocket launcher.
Sometimes you'll have to settle for a fat heavy, but trust me on this - I have seen servers literally explode from the highly concentrated amounts of win barreling out of a Kritzkrieg'd Soldier's rocket launcher. Impact Grenade Launcher Medium Range Weapon Demoman This grenade launcher is very effective at defense or offense, as it shoots out grenades that bounce and detonate on impact with any enemy or enemy structure.
If they do not impact an enemy or enemy structure, the grenades will bounce until they finally lie still on the ground, and detonate after several seconds. Remote Grenade Launcher Medium Range Weapon Demoman Besides the sentry gun, this is probably the most effective defensive weapon in the game.
The remote grenade launcher allows the player to fire out anywhere up to 10 remote grenades at a time, and then detonate them at any time with the alternate fire button. A handy little fact is that the remote grenades can be stuck to any surface. So one effective tactic is placing them around the top of a doorway or chokepoint so that the enemy cannot see them, and then detonating as they run past.
That is exactly how the Heavy feels about his six-barreled rotating minigun. Politely named Sasha, this gun has nothing to do with polite, in fact it would tear the cutest, furriest bunny into a million pieces if you mentioned the word polite around it.
This gun is powerful and fast, but kills the movement speed of the already slow heavy when rotating. Does the higher the level increase its value? Tell me in the comments below. Showing 1 - 15 of 34 comments. These levels are 1, 42, 69, and Vilikis View Profile View Posts. Sometimes the item level will be used as a gag, like how every Holy Mackerel is level 42 or how some Halloween items are always level Other than that, the levels don't mean anything and are mostly randomized.
Last edited by ShenanAgain ; 28 Sep, pm. Ward View Profile View Posts. Aparently level 00 vintagees are worth a ton. Tealtyr View Profile View Posts. Originally posted by Ghastmaster99 :.
The only reasonable trader I've met that sold special level stuff was the person I got my level 69 Googly Gazer from. I only traded for that one item, but I will always remember her as the one pocket of sanity in this stupid economy. VALVe originally believe they could implement a level system to enhance certain weapons and their capabilities, however they scrapped the idea and simply left the level coding in the game. EDIT: You edited your post. You are acting entitled to something Valve added to the game to reward those who are putting in an incredible amount of time into the game.
The purpose of the achievements isn't to cause grinding. It's to be rewarded for playing the game. Valve didn't intend for people to make achievement farming maps and get everything in a day. They wanted people to get these weapons naturally, over the course of a long, long time. You admit the weapons don't break the game. People are saying the game is still balanced. What exactly are you complaining about, other than you want something for nothing. Aside from the new syringe gun, the crit medgun and the ubersaw seem quite balanced to me.
Not to mention, I generally don't want the crit medgun pointed at me. Wave it in front of somebody else. I'll stick to the invulnerability, thanks.
The new syringe gun is a touch better than the old one, especially I find, in the situation it was apparently designed for: running away. I think Valve have got it pretty much right so far, of course, I think they must be careful not to introduce anything that is unbalanced in any future packs. So, I give Valve two thumbs up, and hope they continue regular updates. I mean Goldrush the other part of the medic update is pure class, it's the greatest addition yet, and acheivements and extra weapons pale in comparison.
Agreed, the Goldrush map and Payload game mode are huge improvements to the game by themselves in my opinion. I know it's very subtle, but is anyone else beginning to get the impression that GirgleMirt doesn't like Team Fortress 2? I love the Medic achievements, and am greatly looking forward to the remaining class revamps. It's a nice sense of accomplishment for someone who only plays casually for an hour here and there; the new weapons are just a fun bonus, not something I'm actively working toward.
The problem is, who the hell gives two shits about fairness in a casual setting? When I play TF2 in a pub server see: non-tournament setting , why am I playing it? I'm playing it to have fun. If I do well, great. If not, I'll improve and do better. Achievements may be arguably better than what they replaced, and that's fine.
Nobody's going to suck when they have the regular medic gun then suddenly get the blutsauger and rip off kill streaks. It provides a different dimension to gameplay - it doesn't make the original dimension obsolete.
And that different dimension provides fun. In a tournament setting, the achievement guns are turned off. Go to the super-secret Arsclan forums and look it up. Any player of any team caught using any of these new weapons or achievements to give you an extra boost, will cost their team one point during match play.
As of right now, server admins do not have the opportunity to shut this off with any commands. You will be responsible for turning them off at the beginning of the match. There will not be any excuses accepted. Really, the only place where fairness actually matters is in a competition, where it could be argued that achievement weapons give a team a leg up. In a pub? Who the hell cares? You're there to have fun, aren't you? And if not, why the hell are you playing the game in a pub? Go find a tournament clan and have a scrim.
I'm sure one of their rules will be "no achievement guns" as well. Please, though, keep your river of tears out of my TF2. It's making it hard to play as a pyro. They don't seem any harder to kill and I don't seem to be getting killed by them more. If anything it makes some medics over confident leaving themselves open to be killed more easily. Kritzkrieg while nice still leaves the medic vulnerable and killing one when he has just activated a kritzkrieg is very satisfying.
It would be interesting to see if sharing it between 2 soldiers really does result in 8 possible crit rockets. That also would interesting to try and I think i'll try and get a few of the expert medics on arsclan to have a go, if they haven't already. For more info go to here. Those are the two default rifles. I thought your problem was with unlockables. Then it's fair enough. All MP games should come down the innate skill of the player, not the amount of time they can invest in grinding up levels.
This means either the upgrades should confer relatively small advantages to those who have them, or, the incremental points needed to acquire them should be small, meaning everyone can level up fairly quickly. Very silly. Don't get me wrong, I don't don't think it's a bad thing, because in fact as I've been saying all along, it creates different 'classes' of players in relation to the grinding they've done, but it's silly that in competition you don't get to use all the weapons. Again, it just illustrates how silly the whole thing is.
It is interesting to see how many TF2 players are so reluctant to agree that the achievement weapons do confer an advantage to the player who achieve them, yet, seem to so readily accept that they shouldn't be allowed in competition. While pub games might be classified as casual competition, it's still a competition none the less.
While you claim that it's simply for fun and that it's not competition, well, it's still players competing together, which is what competition is. And unfairness in competition detracts from the fun. Do you not aim to win when you're playing TF2? If not, then I wouldn't want to have you as one of my teammates, and I doubt many would. If you're not playing to help your team win, you're just wasting a slot. The fact that you'd have to go play scrims or enter leagues to be able to play fair TF2, but also bland TF2 without all the new weapons , is extremely silly imho.
Not to mention that scrim games, or even league games, are, exactly like pub games, just as much for fun. So the argument that fairness isn't important because it's for fun really doesn't hold up. Dystopia: I've never played the game, so replace one of the 2 weapons by an unlockable one. Fair enough? And this is the core issue here I believe.
Grinding should not confer any type of advantage in multiplayer FPS competition gaming. It's just silly to have to disable weapons to fix the fairness and grinding issues. Give the weapons to everyone, and there's no issue! This new FPS trend is just plain stupid. I help admin the ArsClan league.
The reason we didn't allow alternate loadouts was not due to the weapons giving an unfair advantage. So we avoided any possible problems with any perception of advantage.
If you really want to know if there is any advantage you need to ask the people who play medic as their main role. Its easy to say its an advantage but in actual gameplay are medics finding it easier.
When playing in a competition, everyone has to be on the exact same level. In most tournaments you can't even use your own computers, JFYI. That doesn't mean the new weapons are unbalanced. It also doesn't mean the new weapons require the players to 'grind'. Everyone in this thread outside of you agrees that the new weapons don't give an inherent advantage.
I think everyone also agrees that the achievement system is not supposed to be a "grind". We're not talking about level 70 pyros, here. If it really bothers you so much GirgleMirt why not just use the unlock. TF2: Achievements give extra weapons. Originally posted by Zerot: From what I understand, these weapons have tradeoffs, do they not? Well for Medic: quote:. The Blutsaugher For players that earn one third of the 36 new medic achievements, they will be given a new syringe gun. Originally posted by GirgleMirt: Tamarik: Nice troll.
Did you get that bunny pic from 4chan? Originally posted by nastro: Did you get that bunny pic from 4chan? Originally posted by Tamarik: But here's the thing: only you care. Originally posted by Riot: quote:. Originally posted by GirgleMirt: quote:. Originally posted by GirgleMirt: But again, even if they were perfectly balanced and afforded no advantage yeah right , I still don't see why you need to grind to be able to use them. Originally posted by Psion: I knew when I saw the poster's name was what the content of this thread would be and how he would react to anyone who disagreed.
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