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Team Fortress 2 Update Topic

Discussion in 'Team Fortress 2' started by Anonymous, Oct 3, 2007.

  1. Anonymous

    Anonymous Guest

    I would say Resupply yes and Dispenser no.
    Resupply makes sense for me, since you get your ball and your Jarate back there too. You pretty much reequip your whole loadout whenever you touch that thing.
    Dispenser would be kinda silly... just think what for a Sandvichfountain you would be when the Dispenser heals you with 10-20HP/Sec.
    Also I just read on TF2wiki that the Sandvich will disappear as soon as you pick a new one up. Which means no Sandvich spam possible... :(

    Heh... The "Do not touch Sandvich"-Achievement makes literally sense now.
    It's basically like fishing - just with Sandviches and a Minigun instead of worms and a fishing rod.
     
  2. Snelvuur

    Snelvuur King of Sand

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    * Blutsauger:
    - Replaced "No critical hits" negative attribute with "-2 health drained per second on wearer"

    meaning?
     
  3. Anonymous

    Anonymous Guest

    Instead of regenerating 3HP/sec you'll only heal 1HP/sec while wearing the Blutsauger.
     
  4. Snelvuur

    Snelvuur King of Sand

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    So what did we get in return as medic then? Always critical on the knife?

    It says "replaced "not critical hit" ? i mean, is that something else too?
     
  5. LuckyLuke

    LuckyLuke Registered

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    As a medic you get 3HP/sec healed always, but while the blutslauger is active you get only 1HP. But every hit with the blutslauger still gets you 3HP.
     
  6. Anonymous

    Anonymous Guest

    Before the update the drawback of the Blutsauger was that it doesn't crit, now the drawback is that you regenerate less health - but the Blutsauger can crit now. (Which is awesome when playing on critless servers.)
     
  7. Doelwit

    Doelwit Registered

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    mp_idledealmethod to 0
    mp_idlemaxtime 0

    This ''fixes'' the autokick as spec, so afk server filling works again :D
    Before this update,the cvars weren't needed for us mp_idledealmethod was standard 0. Looks like this update set it to 1.
    grrrr :evil: took a while to figure that one out.
    ow and:

     
  8. Anonymous

    Anonymous Guest

    i just don't get why they want to fix the needleguns after 6 friggin updates jezus... as a medicfan i always knew the blutsauger had an advantage (specialy on no-crit servers) now it's just balanced

    makes the difrence if u use your needlegun allot or you want faster healt regeneration (think i'll try the old one hehe)
     
  9. Anonymous

    Anonymous Guest

    Well, the medic regen was 1 hp, but is now standard 3 hp. But with blutsauger equiped its 3-2=1 hp, which is exactly what it was before. So basicly what has changed is that the blutsauger can now crit and the syringe gun gives 2hp extra healing without having to hit enemies. So both gained and neither lost something with respect to their conditions before thew update. Right?
     
  10. Anonymous

    Anonymous Guest

    yup sow now the blutsaugers is nerved :) (me getting hus needlegun from under a big pile of dust and rubble hehe) for the blutsauger you have to attack in order to receive +3 hp (add +1 normal) so not realy that usefull anymore
     
  11. Anonymous

    Anonymous Guest

    I beg to differ - you forgot about that:

    I wasn't even aware that the selfregenerate-rate increases after you took damage...

    Then again by the time you get heavily damaged as Medic you mostly retreat to the next healing opportunity anyway.
     
  12. Anonymous

    Anonymous Guest

    Yea I've never paid any attention to the regen rate. I just always fall back when I'm hurt.
     
  13. Jer9

    Jer9 Registered

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    Hmm..Looks like I should re-equip my needlegun again,
    Btw does anyone else notice that the medicgun heals like 2%/3% instead of 1% ?
     
  14. Alias

    Alias Registered

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    Looks like the spys halos cover up with teh cloak now :(

    Used to love killing them when you could see the halo xD
     
  15. Anonymous

    Anonymous Guest

    The needle gun is better now imo

    The blut is still good for battle medicing, but if you're healing the minimum healing rate on the needle gun is 3 and afterburn is 3 (nullifying it)

    Plus the fact that you can have a max of 6HP regen now, that is just incredible for mid to frontline healing.

    The blut is still a very good alternative, and on 6v6 or lower i think i'd switch to that.

    As for the Sandvich, that change is awesome, it gives heavy a new edge in battle and makes it so that he can actually use it as a viable sidegrade!
     
  16. Anonymous

    Anonymous Guest

    The afterburn does 3 damage, but every half second - so 6dps in the end.
    So you'll still take damage... then again I don't really know when this multiplier will kick in. But bottomline Pyros will have more trouble to get Medics just with their afterburn, especially since Kritzkrieg-Medics can in time of need save their asses with taunting.

    I guess the Blutsauger is considerable on maps with a large amounts of Healthkits, then again you can never rely on those on pubservers, since there's always the selfish, Medkit stealing Scout.
    It's hard to say... First I wanted to say maps where you could get easily flanked, but then again you'd rather prefer to regenerate by doing "nothing" instead of trying to attack the enemy.

    Meh... well I stick with the needle gun for now. Well... seems that the good ol' times are over, where the Pyro who's almost my killer ends up being my saviour because he holds still so nicely, so I can leech the crap out of him. :D

    Also the dropped Sandvich looks so adorable... <3
     
  17. Anonymous

    Anonymous Guest

    Source http://tf2wiki.net/wiki/Medic

    You are still not capable of nullifying the afterburn but medics reduce it by half now.
     
  18. Knightmare

    Knightmare Registered

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    Same here, got called a hacker a few times doing it made me lol
     
  19. Anonymous

    Anonymous Guest

    Either I am missing something or you are (I think its the first though but still)

    Base regen with blutsauger: 1hp/s
    Base regen with syringe: 3hp/s

    But the blutsauger shoots 10 neeldes/sec and still leaches 3hp for every hit. (accroding to the tf2 wiki). So with perfect aim, you can get 3*10+1=31 health per second, thats way more than the 3hp/sec you get with the syringe.

    Both do equal damage and reload at the same speed, have the same ammo, same damage and both can crit. Even when missing half of your neeldes you will still regen at 16 hp/sec.

    Btw this surprises me because 31 hp per second sounds like way moer than you'd be getting really, but hey if the wiki says so ;)
     
  20. Anonymous

    Anonymous Guest

    Fact is that you have to abandon your job "healing" to get that increase in health.

    Also NEW WEAPONS! http://www.tf2items.com/profiles/76561197960287930