The Love & War Update, Day 2

tf2.com

L13: Stunning Member
Jun 16, 2010
1,146
703


Click here for Day Two of our lead-up to the Love & War Update, showcasing the new weapons we're shipping—including the return of an old classic, the debut of some powerful newcomers, and the must-have accessory for the merc who has everything: boxing gloves made out of tumor-filled sentient bread.




Source: TF2.com
 
Jan 8, 2011
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Is that new shield really just a direct upgrade? Seems a little odd.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
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it's a direct downgrade in the sense that you're not using the sticky launcher and are likely contributing nothing to your team
 

Idolon

they/them
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Feb 7, 2008
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Speaking of the sticky launcher, comp is gonna be pissed about the damage nerf. More like stinky launcher amirite????
 
T

The Asylum

Farewell, sweet days of Win-Bombing. Yours is naught but a cherished memory.
 
Nov 2, 2010
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Are we even getting another day? I thought they only launched an update once all of it was announced? I'll be honest, I'm a bit pissed if this wall they added. /spoiledbrat

Also they nerfed the Axetinguisher. My life has ended.
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
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I am so glad they nerfed the axtinguisher. Now you can actually survive longer than .4 seconds in a hallway with a spammy crit-pyro.
 

Trotim

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Jul 14, 2009
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Surprisingly many of these changes were on Tightrope before, if not these exact variants. Personally I think almost all the changes are in the right direction, glad to see significant changes made official. Demos and Heavies will survive after the initial whining stops

The BASE Jumper of course will influence how maps are designed quite a bit. Higher skyboxes people
 

Trotim

aa
Jul 14, 2009
1,195
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Stickybombs start at reduced damage now (around half) and only reach full pre-nerf damage when they've been out for 2 seconds. Makes instant detonations much weaker
 
Nov 2, 2010
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I am so glad they nerfed the axtinguisher. Now you can actually survive longer than .4 seconds in a hallway with a spammy crit-pyro.

It seems bizarre how Valve are actively nerfing strategies that involve actually ambushing enemies. The Axtinguisher perfectly reflected how Pyros were supposed to be played; you can only ignite and hit someone if you catch them off-guard. If you seriously can't kill a Pyro in a hallway then that's your problem.

The new mechanic of hitting enemies from behind is ridiculous. You have to ignite them first! Who the hell is not going to turn and shoot at the person setting them on fire? Not to mention the fact that minicrits do jack shit. An Axtinguisher hit against a burning player does only 8 damage more than a Backscratcher hit against a non-burning player.

Each Axtinguisher hit vs a burning player now deals 44 damage on average. That means it takes 6 hits to kill a full-health Heavy, ignoring the flame damage which is basically negligible if you only do a puff. The Axtinguisher can swing every 0.8s so it will take 4.8 seconds to kill a Heavy, provided you don't miss. Heavies do not take 4.8 seconds to notice a Pyro has ignited them.

Now all of the Pyro players will migrate to the Powerjack- you watch. People will become head-on rushers and then everyone will complain that nobody is playing Pyro properly. The Powerjack will get nerfed and Pyro will be totally useless again.