Engineer Update is Here!

evanonline

L420: High Member
Mar 15, 2009
485
273
Silly detailing on thunders stage 2 red spawn
Theres also a locomotive with "choo-choo" and smoke and a camping sniper somewhere in the unreachable areas

there's a few bots set up in BLU's first spawn on Thunder Mountain having some sort of conversation.

Sometimes they all do the Thriller taunt together, it's beautiful.
 

Jack Riguel

L10: Glamorous Member
Jul 19, 2009
721
254
Gotta love a map that ends in this:
pl_thundermountain0002.jpg

Also:
2010_07_08.jpg


EDIT: I guess I'm rather alone in my liking of Thunder Mountain. I think it really shows how the three stage map style has matured, and that it's still a viable map design in the midest of these single stage maps that seem to only be made nowadays. The bridge helps slow the steamroll of a team, the downward slopes give the attackers a bit of a boost in a very easily defendable second stage, and the final map is sure brilliance in design. A symmetrical arena-like battlefield surrounded by smaller arenas to push the cart through. Whoever made this clearly knew what they were doing, especially seeing the troll of the player models.
 
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StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
LOL... moving turrets? that is such a stupid, bad idea

was valve thinking?




What we will now see is "spawn" run outside spawn room, build lvl 3, bring to battle without having to worry or guard or protect your turret.

absurb how stupid this was.

Actually that's not that OP.

We've played matches where 80% of people are engineer with quite a lot doing that, yet the game still played somewhat well, which was surprising
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
First impressions...
  • The Gunslinger/mini-sentry is a lot better than I thought it would be, very solid offensive engineering tool, especially since you get enough metal to do a second even if there's none in-the-field. I've had little-to-no opportunity to try out the combo-punching feature.
  • The Frontier Justice is... not what I expected. You only get your crits (in a variable-sized lump-sum) when your turret is destroyed, not when the turret actually killed/assisted. So if your turret never goes down or primarily acts as a deterrent, you never benefit from the weapon. And there is no secondary fire: Any shot you make will expend a crit if one is available, you cannot "store" the crits.
  • The wrangler is OK, but overpowered when combined with the level-3 sentry moving. Perhaps the biggest problem is you can control it, switch to the wrench, repair/restock it, and then go back to controlling it and during that whole time the damage-reduction shield stays up.
  • In general I like the structure-moving system... appreciate being able to reposition my stuff... However it seems to be a bit too good when it comes to moving level-3 sentries around.
 
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drp

aa
Oct 25, 2007
2,273
2,628
LOL... moving turrets? that is such a stupid, bad idea

was valve thinking?




What we will now see is "spawn" run outside spawn room, build lvl 3, bring to battle without having to worry or guard or protect your turret.

absurb how stupid this was.
you actually need to play the game, before you can critique it
 

Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
you actually need to play the game, before you can critique it

Yeah, moving your level 3 sentry is not always that good idea. You will move very slowly + rebuilding takes some time and your sentry cannot shoot. Also if you die during you carry your sentry, it will get destroyed.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
The train watcher now appears to have some new properties which could be useful but I can't for the life of me work out how the rollback/forward mechanics in Thunder Mountain work as there seems to be a lack of outputs for any of the tracks involved.

/me patiently waits for Boojum
 
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drp

aa
Oct 25, 2007
2,273
2,628
The PLR watcher now appears to have some new properties which could be useful but I can't for the life of me work out how the rollback/forward mechanics in Thunder Mountain work as there seems to be a lack of outputs for any of the tracks involved.

/me patiently waits for Boojum
throw up the snark symbol
 

Retroid

L5: Dapper Member
Aug 25, 2009
206
22
Team Fortress 2:
  • Fixed an exploit that allowed Engineers to build level 2/3 mini sentries.
  • Fixed a bug that allowed sapped buildings to be picked up by the Engineer
  • Fixed a bug where Wrangled level 3 sentryguns would still fire rockets when they were out of ammo.
  • Fixed a bug where players would go into reference poses when switching classes while carrying a building.
  • Fixed seeing the changeclass label in the spectator HUD when using cl_hud_minmode.
  • The amount of revenge crits a player can have at one time is now capped at 35.
  • The Wrangler no longer shows the shotgun's ammo count.
  • Engineers can no longer pick up buildings while stunned or in loser state.
  • Fixed Engineer shotgun and piston not using team skins for the Engineer's arms.
  • Fixed an issue where Wrangled sentrygun effects wouldn't be attached to the sentrygun.
  • The Gunslinger 3 hit combo now only increments the combo count when hitting enemy players.
  • Fixed a crash in the control point progress bar.
  • Fixed a server crash in the player death code, related to building carrying.
  • Fixing performance spikes that occur at round start, and after each point capture, when TFBots are present in the server.


    Achievement fixes:
  • The "Rio Grind" achievement limit is now correctly set to 50.
  • Fixed a typo in Six-String Stinger achievement name.
  • Fixed a bug in the "Death Metal" achievement that caused it to rapidly complete itself.
  • Fixed getting the Six-String Stinger achievement without playing the guitar.
  • Fixed sentrygun detection code in "Best Little Slaughterhouse in Texas" and "Deputized".

    Missed notes from yesterday's release:
  • New response rules and sounds added for some classes

...

Note that rocket engie is not mentioned.
 
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RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
ThunderMountainSightLine.jpg


Found a hoooooorrible sight-line in the first stage of Thunder Mountain.
Basically where you see the other sniper is on the rock back at blues spawn.
Where I was at was just at the bottom of the final push ramp on red's spawn area.
Damn that is one long sight-line. Maybe if one of you guys who are closer to speaking with robin can let him know about this issue so they get it fixed in the next update? =)
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741

Retroid

L5: Dapper Member
Aug 25, 2009
206
22
It is frustrating but to be honest I still think the regular Engies are worse to deal with and the frustration would happen no matter what the engineer was updated with.

I'm really enjoying Battle Engie though, it gives you a lot to do with the revenge crits and all. Just keep on surprising the enemy with your little sentry and let it get destroyed, rebuild in a new place, find ammo and repeat until you've got enough crits to take down half the other team.

Plus if you suprise a heavy from behind you can take him down with the 3 hit combo.