11th Feb TF2 Beta Update - Actual balancing issues addressed!

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Sep 5, 2010
6,394
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IF I CAN GET MY HANDS ON ONE :mad: I'd play Sydney sleeper with that change. (though, I don't play TF2Beta)

I've heard that sydney bodyshots + smg + Kukuri or bushwacka is great.

Medigun is exciting
Flare gun makes me scared. As someone who snipes (and isn't very good) that just could screw me over... A lot.
 

EArkham

Necromancer
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Aug 14, 2009
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Huh. Didn't know about the melee damage change. That must have been fairly recent. I still say the Eyelander family and the powerjack do not need such a lousy nerf.

The problem with the Sydney Sleeper is that it's always better to outright kill than it is to apply a debuff. I would have gone in the opposite direction honestly: remove the charge entirely, allow 2 or 3 shots while scoped, and apply jarate on any hit. Then you're capable of doing 180 dmg (50 + 65 + 65) but takes you three hits to do it. Which IMO is a far trade off for not being able to headshot with it. That's what it'd take for me to consider it a sidegrade to the regular rifle.

Re: medigun healing at 300/second. I haven't played with it, but... basically an uber but you can be headshot and backstabbed? Interesting. I think it's going to prove itself weaker than either the kritz or uber in practice however.

Kep
 

Mariner

L2: Junior Member
Jan 16, 2011
59
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I wish they'd actually make the Flare itself a physical projectile, so it could ricochet a little instead of being a ball of fiery ether.
 

REEJ

L420: High Member
Aug 26, 2010
437
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why do they keep picking on Sydney Sleeper?
I didn't see anybody use it in a month and yet they keep nerfing it
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
why do they keep picking on Sydney Sleeper?
I didn't see anybody use it in a month and yet they keep nerfing it

Wait, what?

There wasn't a nerf, that was a buff. It charges to full power faster.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
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May 21, 2009
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Motherfucking FLARE JUMPS
 
Mar 23, 2010
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flare jump is broken right now. you can go superfar randomly. very inconsistent. also i think the sydney sleeper is an awesome weapon as is. :S
 

Mariner

L2: Junior Member
Jan 16, 2011
59
20
I wonder if they'd ever consider testing out the Beta Tranquilizer and seeing if it can finally be put into the game, given that the "drugged" mechanic wouldn't be too far removed that what they're starting to do with this batch of beta experiments.
 

Mariner

L2: Junior Member
Jan 16, 2011
59
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I've tried flare jumping, very brifly, and i'm annoyed that it's much harder than rocket/sticky jumps.

Agreed. But after an incredibly four hours of straight playthrough, I actually don't mind it's finicky nature, especially given how incredibly far Pyros can travel (since they weigh less than Soldiers). For that kind of speed and mobility advantage, that seems more than fair as a trade-off.

I'm more pissed that when it explodes in mid air, it's impossible to tell if it registered or not if you can't directly see if you hit other players. They need to add a fireball effect to the detonation, and it'd actually be nice to give the normal Flare Gun a miniscule plash damage/fireball effect too. The fact that the "flares" just disappear when they hit walls always irked the shit out of me.
 
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Pocket

Half a Lambert is better than one.
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Nov 14, 2009
4,701
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Pyro:
Backburner
Removed the restriction on airblast
Wait...

what

this is

what

I mean, I'm not unhappy with this; it's just...... what

And shouldn't they remove the general damage buff, then, rather than just slightly reduce it?

Personally, my idea for improving the Backburner was to have it increase the Pyro's speed when it's out, so he can catch up to fleeing enemies faster.
 
Feb 14, 2008
1,051
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Wait...

what

this is

what

I mean, I'm not unhappy with this; it's just...... what

And shouldn't they remove the general damage buff, then, rather than just slightly reduce it?

Personally, my idea for improving the Backburner was to have it increase the Pyro's speed when it's out, so he can catch up to fleeing enemies faster.

I can't even escape from pyros when I accidentally run into them as scout, so making them faster would just make them even more annoying to play against.
 

Mr. Happy

L6: Sharp Member
Jul 16, 2008
320
158
they can go to h-e-double-hockeysticks with the new flare gun. Explosion resistance? Pyro is already the demoman's #1 enemy.

Quick fix sounds AWESOMe, like it'll fit my medic playstyle perfectly.

time to go play beta :D
 

tyler

aa
Sep 11, 2013
5,100
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I don't want the pyro to be faster than it is already. The gas jockey set does a nice job of balancing fast pyro, I think.