I really didn't notice a difference. It's the same tactics really. When you sap a base, the engineer goes to save his precious sentry. Now you have to make sure that as soon as he breaks your sapper, you put another one, backstab, sap and disguise. Do it right you end up with one dead engineer, one destroyed base and one confused enemy team.David.P wrote:
I just had my worst and hardest round as spy, And let me just say we spies are getting shafted!
Poll
How do you feel about the changes?
I hate them! | 9% | 9% - 3 | ||||
I dont really like them | 9% | 9% - 3 | ||||
Dont really care | 66% | 66% - 22 | ||||
Like them | 3% | 3% - 1 | ||||
Love them! | 12% | 12% - 4 | ||||
Total: 33 |
Dude i already backstab engy after i place sapper but now he has more time to kill me with his wrench.
yeah I noticed its a bit slower for the sappers but nothing much else.
Oh the sounds too, I think it's sounds a bit more powerful on the scout gun & turret
but you can turn it off with snd_noextraupdate 1 in console
Oh the sounds too, I think it's sounds a bit more powerful on the scout gun & turret
but you can turn it off with snd_noextraupdate 1 in console
All I noticed was two groups of Medic/Heavy combos blitzing through the gate at the opening of Dustbowl - I never realised the Uber-charge was quicker now
Have not felt a notable change really.
Imo the mediigun uber not draining if you switched weapons wasn't an exploit. For example if I was alone and had an uber as medic, id uber to get away, switch guns and save it until i ran into somebody else.Madhadda1 wrote:
Changes made today in tf2:
Fixed exploit where the Medigun UberCharge wouldn't drain if you switched weapons
I was just wondering how people felt about them, also they added a staircase into a dustbowl map.
And the staircase in dustbowl was a fairly good change to even that area up as it was such a good choke point for the deefending team. 1 medic, 3 demos, 1 heavy and 1 engy would defend that extreemly well.