Dreadscope Posted June 24, 2014 Share Posted June 24, 2014 An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Reverted the recent stickybomb damage ramp up change. We will continue to evaluate the use of stickybomb air detonations and potential changes to that mechanic. Fixed being able to taunt with enemies between spawn room doors Fixed a problem with The Senguko Scorcher's materials Updated the Towering Pillar of Summer Shades so they are marketable Updated the attribute description for the Back Scatter to better explain what it does Updated the localization files Oh happy day :D . Link to comment Share on other sites More sharing options...
♠Derpeh♤ Posted June 24, 2014 Share Posted June 24, 2014 Wait so they removed the nerf? Edit: Nerf was stupid and made sticky unusable, valve should really take the community's take on buffs/nerfs Eg sticky ammo should just be just lowered to 6 so it's more balanced. If anything why isnt the red tape recorder or short circuit nerfed... Link to comment Share on other sites More sharing options...
Patryk ܮ Posted June 24, 2014 Share Posted June 24, 2014 l8 Link to comment Share on other sites More sharing options...
Pearly Gates Posted June 24, 2014 Share Posted June 24, 2014 Wait so they removed the nerf? yeah Thank god Link to comment Share on other sites More sharing options...
CrimsonWarlord Posted June 24, 2014 Share Posted June 24, 2014 valve did the right thing here Link to comment Share on other sites More sharing options...
Curly Brace Posted June 24, 2014 Share Posted June 24, 2014 boooooo back to having the stickybomb being used as an offensive weapon again. Link to comment Share on other sites More sharing options...
Queyh Posted June 24, 2014 Share Posted June 24, 2014 boooooo back to having the stickybomb being used as an offensive weapon again. As it's intended to be. http://www.teamfortress.com/post.php?id=2253 To quote: "This is because it's generally a dual purpose weapon: used offensively like a rocket launcher, and defensively to create traps." Link to comment Share on other sites More sharing options...
Curly Brace Posted June 24, 2014 Share Posted June 24, 2014 As it's intended to be. http://www.teamfortress.com/post.php?id=2253 To quote: "This is because it's generally a dual purpose weapon: used offensively like a rocket launcher, and defensively to create traps." Kinda defeats the entire purpose of the Grenade Launcher if the Sticky can do things just as well, sometimes even better. Link to comment Share on other sites More sharing options...
♣ Scorchen ♣ Posted June 24, 2014 Share Posted June 24, 2014 For a second there I thought the scottish resistance was the best sticky... Link to comment Share on other sites More sharing options...
♠Derpeh♤ Posted June 24, 2014 Share Posted June 24, 2014 boooooo back to having the stickybomb being used as an offensive weapon again. It has to be, the nerf basically made the sticky so slow and unusable in comp. If they are going to nerf it they should take the community's 2cents and just decrease it's ammo to 6 stickys. Makes it more balanced, you cant spam and it doesnt nerf the class to be unusable. Link to comment Share on other sites More sharing options...
Queyh Posted June 24, 2014 Share Posted June 24, 2014 Kinda defeats the entire purpose of the Grenade Launcher if the Sticky can do things just as well, sometimes even better. The Grenade Lancher is superior in most up-close combat, especially against quicker classes. It's also useful for more long-range spam in the form of rollers. It's not as powerful or versatile as the Sticky, sure, but it does have its uses and advantages. Link to comment Share on other sites More sharing options...
MeatballHLM Posted June 24, 2014 Share Posted June 24, 2014 Valve, stop tinkering the stock weapons pls! Kthxbai Link to comment Share on other sites More sharing options...
Randomystick Posted June 24, 2014 Share Posted June 24, 2014 Kinda defeats the entire purpose of the Grenade Launcher if the Sticky can do things just as well, sometimes even better. Sticky fails at long range combat and corner clearing. Grenade Launcher is still the better choice when clearing out tight corners as well as denying sniper "campgrounds" where the sniper perches himself on a small platform. Link to comment Share on other sites More sharing options...
Tf2Ĥãts Shagrath Posted June 24, 2014 Share Posted June 24, 2014 Now they just need to revert the axtinguisher's nerf Link to comment Share on other sites More sharing options...
dabaers Posted June 24, 2014 Share Posted June 24, 2014 Now they just need to revert the axtinguisher's nerfNo. Its was actually an ok nerf. I like it. The axtinguisher degreaser combo was on like 80% of pyros who knew its effectiveness. Now other melee weps are getting some lovin <3 The crit range is the same as the spies backstab range anyway, so its still half of the target. Link to comment Share on other sites More sharing options...
❤ΣκαπανέαςGr❤ Posted June 24, 2014 Share Posted June 24, 2014 No. Its was actually an ok nerf. I like it. The axtinguisher degreaser combo was on like 80% of pyros who knew its effectiveness. Now other melee weps are getting some lovin <3 The crit range is the same as the spies backstab range anyway, so its still half of the target. the sticky is the 100% choice for demos all over the world and for a good reason its damage output is the highest in the game Damage Maximum ramp-up 115% 138 Base damage 100% 120 Maximum fall-off 50% 60 Critical 6 ft: 180 3 ft: 261 Under: 353 Mini-crit 6 ft: 81 3 ft: 117 Under: 162 Splash damage Minimum splash 50% 11.4 ft Damage reduction 1% / 3.18 Splash damage range 6 ft: 47-90 3 ft: 60-124 Under: 103-138 Self-damage 45-114 I dont deslike the sticky hell no.as soon as I saw the today update I went online grab my Buddie medic he equipped the kritzkrieg and we annihilated the entire enemy team back to spawn for the entire match. Badwater was the map killstreak 52 ragequits 100% all over the place. Yeah stickies are again op. Thanks valve I can once again enjoy the game. resultin: nerf the shit out of that crapy weapon its unfair against every class exceptions are some desend dcouts that can actually see where you spam and avoid them.for the rest of the classes theres realy no hope to avoid them without a short circuit assistant. Link to comment Share on other sites More sharing options...
Zefrom Posted June 26, 2014 Share Posted June 26, 2014 I can jump stab as a pyro <3 Link to comment Share on other sites More sharing options...
Lamedonyx Posted June 26, 2014 Share Posted June 26, 2014 nerf the shit out of that crapy weapon its unfair against every class exceptions are some desend dcouts that can actually see where you spam and avoid them.for the rest of the classes theres realy no hope to avoid them without a short circuit assistant. Yeah... No one can counter it. Except the Soldier with a good rocket in the trap (scatters the stickies around), the Pyro with the Airblast, another Demo with a ScoRes, the Engi with Pistol or Short-Circuit, the Spy with a cloak and backstab. The heavy will usually kill you with his Minigun unless you get him by surprise from behind. Link to comment Share on other sites More sharing options...
Ward - MvM Anyone? Posted June 27, 2014 Share Posted June 27, 2014 The only time they get a nerf right and they revert it. Link to comment Share on other sites More sharing options...
KarateMasterJarool Posted June 27, 2014 Share Posted June 27, 2014 To quote: "This is because it's generally a dual purpose weapon: used offensively like a rocket launcher, and defensively to create traps." Just because its purpose is such doesn't mean Valve intended it to be such. Now they just need to revert the axtinguisher's nerf No thanks. Besides, nearly all decent pyros I've came across used the Powerjack over the Axtinguisher anyways. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.