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I blooming hate spies in TF2 :p

+1 Always hiding where (and when) you least expect it :mad:

I <3 the medic class; It's what I'm best at! :D :o :p I do find the current 'call medic' function a bit lacking, so any improvement to that is warmly welcomed.

What servers do you guys play on these days ? :)
 
can someone post this on the steam forum..

suggestion for medic - be able to see in HP (not just a bar) what health your team mates have, it's hard to tell how overhealed units are
 
sounds good, going to give tf2 ago again.

EDIT: well its an okay update. though the dispenser is pretty fat when it reaches level 3 :p
 
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I think the spy has been crying out for the 'metal recharging the cloak' buff, you can just stand cloaked (and getting healed) next to an enemy dispenser waiting to strike, plus no need to hide in corners or dark alleyways waiting to recharge.

The engie's new dispenser looks 'mean' too :D I think it's about time the engie got a bit of attention.

Haven’t seen the changes to Goldrush yet, what's it like?
 
anyone got any screenies of the new dispenser and teleports? -can the entrance and exit be upgraded?
 
anyone got any screenies of the new dispenser and teleports? -can the entrance and exit be upgraded?

Both the entrance and exit can be upgraded, upgrading one upgrades the other too. It's a fair bit faster when at level 3.

It gives out metal at a faster rate too I noticed.

The level 3 tele's are definitely the same in appearance, but it only takes about 3 seconds to charge :eek:
 
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thanks for the pic, looks like a proton pack, will try it out tonight :)

how much metal do they cost to level up, 200 each level?
are they harder to kill when levelled up?
 
Yeah, it's 200 metal to upgrade each level for both tele's and dispensers.

The dispenser gives out metal at a faster rate too, so you can have your gear set up in no time at all really. I'm sure I saw the top bit go up and down when I was stood away from it, but I'm not sure if I was just seeing things.

I don't know how hard they are to kill yet but I'd imagine it's the same as always. I'll know shortly though, when I go in and see how the upgrades affect gameplay.
 
would be cool if each time it 'died' it would just lose a level of upgrade..

sg's should be kept as they are though
 
they said no full class update till next year

hopefully they'll start churning them out really often :)

could do with a new pl_ map too
 
Just noticed a couple of things about the teleporters:

The exit now looks like this when it's at level 3. Afaik, I'm sure it didn't look like this prior to the update.

nunchucks.jpg


Also, if you build your entrance and get it up to level 3 and then build the exit, it automatically starts at level 3, which is good. But if you build your exit first, get it up to level 3 and then build the entrance, it only starts at level 1.

I've just played in a game that consisted of 32 players made up mainly of spies and engies, with only a couple of people picking other classes :D it was such a laugh, everybody experimenting, sappers everywhere. Needless to say I don't think anyone was overly concerned with completing objectives :D
 
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hopefully each class will get at least two sets of 'updates' with a huge range of unlockables

'sidegrades' are awesome in this game, but the medic's ubersaw is a huge upgrade :D
 
Seriously, i do love Valve. They are the last standing decent PC developer out there and it shows.

Safe.
 
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