Crispy
Newbie
- Joined
- Dec 19, 2004
- Messages
- 1,950
- Reaction score
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I didn't play any TF2 for a week and upon returning it seems that one or more of the following is true:
- Heavy minigun deals more damage
- Sentry has reduced knockback (on Heavy/all classes?)
- Demo stickies do less damage/have a tighter splash damage radius
I haven't checked any of the code to see if this is true and I can't explain it really other than it 'feels' noticeably different. Things that brought me to these conclusions:
- On Dustbowl I have a certain spot I always put a sentry at if it looks like reds are getting walked over. I've always viewed this as a 'cheap' spot that really doesn't require any skill whatsoever in exchange for a lot of stopping power due to the angle enemies have to come at it. After a week of not playing the same tactic gets destroyed in mere seconds whereas previously it would only get destroyed if it was fired upon consistently and -I- ran out of metal.
- On 2Fort as a Heavy I had run out of minigun ammo when my Medic ubered me. We were attacking a sentry nest in the kink in the sewers and I was able to walk steadily towards a level 3 sentry gun instead of getting pushed back, to the point where I was almost within punching distance.
- On Granary a point blank sticky nade failed to kill a Scout. I can't stress how close the Scout was to this when it exploded. He should have been gibs aplenty but he somehow survived.
- When sticky jumping I frequently miss sticky jumps now if I try to shoot them close to my feet while running and explode them a split-second later. Now it seems I have to shoot them a bit in advance and be more exact with the detonation timing or it just won't even damage me.
- Just generally I've been noticing that as a Soldier I can die to Heavy minigun fire MUCH faster, and I'm not talking about crits. It seems there's almost no room for error if you accidentally round a corner in front of a Heavy.
---
Anyone else noticed this, or is it all in my mind?
- Heavy minigun deals more damage
- Sentry has reduced knockback (on Heavy/all classes?)
- Demo stickies do less damage/have a tighter splash damage radius
I haven't checked any of the code to see if this is true and I can't explain it really other than it 'feels' noticeably different. Things that brought me to these conclusions:
- On Dustbowl I have a certain spot I always put a sentry at if it looks like reds are getting walked over. I've always viewed this as a 'cheap' spot that really doesn't require any skill whatsoever in exchange for a lot of stopping power due to the angle enemies have to come at it. After a week of not playing the same tactic gets destroyed in mere seconds whereas previously it would only get destroyed if it was fired upon consistently and -I- ran out of metal.
- On 2Fort as a Heavy I had run out of minigun ammo when my Medic ubered me. We were attacking a sentry nest in the kink in the sewers and I was able to walk steadily towards a level 3 sentry gun instead of getting pushed back, to the point where I was almost within punching distance.
- On Granary a point blank sticky nade failed to kill a Scout. I can't stress how close the Scout was to this when it exploded. He should have been gibs aplenty but he somehow survived.
- When sticky jumping I frequently miss sticky jumps now if I try to shoot them close to my feet while running and explode them a split-second later. Now it seems I have to shoot them a bit in advance and be more exact with the detonation timing or it just won't even damage me.
- Just generally I've been noticing that as a Soldier I can die to Heavy minigun fire MUCH faster, and I'm not talking about crits. It seems there's almost no room for error if you accidentally round a corner in front of a Heavy.
---
Anyone else noticed this, or is it all in my mind?