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Team Fortress 2: Sniper Update


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#126 RaiDK

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Posted 26 May 2009 - 11:17

View PostTehKiller, on 26 May 2009, 21:14, said:

RaiDK the prob is that the items wont be unique

That's kind of dumb then. The trading thing worked well in Hellgate because no 2 items were unique, and an item that was useless to you was absolute gold to someone else.

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#127 Flechette?

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Posted 27 May 2009 - 00:14

View Post{LP}Admiral-(NL), on 26 May 2009, 20:42, said:

Yeah, the only thing with the Flaming Arrow which bothers me is, that when you kill someone with it, it'll show you killed them by flamethrower, which doesn't make any sense.


I had a look into this and in fact tested this out, the flaming arrows shows the arrow death sign with you and the pyro as a assist if you kill them in one hit. The flamethrower death sign is when the arrows fails to kill but they die of afterburn.

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#128 TehKiller

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Posted 27 May 2009 - 12:13

I can confirm this (due to the TF2 Tuesday event...I killed someone with a flaming arrow and it was a arrow sign)
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#129 Wanderer

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Posted 27 May 2009 - 12:32

That actually makes sense, you get killed by the arrow not the flame, unless you survive the arrow and die from being bbq:ed. Smart ppl in valve

#130 CodeCat

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Posted 27 May 2009 - 13:00

Does the sniper get an assist if the fire kills someone?
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#131 TehKiller

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Posted 27 May 2009 - 16:13

Sniper Gets the kill...however the pyro doesnt get an assist which is somewhat lame
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#132 KiraSama

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Posted 30 May 2009 - 00:51

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Added Sniper/Spy milestone achievements as an additional way players can get the new unlockables


and with this i got in five seconds what i should have for days, but at least i got the weapons

now what i am going to do with the duplicates?

also:

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Fixed players killed by flaming arrows not showing the appropriate death icon

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#133 Nid

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Posted 30 May 2009 - 09:24

The latest fix is looking good actually.
Here's a full list for you all:

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Added Sniper/Spy milestone achievements as an additional way players can get the new unlockables

Arena Mode

- Added tf_arena_use_queue server convar. Turn this on to get the old queue behavior. Default is off

- Added tf_arena_round_time to set a timelimit on the round

Added the userid of the player who built the teleporter to the "player_teleported" event

Fixed player killed event causing server crash

Fixed Spies not being telefragged when standing on an enemy teleporter exit with the Dead Ringer enabled

Fixed attackers seeing the mini-crit particle effect for full crits if the victim has the Jarate effect enabled

Fixed the Ambassador not doing damage to buildings

Fixed Spies disguised as their own team not drawing blood effects

Fixed players killed by flaming arrows not showing the appropriate death icon


You can see what I got from logging in and joining a server this morning.
The unlocks are still easy to get, as you get the milestones for the spy and the sniper at 5, 11, and 17.
Unfortunately I already have the weapons through random occurance.
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Edited by Nidmeister, 30 May 2009 - 09:43.

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#134 MR.Kim

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Posted 30 May 2009 - 12:49

Yup. I'm glad Valve did fix this problem. :D

#135 Libains

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Posted 30 May 2009 - 12:57

Nice that Valve added this in but there is still that essence of chance which I dislike. Anyhow, logged on this morning and promptly unlocked everything for the pair of them.... I still like the basic invisibility watch the most out of the spy's watches - it's a nice midrange.
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#136 TheDR

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Posted 30 May 2009 - 15:15

View PostAJ, on 30 May 2009, 13:57, said:

Nice that Valve added this in but there is still that essence of chance which I dislike. Anyhow, logged on this morning and promptly unlocked everything for the pair of them.... I still like the basic invisibility watch the most out of the spy's watches - it's a nice midrange.

The Cloak and Dagger is great for the gold rush maps when your on defense, its also great for arena. The Dead Ringer however was very disappointing for me as they nerfed it too much.
I also had received all the weapons by random occurrence, so now i have got a bunch of duplicates of the new ones as well as my several Backburners and Ubersaws :D

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#137 CodeCat

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Posted 30 May 2009 - 15:21

I've had the dead ringer for a short while now. It seems a bit underpowered compared to the regular spy watch, as you have to wait for someone to shoot at you for it to do anything. And while you have it activated you can't use weapons, but you're still in plain sight, which is a huge downside. I really don't like the idea of walking head-on into enemy ranks disguised as one of them, hoping that someone shoots at me so I can become invisible.
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#138 KiraSama

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Posted 30 May 2009 - 16:22

View PostCodeCat, on 30 May 2009, 17:21, said:

I've had the dead ringer for a short while now. It seems a bit underpowered compared to the regular spy watch, as you have to wait for someone to shoot at you for it to do anything. And while you have it activated you can't use weapons, but you're still in plain sight, which is a huge downside. I really don't like the idea of walking head-on into enemy ranks disguised as one of them, hoping that someone shoots at me so I can become invisible.


Disguise as one of your own team mates, they corpse will fall and you will be able to sneak around

then again the dead ringer is not exactly for that, is better for a combat spy using the revolver to kill enemys or at least thats what it make me think about it, i like it but is too nerfed maybe if it could replenish your cloak if you killed somebody or something it will be better
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#139 Magma

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Posted 30 May 2009 - 17:53

View PostKiraSama, on 30 May 2009, 3:51, said:

now what i am going to do with the duplicates?


Valve is going to make Tradesystem to the game, so you can trade weapons with players, which now seems like not necessary cos they added milestones for all classes and those are easy to get. (For me atleast)
But we'll see what future comes with.
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#140 Nid

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Posted 30 May 2009 - 18:06

View PostCodeCat, on 30 May 2009, 16:21, said:

I've had the dead ringer for a short while now. It seems a bit underpowered compared to the regular spy watch, as you have to wait for someone to shoot at you for it to do anything. And while you have it activated you can't use weapons, but you're still in plain sight, which is a huge downside. I really don't like the idea of walking head-on into enemy ranks disguised as one of them, hoping that someone shoots at me so I can become invisible.

I found it good in corridors and enclosed spaces, usually enemies are smarter than you think so they will take a shot at you knowing you're a spy when you're disguised, you keep the disguise and can appear in somewhere hidden, run around the back and stab a big threat like a Heavy, a Demoman or a Soldier.

I actually loved it when I first got it, but sometimes it can be a huge letdown, especially when you find yourself facing a Pyro, as if he keeps burning he can usually set you alight while invisible.
Engineers are particularly hard to deal with unless you're quick with your sapper and ambasador to take care of him while his sentry is down.
The recharge rate is pretty bad as well.

Something I thought that would be good to implement was, with the huntsman, the ability to change the arm that holds the bow.
Some people were complaining that it wasn't right handed and such.
Say if you right clicked secondary ability with it while not pulling an arrow, you should be able to switch arms.
Sometimes it can be a pain as spotting enemies to the left can be difficult through the bow.

Edited by Nidmeister, 30 May 2009 - 18:12.

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#141 Flechette?

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Posted 30 May 2009 - 22:18

It's good to have the milestones back, in conjunction with easily attained achievements and a random item chance, it means the casual crowd should have an easier time to get unlocks but also satisfy the farmers.
The Dead Ringer is my favorite item from this update, mainly for dicking around and giggles, taunting on the sniper deck and seeing your own body ragdoll is somewhat pain(less)ful as it is, fucking AWE-some. A side-effect of the dead ringer is that other players can register achievements even though you're not dead.

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#142 KiraSama

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Posted 30 May 2009 - 23:12

View PostNidmeister, on 30 May 2009, 20:06, said:

Say if you right clicked secondary ability with it while not pulling an arrow, you should be able to switch arms.


the bow has already a secondary ability, better make it a global option like in CS
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#143 ΓΛPTΘΓ

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Posted 30 May 2009 - 23:58

View PostKiraSama, on 31 May 2009, 0:12, said:

View PostNidmeister, on 30 May 2009, 20:06, said:

Say if you right clicked secondary ability with it while not pulling an arrow, you should be able to switch arms.


the bow has already a secondary ability, better make it a global option like in CS

Is what you meant is the taunt?
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#144 Flechette?

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Posted 31 May 2009 - 09:14

View PostΓΛPΤΘΓ, on 31 May 2009, 9:58, said:

View PostKiraSama, on 31 May 2009, 0:12, said:

View PostNidmeister, on 30 May 2009, 20:06, said:

Say if you right clicked secondary ability with it while not pulling an arrow, you should be able to switch arms.


the bow has already a secondary ability, better make it a global option like in CS

Is what you meant is the taunt?


I believe he is referring to the ability to un-notch a charged arrow, right click.

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#145 KiraSama

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Posted 31 May 2009 - 10:33

View PostFlechette?, on 31 May 2009, 11:14, said:

View PostΓΛPΤΘΓ, on 31 May 2009, 9:58, said:

View PostKiraSama, on 31 May 2009, 0:12, said:

View PostNidmeister, on 30 May 2009, 20:06, said:

Say if you right clicked secondary ability with it while not pulling an arrow, you should be able to switch arms.


the bow has already a secondary ability, better make it a global option like in CS

Is what you meant is the taunt?


I believe he is referring to the ability to un-notch a charged arrow, right click.


Exactly that

The Bow unlike the Sniper Rifle if you have the "aiming mode" to much time it will lost accuarancy too, so its usefull to have
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