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Thread: Two TF2 Bugs/Improvements
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10-30-07, 02:09 PM #1
Two TF2 Bugs/Improvements
I have two ideas/grumblings I wanted to bounce off people
First, does anyone else have the glitch where as a pyro sometimes the flamethrower gets stuck on? It isn't using ammo or doing damage but the animation is there? It sees sort of related to a critical...
Second, it is my opinion that a scout double jump should be able to avoid turret fire [for a few moments before it locks back on]. I mean, isn't that the point of it?
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10-30-07, 02:23 PM #2
Re: Two TF2 Bugs/Improvements
I disagree about scouts.
Scouts aren't there to neutralize the ability of sentry guns.
Sentry guns are portable choke points that require other classes with explosive firepower to deal with if they are fully upgraded.
Teams have to work together, and scouts aren't there to take out hard/heavy targets.
If a scout could double jump safely past sentry guns, they would negate a large part of the engineers abilities. Which would mean the engineer would need help, which would mean 2 people and a sentry gun needed to stop one scout, theoretically.
It would be overpowered, and they should need other classes to bypass heavily defended areas.
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10-30-07, 03:50 PM #3
Re: Two TF2 Bugs/Improvements
Originally Posted by Arreo
On the second note, that is a horrible idea, and certainly not a bug. It kind of pisses me off to think that actual bug reports are probably buried in a ton of "hay guyz change/add this" spam.
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10-30-07, 04:28 PM #5
Re: Two TF2 Bugs/Improvements
well yes the pyro glitch is annoying but i too disagree with the scouts, if anything my grumble is that the spy is to capable of spamming a turret to death, i think the sapper should be harder to remove BUT causes little to no dammage while sapping that way makeing it more vulnerable to enemys to rampage in on it. But the scout should be able to outtrack scouts is a good thought. SO if a scout runs around a corner hears the beep and runs back around it shouldnt die.Also the demoman sticks are to hard to shoot away now.. kill box errors.
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10-30-07, 05:03 PM #7
Re: Two TF2 Bugs/Improvements
well yes but the ammount of dammage gotten in during those periods of spam is enough to kill it if the spy is not stopped. I think if it is TEAM fortress 2 than it should be more up to the allies with rockets to finish it off while the spy sneaks in the backlines due to the confusion.
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10-30-07, 05:35 PM #9
Re: Two TF2 Bugs/Improvements
Originally Posted by Pyrokinesis
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10-28-09, 08:50 PM #10
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