Forum
scoutpack
Created 17th February 2009 @ 21:35
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F5ing from a while still nothing
usually the page is updated between 11/00pm in europe… fffffff
http://www.teamfortress.com/scoutupdate/force-a-nature.htm
Which of these three Scout unlockable items should be released first?
The Sandman should totally be released first! Home frickin’ run!
‘Bonk’ Energy Drink should be released first! Can’t wait to taste them isotopes!
The Force-A-Nature first, please! Finally, a shotgun with some kick!
(You must be logged in to Steam to vote in the poll.)
(We will use the results of this poll to determine the order in which the new Scout items are made available to all TF2 players!)
jeez this new FAN weapon sounds cruel. going to polish big natasha now.
Hm, dunno what to think about the new Scout updates
Baseball bat: Fail? Scout without duckjump only really is good for scouts who dont jump. For them however, this little baby should be ownage. But do these non-jumping scouts really exist? I’ve only heard legends so far…
Energy drink: I guess that totally depends on whether or not you tend to use your Pistol alot or not. And i guess it also totally depends on how often you can use that nifty little drink and how long the speedup/slowdown effect lasts.
Force-a-nature: Hmmmm… I guess that one totally depends on the amount of damage and the reload factor. I dont really think the Knockback effect will be worth a loss in damage/reload time since its only applicable in air (jumping/flying) from what they write. But, from what I can read here, this new gun only holds 2!!!! shells and also reloads slow. I guess you better make your hits count then ;)
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They all sound kinda nice. Its the same as the Pyro and Heavy Update though. The live testing will show if they are actually any good. I personally feel that they are all 3 not really useful as permanent replacements (like the medic ones)
Riemu afaik your doublejump (not duckjump :P) is removed only when you hold the Sandman, not when using pistol/scatter. I see it as an escape or defence weapon, you jump around and shoot, then have to escape or stop an uber and wield you sandman, smack a ball in the face of your opponent, go back to scatter and jumps away.
I do agree on the Force-a-nature though, 2 shots for your primary weapon seems pretty lame.
Well then its a great replacement, but i dont think you can doublejump if you have the sandman and change to scatter…
Well Riemu, the ambushing type of scout such as carnage doesn’t double jump that much, during combat anyways.
Yeh was about to say that DL, Dan hardly ever double jumps in combat and he rarely uses the pistol – so I’m guessing the first two items would fit quite well with his style esp. on flat maps like granary/well/turbine.
The Force-A-Nature could replace the loss of double jump from the Sandman. These unlocks have much better strategy than the previous ones; it has you make an important decision over which to use rather than using the Ubersaw the whole time, for example.
“Riemu afaik your doublejump (not duckjump :P) is removed only when you hold the Sandman, not when using pistol/scatter.”
This would be stupid and there would be no point in using the normal bat. You can easily and fast switch weapons and who holds the bat anyway when performing doublejumps?
I kind of imagined that it either doesn’t let you switch back until the effects have worn off, or it doesn’t allow you to double-jump until the effects have worn off. Not sure.
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