![]() With a high burst potential, sustained damage, as well as area-denial capabilities, the Stickybomb Launcher can clear entire carts and decimate entire teams.Ī single shot with the Stickybomb Launcher is enough to take down a Scout and Spy, or take at least half off of any other classes’ health bar. The only reason why we ranked the Sentry Gun this low is because an Engineer has to know where to place it for minimal visibility and maximum damage. Not to mention, even when it’s already taken down, an Engineer can quickly repair it back up. What makes the Sentry Gun even better is that there are only a handful of ways to take it down. The Sentry Gun is pretty much the backbone of any defense, and the moment that you see it as a player from an opposing team, is the moment that you should start thinking about running away.Įquipped with enemy-detection capabilities and capable of delivering a world of hurt in just a few seconds, a sneakily-placed Sentry Gun can devastate any opposing player who unfortunately happens by its range. With that said, we took the time to list down some of the best weapons that are available in Team Fortress 2. This includes, among others, their choice of weapons.īut, while most players have their own preferred set of weapons, it’s also clear that not all weapons in Team Fortress 2 are the same. And it can go both ways.you figure it out.Team Fortress 2 is an extremely complicated game with a number of game modes that lends itself to quite a number of different approaches a player can take to winning. Even if you never even saw the attacker because there was so much latency their model wasn't drawn. Server registers the hit, checks where both players were on their end at time of attack, netcode factors in pings and the hit is registered. You can have a 110 ping and be up against someone with a 30 ping, and the person with the lower ping can experience latency because of the crappy netcode.īack stabs are resolved like everything else. Valve took a stance and said pings shouldn't matter. Back when people didn't play Quake and UT because their high pings got them beat down by players with lower pings. Valve can't fix the problem unless they revamp their netcode from the "high pings don't matter" mentality that has carried on since those days. Where were you 9 years ago when there was a chance to have actually fixed the hitboxes, hit detection / registration and netcode when it popped up in Counter-Strike? Or at least really made Valve aware that it was an issue back then, not only now because finally more people fracking see it? :( I love all you people complaining about lag NOW. It can and does change on a whim and in two battles between the same players, it can be in the favor of each of them one time. Fixed a few bad overlay assignments and other minor issuesĮverything is already server side and the advantage goes to LATENCY, period.Fixed an exploit where engineers could build a teleporter exit in an invalid area.This fixes the client timeout issues on map changes Gamestats uploading is now done asynchronously.Fixed a buffer overflow issue related to network string tables.Fixed a server crash on startup under Linux.Removed the "Final" phrasing in the map loading screen.Fixed some localization issues with Scout achievement strings.Restored sawmill_logs.mdl file, fixing some user maps that used it.Fixed a bug that caused Natasha's slow on hit effect to be inverted from 75% to 25%.Fixed exploit that allowed players to circumvent the force-fire timeout on the pipebomb launcher.Fixed flamethrower loophole that resulted in the flame effect being stuck on while the flamethrower wasn't really firing.When disguising, Spies now always start showing the primary weapon in their disguise, and can then switch it with the last-disguise key. ![]() ![]() Increased backstab check so that Spies can side-stab again.Bounding box should be much more accurate there now Fixed several bounding box issues with jumping, falling, and rocket jump air-walking.In-air, players are only allowed to duck once before they touch ground again.Added a duck timer that prevents duck spamming while running around on-ground.Take a gander at the full patch notes below: Other various bug fixes round out the list. Gameplay alterations include adding a duck timer, re-enabling spy side-stabs, and a primary weapon default for disguises. Valve today released a decent-sized patch to Team Fortress 2, making a few tweaks and changes to the game's classes and systems. ![]()
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