Poll

HOW'S THE INFERNO?

IT'S FIRE
79 (68.7%)
IT'S A DUMPSTER FIRE
36 (31.3%)

Total Members Voted: 115

Author Topic: Team Fortress 2 Megatopic + Trade: SCREAM FORTRESS? MORE LIKE JUNGLE INFERNO!  (Read 2840916 times)

So when will they release an update that nerfs the pyro? or the update that puts a cooldown on mini sentry placement after being destroyed?
or the update that nerfs the scout

or the sticky nerf

oh wait they cryed to much

So when will they release an update that nerfs the pyro? or the update that puts a cooldown on mini sentry placement after being destroyed?
>nerfing pyro
the only weapon that needs a nerf is the phlog, otherwise the pyro is countered by pretty much every class but solly and demo at any range but short

So when will they release an update that nerfs the pyro? or the update that puts a cooldown on mini sentry placement after being destroyed?

The same day they put a nerf on Sappers making it so you have a limited supply

>nerfing pyro
the only weapon that needs a nerf is the phlog, otherwise the pyro is countered by pretty much every class but solly and demo at any range but short

Lol'd. You must be high. If I go Pyro I practically turn into a one man army.

Pyro can effectively counter pretty much anything except Sniper, and well too. And those he can't kill he can easily escape from.

Keys are 10 Ref now, RIP.
Keys are worth an infinite amount of refined, technically. You can get ref for absolutely free and keys will always be $2.50.
But if we were to price things and put values on them, we should take a look at the shop prices.  The shop puts cosmetics to a higher price than keys, which makes sense. Why? Because one is a tool and the other is something you can wear and show off. If Valve made the hats on the shop craftable, we could have an easier time handling the economy, because hats would become 4 refined, or more if it's a higher shop value, and keys would be 2 refined.

I still find it bs that the shop things that are uncraftable are usually less than a key. If that was so, what's the point in buying hats? If you ask me, making a hat lower in price for being "dirty" and "not legit because it was purchased" makes no sense.  If it's because it's restricted, fine. See the fix above and keep "dirty" hat prices the same.
« Last Edit: November 04, 2014, 01:01:36 PM by BlockoCrafter »

valve should make a set price for refined on the market, like 35 cents or something

valve should make a set price for refined on the market, like 35 cents or something
Refined would be $1.25 if we follow the crafting/shop values.

Refined would be $1.25 if we follow the crafting/shop values.
but then you'd be able to make a ridiculously high amount of money by selling ref. and ToD tickets would be like .88 (which im fine with :^)

Lol'd. You must be high. If I go Pyro I practically turn into a one man army.

Pyro can effectively counter pretty much anything except Sniper, and well too. And those he can't kill he can easily escape from.
Try playing pyro in 6v6 and see where that gets you.

but then you'd be able to make a ridiculously high amount of money by selling ref. and ToD tickets would be like .88 (which im fine with :^)
Well Valve could halve the price of everything in the shop so that it could be more reasonable.

Well Valve could halve the price of everything in the shop so that it could be more reasonable.
that would make it even worse

Try playing pyro in 6v6 and see where that gets you.
Pyro with reserve shooter even in 6V6 can still kill everyone but heavy and pyro in a 1V1 battle.

Try playing pyro in 6v6 and see where that gets you.

They banned the weapon that would justify my point in it being OP for 6s (Reserve Shooter is banned in 6s). The reason Pyro isn't used much in 6s is because it's not as versatile as the other classes, and if the Reserve Shooter wasn't banned then I'm sure there wouldn't be two Soldiers.

Some stuff

Quote
- Added the 'Tomb Raider' tag to the item import tool
        - http://www.teamfortress.com/post.php?id=14855
- Added The Kritz or Treat Canteen to the Halloween 2014 Community Bundle
        - Players who previously purchased the bundle have automatically been granted the item
- Fixed a client crash that could happen while the server was changing maps
- Fixed the Teleport spell not appearing in Helltower
- Fixed rare spells appearing in regular Helltower spellbook pick-ups
- Fixed disguised Spies not displaying the correct health value to enemies
- Fixed the Engineer not playing the proper response rules while using the Golden Frying Pan
- Fixed the Sniper getting stuck with a zoomed FOV after taunting while zooming
- Fixed maps not loading correctly in the SFM tool
- Fixed a bug in the Workshop import tool related to frame count calculation for taunts that were exported from the SFM tool
- Fixed the Demoman not riding in the correct bumper car position when holding two-handed melee weapons
- Disabled auto team-balance while players are in hell on Helltower and Carnival of Carnage
- Updated bumper cars to deal damage when hitting players not in bumper cars
- Updated the Necro Smasher so Strange parts and Halloween Spells can be applied to it
- Updated the equip_region for the Iron Fist
- Removed the smoke effect from the Tiny Texan
- Updated the Rescue Ranger so players no longer block its ability to pick-up buildings from a distance
- Updated sd_doomsday_event
        - Fixed a bug where Merasmus's curses would trigger during the bumper car minigames
        - Fixed players using the tiny-melee-only curse to get outside of the playable area of the map
        - Fixed a bug with the Eureka Effect and with teleporters where players could escape being teleported to the bumper car minigames
        - Reduced duration of the Monoculus spell from 15 seconds to 8 seconds
        - Fixed players being able to construct buildings in the spawn areas
        - Fixed Engineers not being able to build if a Merasmus curse is enabled while they were carrying a building
        - Updated Merasmus's curses to remove all projectiles and sentry gun ammo when teleporting players to the middle of the map