Re: Valve ARG: TF2 Meet the Pyro / Mann Vs. Machine Update
CmdrZoidberg wrote:
frog wrote:
CmdrZoidberg wrote:
I must say, I'd like to see the Amp introduced to the MvM mode. Just to see how it affects balance.
I can answer that for you. It would make it easier. I see no reason to make it any easier to win than Valve intended. Harder, yes.
I wouldn't be so sure with the Sentry Busters prowling about.
No, Sentry Busters bust sentries. They track sentries. The Amp is a dispenser replacement (that gives players crits when in range.) Anything that gives players perma-crits will make the game easier. It won't be added.
Re: Valve ARG: TF2 Meet the Pyro / Mann Vs. Machine Update
frog wrote:
No, Sentry Busters bust sentries. They track sentries. The Amp is a dispenser replacement (that gives players crits when in range.) Anything that gives players perma-crits will make the game easier. It won't be added.
Actually (from what I can tell from observations in game) it tracks any building, but prioritises the Sentry. If the sentry is destroyed before the Buster is, it will go to the nearest building instead. And if that happens to be the Amp, which is surrounded by heavies and soldiers... That's going to leave a devastating mark on the team for the next few moments. But while the amp is up and active, yes. It will make culling through the bots a little too easy I agree. Just thought it would be fun to see regardless.
Thu Aug 16, 2012 7:21 pm
Sam
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Joined: Sun Mar 23, 2008 11:44 pm Posts: 3761 Location: Leicester, UK
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Re: Valve ARG: TF2 Meet the Pyro / Mann Vs. Machine Update
Here's a tip if you can't find any MvM servers: type mvm_ into the map filter in server browser and order by least number of players. Keep joining servers with few players and you should end up in a game very quickly.
Re: Valve ARG: TF2 Meet the Pyro / Mann Vs. Machine Update
CmdrZoidberg wrote:
frog wrote:
No, Sentry Busters bust sentries. They track sentries. The Amp is a dispenser replacement (that gives players crits when in range.) Anything that gives players perma-crits will make the game easier. It won't be added.
Actually (from what I can tell from observations in game) it tracks any building, but prioritises the Sentry. If the sentry is destroyed before the Buster is, it will go to the nearest building instead. And if that happens to be the Amp, which is surrounded by heavies and soldiers... That's going to leave a devastating mark on the team for the next few moments. But while the amp is up and active, yes. It will make culling through the bots a little too easy I agree. Just thought it would be fun to see regardless.
I dont think an Sentry Buster would make it to the Amp if its surrounded by players shooting crits. The game mode is already easy enough imo.
Re: Valve ARG: TF2 Meet the Pyro / Mann Vs. Machine Update
Deepblue wrote:
But here's the thing. I don't want to play a random server.
There's a reason I only use H|H servers.
Just queue and set it to autojoin. When the map changes you can get in. You might even be able to get in between rounds.
I think you can also use the connect string through console to get by this problem entirely, it allows you to join even if the team already has 6 players (altho you'll be forced to spectate).
Thu Aug 16, 2012 8:46 pm
Sam
HH Donor
Joined: Sun Mar 23, 2008 11:44 pm Posts: 3761 Location: Leicester, UK
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Re: Valve ARG: TF2 Meet the Pyro / Mann Vs. Machine Update
I'm not sure it's right to use the connect thing, because it may mean that when the map changes it chooses 6 random people to play and kicks out someone who was playing the last map into spec mode.
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