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Old 03-20-2017, 07:30 AM   #1
TMNWG
 
 
 
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Bugs or features?

Let's discuss aspects of TF2 that for one reason or another, skirt the line between bug and feature. For example, the Flying Guilotine. It deals 0 damage to buildings. Is this intended, so it fills a different niche to the pistol? Or was it unintentional, as these things often are?
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Old 03-20-2017, 11:44 AM   #2
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Don't teleporters constructed by the Eureka Effect still cost only 100 metal to upgrade even if you switch to another wrench? In a similar sense, you can teleport to your teleporter exit with the Eureka Effect even if it is being sapped.
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Old 03-20-2017, 03:00 PM   #3
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Originally Posted by hugthebed2 View Post
Don't teleporters constructed by the Eureka Effect still cost only 100 metal to upgrade even if you switch to another wrench?
Yes, therefore it's almost always worth switching to EE to drop your entrance. However, IIRC, picking up an EE'd tele with another wrench 'fixes' the metal counter(though it won't revert any leveling).

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In a similar sense, you can teleport to your teleporter exit with the Eureka Effect even if it is being sapped.
IIRC, unless it's sapped with a Red Tape Recorder. Being caught in the (reversed)building animations counts as being fully deactivated.
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Old 03-20-2017, 03:20 PM   #4
A 1970 Corvette
 
 
 
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Does the RTR still level-down buildings hilariously quickly?

Oh man, the hell I raised in those turtly Payload games.
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Old 03-20-2017, 04:02 PM   #5
gen. DeGroot
 
 
 
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this forum
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Old 03-20-2017, 05:11 PM   #6
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Originally Posted by A 1970 Corvette View Post
Does the RTR still level-down buildings hilariously quickly?

Oh man, the hell I raised in those turtly Payload games.
That was fixed in 2013, so the downgrade time is correctly 3 seconds now instead of 1.6.
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Old 03-21-2017, 02:53 AM   #7
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What about the firing speed of the Beggar's Bazooka? It's supposed to have a 30% reload penalty but the animation seems to be cut short if you tap M1 (and makes no firing sound).
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Old 03-21-2017, 08:01 AM   #8
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What about the firing speed of the Beggar's Bazooka? It's supposed to have a 30% reload penalty but the animation seems to be cut short if you tap M1 (and makes no firing sound).
Not to mention that according to at least one E-Mail from Valve, overload jumping was completely unintended. And the whole bottomless-clip thing in general.

If you remove all these things, you have a release-Panic Attack-tier weapon that no one would ever seriously use outside of shooing away spawncampers.
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Old 03-21-2017, 09:57 AM   #9
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Also if you "have" to use it to get through a spawncamp brigade then you probably shouldn't be using it because you don't want to be standing in the open waiting for three rockets to fire, a time frame in which you can easily get sniped or blown up by stickies.

Just peak the door and fire one rocket/sticky at a time, that's a lot safer.
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Old 03-21-2017, 10:39 AM   #10
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Originally Posted by Thurbo View Post
Also if you "have" to use it to get through a spawncamp brigade then you probably shouldn't be using it because you don't want to be standing in the open waiting for three rockets to fire, a time frame in which you can easily get sniped or blown up by stickies.

Just peak the door and fire one rocket/sticky at a time, that's a lot safer.
Sometimes in more closed areas I like to charge up three use the first to jump and use the increased fire rate to deploy the remaining two in jumps which would only allow for one to be shot.

But I suck as soldier so it rarely works :P
(Also the lack of aim makes it incredibly difficult for anything to actually happen, but it feels cool xD)
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Old Yesterday, 01:03 AM   #11
Thurbo
 
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Spawncamps are rarely an impenetrable wall, normally you can just run past them. The biggest reason why spawncamps occur is a self-ingliction where newly spawned players often prefer to stay inside and fire from spawn if they see an enemy rather than to try and engage them directly. That just makes it easier to spawncamp. If player spawn waves simply always moved out at once and dealt with a couple of goons trying to start a spawncamp that problem wouldn't exist.

Ergo, if a spawncamp has gotten to the point that you could really use triple rockets, then you are probably also at the point where you literally cannot move out of spawn, making it a death sentence to stand around in line of sight.
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Old Today, 03:08 AM   #12
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What about the B.A.S.E. Jumper? Everyone hoped the hovering ability when the user was on fire wouldn't be a glitch that had to be fixed. Then it was removed as an "hidden property".

This reminds me that you can increase your horizontal speed in the air if you repeatedly hit the strafe keys.
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Old Today, 11:21 AM   #13
MysticTheMeeM
 
 
 
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This reminds me that you can increase your horizontal speed in the air if you repeatedly hit the strafe keys.
You also have to turn.
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Old Today, 12:34 PM   #14
A Dapper Apple
 
 
 
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Old righteous bison.
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