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ShitHeel

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PostSubject: Scout Update Stuff   Wed Feb 18, 2009 2:22 pm

I'm sure you guys have seen this:

http://www.teamfortress.com/scoutupdate/index.php

First announcement is The Sandman:

http://www.teamfortress.com/scoutupdate/sandman.htm

This thing is going to be annoying as all fuck, combine this with one or two "airblaster" pyros and the turtling possibilities are going to be insane. Not to mention the already "spammy" nature of the bridge area.

Thoughts?
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Big_Monkey_Brother

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PostSubject: Re: Scout Update Stuff   Wed Feb 18, 2009 2:27 pm

First thought, Gurt, is that not everyone plays 2Fort exclusively - so imagine these updates on a map like Gravel Pit (a capture gametype) or Badwater (a payload gametype)... not so bad then, eh?

You're right though, it will give turtlers new tools but on the flip side won't it be funny to see Scouts defending the courtyard rather than running through it for a change?
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ShitHeel

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PostSubject: Re: Scout Update Stuff   Wed Feb 18, 2009 2:30 pm

You're right Monkey, that's usually my first thoughts on this stuff, is to apply them to what "I'm" used to, which is 2fort...I generally forget about the other maps and gametypes.

I just see how some people play this game for no other reason than to be fucking annoying (none of our regulars) and imagine them using this for exactly that.
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pepple84

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PostSubject: Re: Scout Update Stuff   Wed Feb 18, 2009 3:35 pm

i see this feature defeating the purpose of being a scout. running for the intel.
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FHCtyler21

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PostSubject: Re: Scout Update Stuff   Wed Feb 18, 2009 3:42 pm

pepple84 wrote:
i see this feature defeating the purpose of being a scout. running for the intel.

+1
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Cowboy

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PostSubject: Re: Scout Update Stuff   Thu Feb 19, 2009 8:49 am

Agreed Pep, kinda doesn't fit with the character or theme though it might be useful if you were being chased out with the intel. more than likely though there will be a sea of scouts defending the base from now on just to deal with ubers.
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Big_Monkey_Brother

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PostSubject: Re: Scout Update Stuff   Thu Feb 19, 2009 9:16 am

A reminder to everyone - Scouts = easy to kill

They burn up easily, they blow up real good with only a single rocket, they get torn apart and slowed to a crawl by my gal Natascha, etc.

Rock-Paper-Scissors

Let's not get panicked! Don't forget - using the freeze-bat the Scout can't double-jump - so camping the courtyard, for instance, makes him extremely vulnerable.

I also believe Valve came up with this ball-n-bat idea because it does fit the "character" of the scout. And having a what's essentially a "freeze-gun," undoubtedly what could be the most influencing weapon in the game in the hands of the weakest class who has lost his ability to perform the magic double-jump makes sense. Imagine this kind of weapon in the hands of a heavy... he would be harder to kill, take longer to kill, and could inflict more damage when he gets you frozen.

Sky is not falling Sky is not falling Sky is not falling

BTW I look forward to freezing all of you...
Very Happy
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Ocean_NB
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PostSubject: Re: Scout Update Stuff   Thu Feb 19, 2009 9:25 am

A scout and pyro pairing is going to be a nasty combo.

_________________
This is not a game of Who the fuck are you.

-Eddie Izzard
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Scynthus

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PostSubject: Re: Scout Update Stuff   Thu Feb 19, 2009 12:34 pm

So how about that Watchtower eh guys? Cool
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ShitHeel

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PostSubject: Re: Scout Update Stuff   Fri Feb 20, 2009 11:32 am

http://www.teamfortress.com/scoutupdate/energydrink.htm

Look at the map in the background...new gametype? Looks like there are two payload carts....
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smuggler

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PostSubject: Re: Scout Update Stuff   Fri Feb 20, 2009 12:11 pm

Looks like a red and blue cart. Maybe it's a race to see who can get theirs to the end fastest
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ShitHeel

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PostSubject: Re: Scout Update Stuff   Fri Feb 20, 2009 12:23 pm

Yep, I wonder if they'll both go in the same direction or opposite? It would be cool if they went the same way, started off side by side, split out, then came back together at the end.
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