Engineers now overpowered!
Looks like Valve’s finally gotten around to updating ye olde Team Fortress 2 Blog, detailing their new update!
- The Engineer’s teleporters can now be upgraded to level three. It will recharge faster the higher level it is
- The Engineer’s dispensers can now be upgraded to level three. It will give out metal and heal faster as it is upgraded
- Spies will be able to recharge their cloaking ability by picking up ammo off of the ground or from health cabinets
- Some changes to the second part of the first stage of Goldrush to give the attackers more of an advantage
- Any weapons that fire bullets (shotguns, sniper’s machine gun, heavy’s minigun, etc.) can now break apart the Demoman’s stickybombs
- The icon on the HUD for a person calling for Medic will now give more information to the medic (if the target is low on health, on fire, etc.)
- Added an achievement tracker that will allow people to choose specific achievements that they are trying to get
- There is now a custom icon for death messages when the player was killed from a critical hit
- Added a new particle effect for when a player enters the water
- Added smoke to the feet of a rocket jumping soldier
- Players will now have some particles swirling around them so other players can see when they are overhealed
While I, a Demoman/Spy specialist by profession, heartily welcome the Spy improvements, I’m not so fond of the Engineer ones.
Turtles, rejoice!

I feel that since engineers are already so prone to turtling (one of the reasons that maps like Goldrush and Dustbowl are so prone to defensive victory), it’s not quite a good idea to encourage that sort of behavior. I’m happy that the teleporters have the upgrade – I think that encouraging offensive engineering is a good cause – but I’m not so fond of the dispensers. After building up that uber to take down that sentry nest, there’s nothing more frustrating than seeing the nest go back up. The level 3 dispensers only facilitate turtling.
We’ll have to give this one some more time, but I think this might really mess up the balance of an already exquisite game.
himmelstoss on December 12th 2008 in demoman, engineer, medic, news, spy, team fortress 2, valve

Cubic_C responded on 12 Dec 2008 at 3:25 pm #
You’ve got a point there. Well, VALVe fixed the Backburner’s health boost, maybe they’ll fix this too, if it becomes that big a problem. Which it sounds like it will.
General Balls responded on 12 Dec 2008 at 3:29 pm #
Engineers are supposed to be turtlers, the whole gameplay revolves around creating buildings and supporting people with them. With Sentries being as weak as they are giving an Engineer who’s dug in a better chance to get one up quickly (assuming the dispenser didn’t get destroyed in that awsome uber of yours), and he still has to upgrade it to level 2 before it’s a big threat.
Before, if the Engineer was working hard to keep a Level 3 alive and it still got destroyed, it would be a damn long time before he could get his defences up to something worth a second glance, due to the lack of metal. Now he’s more of a threat if he’s got an upgraded dispenser, and it encourages the attackers to keep the pressure on (or at least destroy the damn dispenser) because if they don’t he’ll have it up again.
Personally, if the Engineer’s a turtler, making him better at his job is a good idea. Especially now that people have learned to deal with his sentries (they’re not so daunting anymore), giving him the ability to keep them coming helps the class and game as a whole.
I guess I have to play before I make any definitive comments though.
Sypheros responded on 12 Dec 2008 at 3:37 pm #
I have to agree General, the engineer was an annoyance at best, and now he really stands a better chance against a strafing pyro for instance. I feel it builds a stronger environment for Spy and Engineer alike.
BathrobeAssassin responded on 12 Dec 2008 at 3:45 pm #
Well, I hope to god this shuts up all the morons who kept whining about the demoman being ‘overpowered.’
Plus, can’t wait to try out the enhancements for the engie and the spy, my two fave classes.
madlep responded on 12 Dec 2008 at 4:06 pm #
NEFR PLS!
madlep responded on 12 Dec 2008 at 4:13 pm #
Heroes in a half-shell!
Engie Power!
Whimsical Goofball responded on 12 Dec 2008 at 5:02 pm #
FINALLY!! As a long time Engineer/Spy player, I welcome anything that mixes up how you play either class! Now the Engineer will always have something to do, and you don’t have to sit in a corner for a whole minute while your spy cloak recharges.
Sure, it’s a little unbalanced now, but Valve will be quick to fix that. SUPER TELEPORTER!! WHOO!!!
Himmelstoss responded on 12 Dec 2008 at 5:04 pm #
I’m also REALLY pissed about the demoman nerf, but never mind that. I guess it is for the greater good. And this really IS a pretty reasonable way of nerfing stickies.
But man, that level 3 dispenser is overkill. The teleporter exit is pretty insane too (2 second charge, anyone? O_O), but it will help offensive engineers tremendously, so it’s not as big of a deal. But that dispenser… no. that’s just mean.
SAC responded on 12 Dec 2008 at 5:23 pm #
I won’t talk about how much I dislike the Demoman being nerfed. AGAIN. God people are so whiny.
New strategies, though! Hide behind an enemy engineer and keep on receiving cloak! Unless they notice the stream, which they probably will.
minimegacar responded on 12 Dec 2008 at 6:17 pm #
The dispensers and teleports are hard to upgrade before the enemy destroys them
personally i welcome these updates
Slipstream responded on 12 Dec 2008 at 6:50 pm #
*high fives Himmeltoss*
@General Balls: Yeah, Engineers can be turtlers and that is a given point. However, I much prefer Engineers that can help their team. Teleporters to help mates get to front line, dispensers to keep everyone healthy and operational and a Sentry to defend the Engineer. That’s a selfless and helpful plan.
But now, Engineers feel everything, EVERYTHING, belongs to them. These are not credit to team. They are pieces of scenery. A level 3 dispenser may not change much, but it sure as hell could be more suited to keeping the only Medic on the team alive rather than your bloody sentry.
Then again, as he said, we haven’t played with this yet so nothing is definite. And I can’t get away with this because he’s the General. Bugger.
@minimegacar:
…And you know how fast they can be upgraded?
This does pose an interesting question as to how much metal these Level 3 teleporters and… *shudder* dispensers need. 100? 200? More?
That could be the defining factor in balancing the Engineer.
Still, time will tell.
General Balls responded on 12 Dec 2008 at 7:07 pm #
@Himmelstoss
I’m worried as to your priorities here. You seem to only want the Engineer play to cater to what *you* want it to be like.
The Engineer is designed from the ground up to be defensive. The teleporter is an extremely useful device to the team, but even then most of the time the exit needs to be protected by the Engi. Defensively.
You state that you prefer Engi’s to be offensive, but that in itself relies heavily on the dispenser, much more so than defending (as there’s nearly always an ammo pack nearby in the base). Being able to upgrade the dispenser helps front lines massively because now, with a level three dispenser, teammates can be resupplied and healed pretty much as fast as a medibeam. This means that if an Engi digs in close to the second cap on Dustbowl, or any map, and has time to upgrade, RED have a serious problem on their hands.
So you’re arguing against the very thing that’d make your preferred Engi play-style more effective. Methinks your problem is with the players, not the class.
@Slipstream
Engineer bases are supposed to be ’safe zones’, places where the rest of the team can retreat to relative safety to reload and heal. With a lot of Engineer bases, the team knows that if they retreat to them, they’ll have cover as well as the dispenser.
If the Engineer in question is selfish and building a nest in the wrong place, then it’s a problem with the person playing the Engineer, not the changes.
@Everyone in General
Remember that these upgrades require *400 metal each* from the Engi. That alone balances it out because even if he has that kind of supply on him, it still takes a long time to upgrade them, and keeps the Engi still vulnerable to early rushes, like he always was and will be. The enemy of the Engi has always been time.
Eldrake responded on 12 Dec 2008 at 7:09 pm #
I KNOW I will piss off most Demomen for saying this but… Thank god for the sticky nerf. Hopefully sticky spam won’t be as frequent, and that Demomen will hide them instead of putting them out in plain sight.
I am also happy that Spies can, finally, recharge the cloaking with the cabinet. …Then again, I guess I am only happy because Spy is my top class.
As for the Engineer update… Personally, I like it. But then again, I can see why people would think why they are overpowered now. I think we need to know how much metal Engineer need in order to upgrade the dispenser and the teleporter to Level 3, and how long it takes.
Also, sometimes when I am a defensive spy on maps like Dustbowl and Gold Rush, I will probably be a jerk and sap the teleporters at the enemy spawn while they are busy with everything else. I would enrage many engineers if I sapped their precious Level 3 teleporter…
Yggdrasil responded on 12 Dec 2008 at 8:33 pm #
After playing for a few hours, the dispenser update isn’t bad. The level 3 teleporter is unbalanced on offensive vs defensive maps, the offensive team already has short respawns, and combine that with one or two lvl 3 teleporters with a 2 second recharge time and you can move an entire respawn wave to the front lines in no time at all.
The offensive team tends to win alot more than they used to, throwing off the balance for better or worse.
Shenred responded on 12 Dec 2008 at 9:48 pm #
Awesome. I feel like an MMO player who suddenly saw the patch notes boosts the crap out of his favorite class, and this will definitely help get through exams.
Spy cloak change = awesome
Teleporter upgrade = awesome
Dispenser upgrade = not too sure
More info for medic = Thankyouthankyouthankyou (freaking overcharged heavies calling for me…)
Also, since Scout is currently my offensive class of choice, I’m both anticipating and dreading the scout class update (don’t think that was mentioned in the article above, but it was in the blog). I’m looking forward to seeing new tactics for it, but I’m not looking forward to seeing every map have 10/12 players yelling “NEED A DISPENSER HERE!”
Might be a good time to start practicing engie, heavy, or pyro…hehe.
Shadow responded on 12 Dec 2008 at 11:18 pm #
holy crap. I refreshed this page half expecting there to be nothing new posted, and see this. I’m currently playing on the xbox so most of this doesn’t affect me, but at least it gives something for the turtle engies to do besides wackin’ their sentry.
vbigiani responded on 12 Dec 2008 at 11:58 pm #
Level 3 dispenser has a 50% faster fillup rate than the level 1 (40 metal per 5 seconds to 60 per 5 seconds) and heals faster (helps offensive pushes more than defensive ones). I’m not so sure it’s worth the 400 metal if you just want to have a steady supply of metal for rebuilding your sentry. OTOH, the tele is freakingly cool.
Lovable everybody responded on 13 Dec 2008 at 1:13 am #
We’re already crying OP? It just came out, give it time to see just how serious it really is.
Nessmk2 responded on 13 Dec 2008 at 2:25 am #
I fear that being able to recharge the cloak in the field might make the spy a bit too powerful. I already think it’s too powerful that you can backstab and cloak IMMEDIATELY thereafter; I’ve seen spies backstab in front of a group of opposing players and then cloak and run before they could be killed. Emphasas on the cloaking, since the moment he vanishes, he can move in any direction, and unless he’s in a hallway, he is nearly impossible to kill.
I think maybe they should restrict the cloak recharge to the cabinet and friendly dispensers (or dispensers period). I’m not a big spy player,so could someone tell me this? Does ANY ammo pickup refill the gauge all the way, or do small ammo pickups fill up far less?
The big thing I think the spy needs is a small (1 sec or so) delay between when he attacks in some way (Revolver or knife) and when he can cloak again. Just something that means he has to have an actual escape route in mind after stabbing someone with a lot of others watching… besides a big wide open area to hide in. It just seems against the spy that the best place for him to hide is in the middle of nowhere, invisible. You can still backstab an about-to-uber medic. It just means that you can’t be half-invisible by the time the heavy he’s healing turns around to blast you into paste.
BathrobeAssassin responded on 13 Dec 2008 at 3:20 am #
^Wrong. The Cloak should actually let you fly and have a full minute of invisiblilty while being to weild two knives and facestab conisistently.
See, now being able to recharge your cloak seems a lot less exciting.
JOP responded on 13 Dec 2008 at 3:29 am #
As with all things; don’t cry foul until you can appreciate all factors involved.
Demomen: being able to break up stickies seems like a very reasonable thing to do; they are supposed to be a (psychotic) thinking man’s weapon, not pointless spam.
Plus, the question is not why this was implemented now, but why it wasn’t implemented before release – many players come into the game assuming (understandably) that destroying stickies is something they can do, as it’s a fairly universal rule for FPS games.
Spy: About time. Spy has to be one of the most interesting classes to play, but with the max player change many servers have implemented, along with canny Engineers (i.e. nests of 3+ sentry guns) spies have had a hard time playing effectively for the team, let alone making non-kamikaze kills.
Engineer: These changes would theoretically leave me aghast; but in practice, they seem to be working great – my engie wife actually couldn’t decide what to build and upgrade first last night. It’s really opened up the role of the class to something more than sentry gun repairman with a dispenser on his back and an afterthought-porter.
Nessmk2: I only wish spies were that good.
As fun as the cloak is, it doesn’t protect you from any of the following:
* Pyro spam
* Demo spam
* Rocket spam
* Heavies that turn around without warning
* Ubersaw-wielding medics with a higher running speed
* Canny scouts
* Sentry gun crossfire
* Crit wrenches
* Running into any member of the opposing team at any time
* Running into spies of the opposing team
That’s not to say playing a spy is all doom and gloom; I’m just suggesting that for every gratuitous backstab chain with an invisible getaway, there are two or three times as many lives ended by being in the wrong place at the wrong time and having no real way out, just as the ol’ cloak wears off.
Zealot_Guy responded on 13 Dec 2008 at 3:31 am #
The demoman’s sticksys probably need to be shot a few times to break them. And shooting them should make them exsplode rather than just break. It’ll force players to stay far away.
For the teleporter, which end would metal needed to be added to? The entrance or exit? I think bouth so it forces the engineir to leave their sentry in order to upgrade it.
The dispencer idea just seems like it’ll make engie cluster fucks. like 3 engies around a super dispencer. Also, the super dispencer seems like a good idea for cover. like it’ll be just right to get behind for cover. Or maybe make it big so it becomes and easy target for attackers.
Booster37 responded on 13 Dec 2008 at 3:38 am #
I find this to be a good update. Right off the bat, this completely dismisses the Engineer update involving anything with buildables (with the exception of the sentry). Of course, if you looked at the weapon change-up list, you would already know all the engi would be getting is a replacement for shotgun, pistol, and wrench.
As for turtling, I disagree. If they did it before, it’s not going to stop them. I don’t think it encourages it either. It just gives them more to work with, but uber demomen can still obliterate these objects. From what I know right now, the dispenser and teleporter have the same amount of health, unlike then sentry, where its health increases when upgraded.
Because of that, I’d say the dispenser update encourages engineers to put these saviors near front lines where medics may not exist. Most likely, they will be accompanied by a sentry, but still very useful.
mew4ever23 responded on 13 Dec 2008 at 4:32 am #
Well, I’m sure most demos are really pissed off about the new nerf.
The boost for the engineer makes me wonder what valve’s going to do for the engies weapon pack. Most classes are probably going to have mad love for the new teleports. 2 sec recharge, anyone? The lvl 3 dispenser looks awesome, and you get an enhanced metal dispensing rate.
I suppose if a spy was so inclined, they could get a permanent cloak by hiding by an enemy dispenser now… but what would be the point of a spy if they did that?
As for the changes to the HUD, Now medics can finally see who really needs their heal ray. And this “custom icon for crit kills”, is just a red glow around the normal icon.
paxswill responded on 13 Dec 2008 at 4:37 am #
After playing a couple rounds of Goldrush today, I think Engies aren’t overpowered. The level 3 dispensers and teleporters are great additions, but my highlight of the update was the medic thing. Being able to see who needs me more is a godsend, and lets me swap around a lot more effectively. The dispensers are also great on a team of 10+ with only one medic. The ability for my team to not have to all wait for me to put them out and pump them all up to moderate health is great (yes, the level 1 dispenser could do that, but a level 3 is about equal to me). On a similar note of the medic change, being able to see who’s buffed is great for attacking players. If the person I’m ubering has only a couple seconds left, and is able to decide between an unbuffed heavy and a buffed one, all the better.
The map update I saw was also pretty nice. The enclosed overlook area on Goldrush stage 1 is a great place to get ready, and even though it’s vulnerable to Demos and Soldiers, it’s not the open platform with a sentry on it it was before.
All together, not too much of a shuffle, just a good incremental updates to a couple classes. Now, if Valve can port some of the multicore improvements from L4D over…
SirMax responded on 13 Dec 2008 at 5:02 am #
My only thing to say is that as people get better at TF2 sentries get weaker because they don’t improve, so engies do kind of need a power boost.
JOP responded on 13 Dec 2008 at 5:07 am #
mew4ever23: I really hope I don’t meet any Demos even so much as calling the sticky change a ‘nerf’, because I will be making fun of them mercilessly.
Of all the changes ever made in the history of computer games, this one has to rank among the most inconsequential* and non-nerfish.
* Of course, some players might say: “Yes, it has consequences – now I can’t leave stickies all over the point / cart / respawn doorway and just wait for opponents to bravely suicide themselves. Now I actually have to be cunning about my sticky placement, and use them in a more active and managed fashion.”
To which I would reply, “OH NOES.”
SAC responded on 13 Dec 2008 at 5:13 am #
@Eldrake:
But Demoman is one of my bestest classxor… highest K/D rate, if memory serves me right. Which makes it ironic that my highest points per life was amongst the lowest. Now engies can destroy stickies themselves, which makes them so much weaker against sentry nests.
@Shadow:
Haha you suxxor 360 playa. I feel bad for you guys not getting anything because Microsoft is so anal, but at the same time, considering the reputation of XBox Live players, I’m not so sure thats a bad thing. :O
@JOP:
You forgot * Running out only to have members of your own team decide to start drawing enemy fire at that exact same moment.
On yet another note, I’m sure Lombax is happy with update.
mew4ever23 responded on 13 Dec 2008 at 7:01 am #
@JOP: I was playing on a server last night and when I mentioned the new update, a few of the Demomen were quite distressed.
Zorgulon responded on 13 Dec 2008 at 7:51 am #
It was a great surprise to find a link to the blog on 1Fort, read it and the glory it contained, and then realise that the gameplay tweaks were live as I was reading it!
As for the changes, I’m pretty pleased with them on the whole.
I’m not convinced that Level 3 Dispensers will be a problem, and they look so awesome, I can’t possibly be mad at them.
As for the Sticky nerf, the Demoman did need a tweak, but I’m not sure this is the right one. My main problem with Demos is the mid-air detonation of stickies, so I’d have been happy with a +1 second to the detonation time. I don’t think the Demoman has been ruined by destructable stickies though- you have to get pretty close to them to one-hit kill them (unless you’re a Sniper, of course), so a smart Demo will just blow them up in your face.
One problem, though- the otherwise great overheal visual cue seems still to be visible when a Spy is cloaked, and still glows teamcolour when they are disguised. Silly Valve! This will probably be fixed soon…
Magma Spire responded on 13 Dec 2008 at 7:52 am #
Seriously, I’ve been watching the balance of this one, and as far as I can tell, the Engineer is no more overpowered than before.
The Demoman, though, has gone from overpowered to nerf’d. Poor guy.
Pyrit responded on 13 Dec 2008 at 8:02 am #
To be pretty honest, I don’t think the Demo update is really that much to fret about it. It just means Demos can’t create minefields anymore to put stickies in painfully obvious places. I don’t think it stops Demo’s from using it as a primary weapon over the pipe bombs, cos unless you’ve got decent aim you can’t really shoot the stickies before they’re detonated at you.
As for the Engy updates, so far, they don’t seem that big a panic. Teleporters can be much more useful now and aren’t limited to “Heavies only” anymore, meaning even Scouts can maybe use teleporters from time to time without annoying Heavies/Soliders/Engies.
JOP responded on 13 Dec 2008 at 9:20 am #
@mew4ever23: Wow… don’t get me wrong, the last thing I want to do is be mean. Over the last couple of years I’ve been playing as a Scrapper in City of Heroes, and that particular class has become notorious in MMORPG circles for getting taken down a notch or two every update over the course of two years. So to that extent, I feel bad for anyone that has a game changed underneath them, so to speak.
What gets me is that this particular change is so… minor. It’s hardly what one would think of as a ‘crippling’ nerf. Heck, I play Demoman once in a great while on Gravel Pit just to help weed out the B point, and even I’ve already come up with a solution: “Don’t put stickies in obvious places.”
And anyone who’s seen “Meet The Demoman” could probably pick up on that one!
So as politely as possible, any Demoman that makes out this one is the end of the world really isn’t doing any favours to their class.
If anything, I would also want to see non-bullet, non-melee weapons able to destroy stickies (or more accurately, set them off prematurely and at a safe distance.)
@SAC: Yep, that’s gotten me killed too many times to count. You always try to hang back a few seconds as the gates open, but all it takes is for a Scout to run out in front of you and BANG! Rocket.
I also forgot to mention the times I’ve tried to sneak up on a Sniper only to accidentally get in front of him as he fired. I would be annoyed, but I can’t help but think about what the poor Sniper saw – he fires and a Spy materializes directly in front of him, just in time to fly backwards out of a window.
@Zorgulon: Ah! I was wondering what that was about. So it’s the overheal… I would say silly Valve, but it seems like such an obvious thing to miss. Could they maybe have done it on purpose?
(Although I would think the whole cloak / teleporter glow business would be enough to dissuade that kind of thinking.)
Kal responded on 13 Dec 2008 at 10:31 am #
Yippie-kye-ay-yeeah yiii-ah kye-oh!
Sarda responded on 13 Dec 2008 at 11:17 am #
I think you’re all missing something very important when you say about turtling – the attacking team has these advantages also. They can come back at you faster (especially because they respawn faster) with both the teleport and the dispenser, and an uber of a ( I want to say average here, but that implies stupidity: moderately good?) player will still destroy engineer emplacements in places they could before. Obviously, certain places will still require rushes or saps first, but there’s not much difference other than that now a soldier can’t get lucky and catch an engineer off guard anymore.
Eldrake responded on 13 Dec 2008 at 12:16 pm #
I were just thinking… How many shots does it take to destroy a sticky with a shotgun, and can it shoot through the sentry gun?
LaZodiac responded on 13 Dec 2008 at 1:44 pm #
There is a slight problem with the Level 3 Dispenser.
You can upgrade the Payload Cart. This puts a Level 3 on the smoke stack, along with the Payload Cart itself.
Sarda responded on 13 Dec 2008 at 2:43 pm #
@LaZodiac-
:O
Now, bug or feature? Discuss.
I for one think it’s a bug, but could be left as a feature. But that’s just from how I imagine it, as I haven’t yet gotten a chance to play since last night.
LaZodiac responded on 13 Dec 2008 at 3:11 pm #
I’m failure sure its a bug.
Because you can attack the thing, and it gets damaged. But it will NEVER be destroyed.
LaZodiac responded on 13 Dec 2008 at 3:11 pm #
*Fairly!
god, no posting at night anymore.
mew4ever23 responded on 13 Dec 2008 at 4:58 pm #
@JOP: Right, this really just means that players will need to learn how to be a better Demoman. The point that I was attempting to make in my first post is how Demomen just seem to keep on drawing Valves sappers, and now their foe, the engineer, a boost. I was thinking that they would feel ripped off, as opposed to upset about the loss of sticky invulnerability.
@Sarda + LaZodiac: I think it’s an unintended side-effect of the new dispenser. Further proof that the BLU engineers just stuck a dispenser on the bomb cart to help the team move it.
Anonymous responded on 14 Dec 2008 at 4:37 am #
@mew4ever23: Ah, I understand. Again, having played Demoman only by necessity, I hadn’t yet developed the mindset of Engineers being the ‘enemy’, so I didn’t think of it in terms of who Valve was giving the love to, so to speak.
I think my issue is that I’ve met a number of Demomen in my time who were amazing players, ungracious winners, and atrocious losers. I would not want to tar an entire class with the behaviour of a few eggs; it’s just that these are exactly the same people that would make comments about such a small change being a ‘nerf’, a word with such heady connotations.
I think by way of reference; imagine if Pyros only received the airblast ability last week. I’m having one heck of a time imagining so many soldiers accusing Valve of nerfing them now that the enemy can bat away rockets.
Ah well, I’m sure it will all be good by the time the new update comes out with the new things to lament.
Sanns responded on 16 Dec 2008 at 4:57 am #
I really don’t think the engineering buffs will detrimentally incentize turtling. Pre-patch, there were three major reasons to lose an L3 sentry base: 1.) an enemy uber, 2.) a clever spy, or 3.) getting yourself killed (sniped, rocket splash, etc) and then having your SG picked off while you are respawning. Having an L3 dispensor doesn’t guard against any of these conditions well, because smart players will knock out your undefended dispensor regardless of its level. You can try to “hide” it (e.g., around a corner), but the further away you place it from your SG the less helpful it will be when you need to tank.
Now the demoman nerf, on the other hand: that does concern me a bit, because that could make turtling more viable for clever engineers. Because stickies don’t stick to SGs, there’s a lot SG placements at weird evalated angles that lesser demomen (such as myself) struggle with. If you compound losing a few stickies to bad shots with losing them to shotgun shells… I could see a lot more failed uber-v-sentry pushes, which is a disasterous setback.
Juan responded on 17 Dec 2008 at 2:48 pm #
Added smoke to the feet of a rocket jumping soldier
THIS IS AN OUTRAGE
Chicago Matt responded on 25 Dec 2008 at 5:03 am #
@Juan
No kidding. As a soldier major, I rely on being inconspicuous compared to my heavy friends. Anything that gives me away as I fly over enemy heads and shoot them from behind is a major nerf. I expect valve to fix this, and apologize.
TF2 Updates That 99.5% of People Can’t POSSIBLY Complain About | ubercharged.net responded on 09 May 2009 at 8:59 am #
[...] You have it, I have it. I’m still a little bitter about the nerfed (and disguised) backstab hitbox, but welcome the tightening of the minigun (although I’m probably killed more by it than I use it). The Demoman has been nerfed multiple times, something I don’t disagree to, but which some might. The Engineer has been buffed, which I thought was a great idea (balanced, too), but which some took (instant) distaste to. [...]
ekspekt responded on 01 Jul 2009 at 8:08 am #
interesting post, will come back here, bookmarked your site