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Old 05-21-2012, 09:47 AM   #21
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All you need to do to kill a taunting Phlog Pyro is to deal 1750 damage in under 2 seconds, which can only be done with crit stickies, knocking him in a death pit or backstabs. I wouldn't mind it giving you two seconds of uber, the problem is that it isn't and is thus really confusing as you'd assume you should be able to damage him.

The Phlog is also not reward for "sustained" damage, that's a poor choice of words considering like two crit flares is all it takes, or 1 DR Spy because the Phlog is also bugged as hell.

Yeah it's broken and its taunt effect way too strong but the lack of airblast makes it too weak for anything more than essentially griefing... we don't quite know how to fix it (it's hard to tell what Valve tried to achieve with it if anything, and keeping "no airblast" HAS to lead to a ridiculous other upside so it will always be extreme). We have to give other things that dominate the entire metagame priority like GRU, Enforcer, Atomizer...
 
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Old 05-21-2012, 12:16 PM   #22
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Why does this add a 0.5 second safety net to the Market Gardener, Direct Hit airshots don't need to home-in to the guy you've popped in the air, why do I need extra time to ram a shovel down someone's throat.

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Old 05-21-2012, 12:24 PM   #23
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Quote:
Originally Posted by Behind You View Post
Why does this add a 0.5 second safety net to the Market Gardener, Direct Hit airshots don't need to home-in to the guy you've popped in the air, why do I need extra time to ram a shovel down someone's throat.
Because right now it requires absolute perfection to do and lag constantly screws you over. All the 0.5s of leeway do is actually let you get the crit on hit - you still won't hit when you miss. You can't get a 2nd crit in with it either. Right now sometimes your melee hits a frame or so too late which comes down to luck so you do 65 damage instead of 195 which is a big deal.

e.g. http://www.youtube.com/watch?v=4Jl5YgWMCas
You can't tell me that didn't deserve to be a crit, but on a normal server it wouldn't have been

So I agree with making it actually reliable, it's super situational as it is
 
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Old 05-21-2012, 12:40 PM   #24
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Is that how the Chargin' Targe currently works? Because I've had demoknights run into me, clearly swing after they stopped moving, and still get the crit, and I'd always wondered if it was a bug.

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Old 05-21-2012, 12:43 PM   #25
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Quote:
Originally Posted by Trotim View Post
Because right now it requires absolute perfection to do and lag constantly screws you over. All the 0.5s of leeway do is actually let you get the crit on hit - you still won't hit when you miss. You can't get a 2nd crit in with it either. Right now sometimes your melee hits a frame or so too late which comes down to luck so you do 65 damage instead of 195 which is a big deal.

e.g. http://www.youtube.com/watch?v=4Jl5YgWMCas
You can't tell me that didn't deserve to be a crit, but on a normal server it wouldn't have been

So I agree with making it actually reliable, it's super situational as it is
Going back to my previous example, does a Direct Hit soldier deserve an airshot on someone that missed by mere inches? Maybe, but he didn't get it and it's not going to become easier any time soon. Lag might have been a factor for our Direct Hit buddy but he's going to have to suck that up, just like people who can't Garden on a normal server because they lagged, or their timing was too late.

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Old 05-21-2012, 12:45 PM   #26
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Quote:
Originally Posted by stevethepocket View Post
Is that how the Chargin' Targe currently works? Because I've had demoknights run into me, clearly swing after they stopped moving, and still get the crit, and I'd always wondered if it was a bug.
That is a bug introduced I think around the time of the Über Update, yeah. Both Targe and Screen have it, and while the rest of the charge works (white and green charge bar means normal damage, then minicrit damage, then crit) right now attacking right after a shield bash will ensure a critical hit which is broken.

Quote:
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Going back to my previous example, does a Direct Hit soldier deserve an airshot on someone that missed by mere inches? Maybe, but he didn't get it and it's not going to become easier any time soon. Lag might have been a factor for our Direct Hit buddy but he's going to have to suck that up, just like people who can't Garden on a normal server because they lagged, or their timing was too late.
You could argue like that, sure. But I say that right now the Market Gardener, despite its fun potential, is basically only used by dedicated jumping Trolldiers and one of the least equipped Soldier melees (together with the Pain Train which is infinitely less fun). The requirement for getting a crit is just far too strict.

By the way it's not like rocket projectiles are 1x1x1HU, the hitboxes are in fact lenient too... it's not like 0.5s of leeway make it overpowered in any way and if you feel saying "but I gardened before it was reasonable" in the future grows your e-peen go ahead man. You can still use it, now others can use it too, but it still remains a difficult and situational melee to use even then
 
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Old 05-21-2012, 01:01 PM   #27
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Quote:
Originally Posted by Trotim View Post
You could argue like that, sure. But I say that right now the Market Gardener, despite its fun potential, is basically only used by dedicated jumping Trolldiers and one of the least equipped Soldier melees (together with the Pain Train which is infinitely less fun). The requirement for getting a crit is just far too strict.

By the way it's not like rocket projectiles are 1x1x1HU, the hitboxes are in fact lenient too... it's not like 0.5s of leeway make it overpowered in any way and if you feel saying "but I gardened before it was reasonable" in the future grows your e-peen go ahead man. You can still use it, now others can use it too, but it still remains a difficult and situational melee to use even then
I concede. And yes, that will grow my E-Peen.

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Old 05-22-2012, 02:43 PM   #28
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Another example is at around 4:15 here: http://www.youtube.com/watch?v=CDAvQXaYg3o&t=4m

(just saw it rewatching old vids of his)
That was totally a crit, only it wasn't because the MG is very fickle
 
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Old 07-21-2012, 10:06 AM   #29
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New blog post I have to plug:

Week 7 – The Sound of Progress
http://www.tf2tightrope.com/week-7-t...d-of-progress/

Major update incoming, BUE update, and an FAQ!
 
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Old 07-24-2012, 11:36 AM   #30
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Iunno why there's so little interest from here, but I do know I'll be releasing a new column about TF2's gameplay design every week, starting today:
http://www.tf2tightrope.com/weekly-c...r-syringe-gun/

Hopefully that's interesting even to people who don't seem to care about the project itself much.
 
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