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Rank: You're gonna stick that where?

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Joined: 6/23/2009 Posts: 211 Points: 639
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Today an astute TF2 fan happened to catch a slip-up on his phone’s RSS reader, and quickly grabbed a screenshot before Valve took the post back down. Seeing as how much we love you here at Icrontic, I took the liberty to turn it into text and OCR it so that it would be easier to read: The blog post in its entirety (please forgive any errors introduced by the sketchy OCR process): In response to various calls from our blog attentive audience, we’re happy to report that the next class to receive the update treatment will be the Soldier. Playing such a damage-centric role, the Soldier has been extremely difficult to develop beyond the default offensive stance that we commonly see him occupying. As such, we decided we like to blur the line between attack/defence, hopefully causing even veteran players to rethink their conception of the class. Our primary goal when designing the update was both maintaining the balance of the class for newer players, while simultaneously rewarding those who experiment with more outlandish techniques. Thus, the update will focus heavily on the teamwork aspect that the Soldier is well equipped to explore, while introducing players to awide variety of roles that, although tough to master, will allow even the inexperienced to assist their team effectively. Obviously, designing balanced unlockable weapons for such a potentially powerful class has been difficult, but we’re happy to say that what we have in mind should bring a whole new meaning to the term ‘Shock And Awe’. As always,we’re looking closely at how we can improve performance across the board for our loyal players, so as a result, the forthcoming update will bring with it our largest collection of hotfixes, mechanic overhauls and engine optimizations to date. The combined effect of these fairly major changes to how you interact with both the game world and other users should help make playing Team Fortress 2 a safer, more accessible experience for everyone. Finally, we’re extremely excited to announce not one, but two major introductions to the game. The first of these being the long-awaited launch of the Item Trading system, allowing you to put to use the myriad collection of weapons that you may have built up since the drop system was utilized with the Sniper/Spy update. Bundled with the Item Trading will also come a minor tweak to the rates at which random items are placed into the game. We’re keeping quiet about the changes for now, but we’re confident that when released, keeping hold of those 7 Kritzkriegs may not seem like such a bad idea after all. The second revision, one that we hope will breathe new life into both the player and map-making communities, is our third new game mode to be introduced since release. King Of The Hill, a mode relying on a coordinated approach by both teams, will offer every class a chance to excel at one or more aspects of their gameplay, while raising awareness of their more unusual abilites. Of course,what game mode would be complete without several new maps to battle over? So we’re throwing in a few of those too. Until then, dismissed! As you can see, the update can be broken down as follows: New Soldier unlockables New Soldier achievements Item Trading Tweaks to random item drops King of the Hill game mode New maps “Fairly major� engine tweaks that increase performance and “safety� Keep your eyes open; we’ll talk about the updates as we find out about them! Source http://gaming.icrontic.c...ldier-update-info-leakedJeeps don't get stuck, they just take breaks. TripleBam wrote:That's the most spastic fucking pissing match I've ever seen. Good god.
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Rank: Fecal Impaction For the Win!
Groups: Ogamer, Registered User
Joined: 5/9/2006 Posts: 1,666 Points: 2,478 Location: La Habra, Orange, CA
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OK so... I call legit on this one. It was just teaser information, sounds like the way the TF2 bloggers normally write.... I like it. silverwasp wrote:Be careful what you wish for... I have 10 younger siblings and I am only 20....
Yes.... Same parents WarMachine wrote:meh...maybe if he hadn't been handed a burning house he could have done great things, but right now he has won the Prize for what? Damage Control?
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Rank: Fecal Impaction For the Win!

Groups: Registered User, Server Admin
Joined: 1/13/2008 Posts: 1,509 Points: 2,004
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I saw this a couple days ago, but the community writers were saying it was believed to be fake. But who knows...maybe valve likes how the spy vs sniper leaked out and all the attention so they do the same with the soldier. Quote:
"Who the fuck is Leon Switch and why does he know we have a dog?" - Mrs. Giller
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Rank: Fecal Impaction For the Win!

Groups: Registered User, Server Admin
Joined: 12/22/2007 Posts: 385 Points: 294 Location: Flint, Michigan
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I can't wait till I combine all 7 kritzkrieg to make a super overpowered kritzkrieg that gives 100% critical hits and charges within 5 seconds and also gives overhealer effect (200% and no decay)!!!
I can't wait till I combine all 20 Bonk! Atomic Drinks to make... a still piece of shit drink that NO scout should use ever...
I can't wait till I combine all 15 sandvich to make a gaint pizza in which the heavy will swallow it all in 1 bite.
I still don't think it's legit... maybe if it had a title and an author to the blog post, I might buy into it, till then, pics or it didn't happen. Also, I dont think they announce game modes untill the soldier update week begins and end. The game mode and maps is what makes the class updates even BIGGER than just getting new weapons and etc along with the meet the videos. Don't believe me? Scout Update.
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Rank: You're gonna stick that where?

Groups: Registered User, Server Admin
Joined: 7/3/2008 Posts: 190 Points: 303 Location: Pennsylvania
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10 cents say they decrease rocket damage and rocket splash damage yet again, remove half of his spare ammo, and make damage falloff even more pronounced. Because, you know, they haven't done that twice (once for ammo carried). But in terms of the article: I think it's unlike Valve to come out this early and say, "Here's what we're doing," in such a brutish manner. Their previous early announcements have had some more tact and varied, interesting writing. They also say they've designed the update already. Every other update they've claimed to be working on it until 5 minutes before release. The writing is sloppy and long, and the only passing spark of possible reality is the last line. In terms of content? Let's see, nothing that Valve hasn't previously hinted at is being announced either. Soldier update? Yeah, they've talked about that. New unlockables and achievements? Duh. New map type? Yeah, usually one of those, too. (Wouldn't KOTH be the fourth new map type after arena, PL, and PLR, anyway? Not third.) Bug fixes? There are always some of those. Item trading? They've already announced they're doing that. If it is real, someone is probably being fired for releasing such a poorly written monstrosity and it was removed so Valve could put some life into it and do it their way.
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Rank: Fecal Impaction For the Win!

Groups: {pDs} Member, Registered User, Server Admin
Joined: 1/1/2008 Posts: 1,647 Points: 2,558 Location: Bainbridge Island, WA
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I think viewing the original screenshot adds a bit more credibility to the claim.  Mostly because I'm one of those guys that doesn't think random fans think writing this is fun. Valve has gotten into the nitty-gritty on their blog before, that's part of what makes it worth reading. It's all proper explanation and things. The devblog is exactly that, a devblog. Not a comedy site. Saying that it's illegitimate because it isn't funny is like saying someone doesn't own a computer because they're not good at gaming. Safety + Peace
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Rank: You're gonna stick that where?

Groups: Registered User, Server Admin
Joined: 7/3/2008 Posts: 190 Points: 303 Location: Pennsylvania
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Maybe I'm missing something in the blog post... I'm saying it might be illegitimate because there is neither anything 'nitty-gritty' nor anything entertaining. Unlike some posts, there's nothing extremely technical. There's nothing funny. It wasn't proofread very well, either. If it was real, it was probably removed for one of those reasons. But that's neither here nor there. To me, the style and content is incredibly tacky compared to most other blog posts. Maybe it's just a new writer. But the fact that it was removed (if real) does lend support to the idea that the entire post is just 476 words of nothing. Previous first announcements are far different from this one. Anyway, the two 'major announcements' are neither major nor particularly surprising. Item trading? They announced that a while ago. New game mode? Nothing new about a new game mode. I'm not saying it's certainly fake, but if it is real, I'll be quite disappointed. 1. Contains nothing insightful, technical, new, or entertaining. 2. It wasn't proofread very well. 3. King of the Hill would be the 4th, not 3rd new game mode. 4. Word choice sucks up to readers like nothing I've ever seen before. 5. Is unlike any other first update announcement because it leaves nothing surprising. If it is real, though, the new new concept of shock and awe: Remove all soldier ammo. Remove 50 health. Make him slower. Give the soldier a beacon. Make the shovel do half damage. Well, more like awful, but that's what Valve wants to do with the soldier. (This is inline with everything else they've done to him. Nearly every other game update has hurt the soldier (at least equal to or greater than any other class), so why should his own update be any different?) Just for fun, what Valve has done to hurt the Soldier in the past: 1. Remove half of his spare ammo. 2. Decrease splash damage. 3. Decrease rocket damage. 4. Increase rocket falloff (read: decrease rocket damage again). 5. Decrease short range rocket damage (read: decrease rocket damage again). 6. Make rockets not shoot through friendlies and friendly buildings. 7. Increased self-splash damage from shooting nearby enemies or teammates. Things Valve has done to other classes or overall which have hurt the soldier considerably: 1. Added the pyro airblast.* 2. Increased hitbox sizes so everyone's the same size as a heavy. (With the soldier's low speed, he's now even a better target for spies and snipers.) 3. Gave nearly every other class the ability to easily remove sticky bombs when it used to be the job of soldiers and demomen. 4. Gave numerous classes the ability to stun/knockback to the extent of a rocket (or more). Scout: Force-a-Nature, Sandman. Sniper: Sniper Rifle (they increased its knockback last update), Huntsman (large knockback, too). Spy: Ambassador (headshot does a lot of knockback). Heavy: Natascha. 5. Gave scouts and heavies the ability to completely stop rocket jumps. Test if you do don't believe me. Regardless of the direction the enemy is firing at you (even directly behind you), being hit with one of the aforementioned weapons by these two classes will stop your rocket jump for some inexplicable reason. 6. Increased heavy damage and decreased heavy spread. Now the heavy is the master of long range direct damage dealing, doing more damage per second than the soldier over any range. 7. Removed several 'sky-walks' on maps which the soldier (or demoman) could previously jump to. *The diameter of the airblast is just 2.5 game units shorter than the radius of rocket splash and its front extend roughly that distance in front of the pyro, too. There are a couple bugs with this that severely hurt the soldier. The first is that rockets move like molasses and the soldier can't exactly dodge them. The second is that reflected rockets travel a shorter distance, to boot. The third is that, with lag, and rarely, a point blank deflected rocket can do roughly double damage. It's only happened once or twice to me, but because a point blank deflected rocket is actually deflected before it even leaves the rocket (because the pyro's range extends fairly far), it is possible that the rocket hits the pyro or ground and deals self-splash to the soldier in addition to the reflected rocket. Also, being hit before the rocket is even launched is stupid. Deflected rockets also suffer from slightly less falloff than normal rockets, too. What Valve has done to help the soldier: 1. Slightly decreased self-splash from rocket jumps. Sometimes. Possibly. If the game doesn't screw you over.
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Rank: You're gonna stick that where?
Groups: {pDs} Member, Registered User, Server Admin
Joined: 11/15/2007 Posts: 474 Points: 447 Location: San Diego
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Things I would like to see: Maybe an update to the hit boxes for rockets? Why does a small riffle bullet intantly kill me yet a rocket to your face just tickles you to half health? I want my larger ammo capability back! NVG's to see spys that are cloaked? Yeah F-U spy players :D Maybe a billy club that stuns when you get a crit hit with it? Yeah F-U scouts! Maybe rockets made of nerf like material...oh wait they already are. What about a camoflage suit that lets you cloak while standing still. Yeah F-U spys again! Tear gas that acts like jarate but for an area effect for a few seconds - or flash bangs for temporarily blinding/deafing others. Timed detonation of rockets? Fire a rocket and right click to have it explode when you want it to before hitting an object or player? My older wishes: 1. A napalm round like the pyro had in TFC. 2. Guided rockets like HL 1 (still takes skill to fly them and makes you vunerable) 3. Tommy gun. Similar to snipers. A better cone of fire than the shotty. 4. Bayonet or K-Bar...I would love to see a soldier backstabing a spy. 5. First aid kit for self and others. Similar to TFC medic kit where you had to be touching the guy you where healing. 6. Combat boots that would let you kick as the melee attack and would do push back like the pyros do to ubers. I would love to kick bitches all over the map. Especially kick a pesty sniper right off the sniper deck to his death. 7. Morphine injections that would make you take away say 25% of incoming damage for a short time. 8. MRLS. Multiple Rocket Lanching System. With a medic can you see all 4 crit rockets coming at you. Think "Contra" S-Gun in a spread or alt fire that will just launch all 4 rockets (or remainder loaded) in rapid succession on the same trajectory.
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Rank: You're gonna stick that where?

Groups: Registered User, Server Admin
Joined: 7/3/2008 Posts: 190 Points: 303 Location: Pennsylvania
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Yeah, long range heavies taking 6 rockets to the face before going down is just a bit absurd. Rockets effectively suffer from double falloff. First, they do less damage every inch they travel which makes no sense. Last I checked, the payload on the rocket was still the same, regardless of how far it travels. Second, the further they travel, the easier they are to dodge. Double taxation is wrong, double falloff should be, too. "WarMachine" wrote:MRLS. Multiple Rocket Lanching System This would be so amazing. See that sentry over there? Not any more. Too bad one pyro would say, "Mmph, mmph," and redirect all four at once.
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Rank: Fecal Impaction For the Win!

Groups: Registered User, Server Admin
Joined: 1/13/2008 Posts: 1,509 Points: 2,004
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I don't have any problems with the soldier in his current configuration. All you have to do is respect his weaknesses and play to his strengths. There isn't a player or a class that makes me think "I wish I wasn't playing soldier for this encounter". Anytime I lose a one on one it's usually because I made an error of some kind (bad leading, wrong place to fight, didn't fight the opponent at one of his disadvantages, or I allowed him to play against one of mine). It's never because I feel like i had some disadvantage right out of the gate. I guess I am saying that he doesn't need to be nerfed anymore, but he certainly doesn't need any more firepower! Quote:
"Who the fuck is Leon Switch and why does he know we have a dog?" - Mrs. Giller
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Rank: You're gonna stick that where?

Groups: Registered User, Server Admin
Joined: 7/3/2008 Posts: 190 Points: 303 Location: Pennsylvania
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Giller [GwDR wrote:]I don't have any problems with the soldier in his current configuration. All you have to do is respect his weaknesses and play to his strengths. There isn't a player or a class that makes me think "I wish I wasn't playing soldier for this encounter". Anytime I lose a one on one it's usually because I made an error of some kind (bad leading, wrong place to fight, didn't fight the opponent at one of his disadvantages, or I allowed him to play against one of mine). It's never because I feel like i had some disadvantage right out of the gate. I guess I am saying that he doesn't need to be nerfed anymore, but he certainly doesn't need any more firepower! I have no real problems with it as it is, but I would certainly like his usability to increase. Playing 1 on 1 cat and mouse games with enemies is nice, but in the end not that important to the game (outside of arena). I just want the idiotic huge falloff damage to disappear. It just doesn't make sense. 110 damage if the enemy is 10 feet away, but ~50 (+/- 5) from 100 feet, even though the rocket's payload and velocity are unchanged? At the edge of the splash, that damage can go down to about 20. The soldier can't exactly provide effective covering fire as his teammates run forward. The only thing he can do is hope his enemies get scared of the rockets flying towards them and run. Grenades don't have falloff from distance (yet), so it is possible for Valve to make it that way. Soldiers used to be dominant over long ranges, but even the Heavy does more DPS over long ranges than the Soldier. In every other game, the rocket launcher is something to be feared, but in TF2, only if the soldier is 20 feet behind you and you don't see him. Soldier as he is now: Pros: Can rocket jump Medium-high health Strong medium range attacks Effective at assailing Engie nests if unmolested. Can juggle enemies Strong in most 1 vs 1 situations Shovel instills fear in even the most battle-hardened enemies Cons: Slow Cannot safely use primary weapon at close ranges No effective long range weaponry despite his intended purpose (in Dev commentary) Fairly low ammo count Long reload times Fat Pigeon has still not found the Soldier's hat Relatively steep learning curve to be truly effective with his techniques What I'd like to see is either the falloff removed, or the falloff reversed. Using the rocket launcher at nearby enemies does less damage whereas shooting at enemies afar does max damage. The shotgun is good for medium/close range, anyway. People just don't use it enough. Actually, when typing this, I'm falling in love with the idea. Too bad that doesn't really have anything to do with "shock and awe."
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Rank: Taco Technician

Groups: Registered User, {pDs} Member
Joined: 5/9/2006 Posts: 3,948 Points: 3,636 Location: Hi-Five City
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Fat Pigeon wrote: Cons: Slow Cannot safely use primary weapon at close ranges No effective long range weaponry despite his intended purpose (in Dev commentary) Fairly low ammo count Long reload times Fat Pigeon has still not found the Soldier's hat Relatively steep learning curve to be truly effective with his techniques
You forgot "has a huge fucking head". People don't deserve to complain about rocket damage. This isn't a realistic game. You can fire 4 rockets without reloading and it takes like 5 seconds to reload. Rockets do enough damage.
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Rank: Frozen Penguin
Groups: Registered User, {pDs} Member
Joined: 7/27/2009 Posts: 9 Points: 27
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Lol, I love fat pigeon on this, because he is by far one of the best soldiers i know besides war. Ever fuckin since i played tf2 from the beginning, i was NEVER afraid of the soldier. I just wasnt. In TFC, if you see a soldier, you know your going to die, or your going to attempt to run away and die without facing him. He was by far the one of the stronger classes in TFC(it was unbalanced).
In TF2, the rockets are just not that strong. He is sooo slow, the only way i ever kill people is by being medium distance away, hiding behind some kind of cover, and shooting at the enemies feet using the splash damage so they never actually see me, i just know that they are behind the corner. If they get close, you can use your rocket launcher and kill them while taking half your health away, or use your shotgun which every class has. I do know that the soldier is still good (since seeing war and fat pigeon making it look like a work of art) but they need to make him a little stronger, when i see him, i want to rethink attacking or running.
--and to me, falloff damage doesnt make any sense.--
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Rank: Fecal Impaction For the Win!

Groups: Registered User, Server Admin
Joined: 12/22/2007 Posts: 385 Points: 294 Location: Flint, Michigan
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Cleel14 wrote:Lol, I love fat pigeon on this, because he is by far one of the best soldiers i know besides war. Ever fuckin since i played tf2 from the beginning, i was NEVER afraid of the soldier. I just wasnt. In TFC, if you see a soldier, you know your going to die, or your going to attempt to run away and die without facing him. He was by far the one of the stronger classes in TFC(it was unbalanced).
In TF2, the rockets are just not that strong. He is sooo slow, the only way i ever kill people is by being medium distance away, hiding behind some kind of cover, and shooting at the enemies feet using the splash damage so they never actually see me, i just know that they are behind the corner. If they get close, you can use your rocket launcher and kill them while taking half your health away, or use your shotgun which every class has. I do know that the soldier is still good (since seeing war and fat pigeon making it look like a work of art) but they need to make him a little stronger, when i see him, i want to rethink attacking or running.
--and to me, falloff damage doesnt make any sense.-- The rockets aren't strong? Are you... on crack? How much 24/7 2fort drugs have you used? 2-3 direct rockets to kill isnt strong enough? What are you looking for? Instant crit-rockets? LOLOLOL LETS INCREASE IT SO IT ONLY TAKES 1/2 A ROCKET TO KILL 5 PEOPLE!!!!!!! 2-3 is a low number vs 15-50 bullets to kill a person. He's slow? Yeah no doubt about it, that's why the soldier must rocket jump... You can keep up with a scout if you rocket jump... The soldier isn't a sniper buddy. As a matter of fact, Team Fortress 2 has a sniper class which was made for long range. A soldier was not made to snipe buddy, gtfo of the battlements in 2fort cause your rocket spamming isn't going to kill anyone. The soldier was made however to take things out is within medium range. You want to rethink should you attack the newly buffed soldier or run... I think... Team Fortress 2... has a class that does that... it's called... heavy. There should be no other class out there that is so powerful that it makes people want to fall back. Every other class should be able to kill each other easily without having to become so overpowered that you need to fall back and rethink strategies to take him out. The fall off damage does make sense... and it doesn't need to make sense. It's Team Fortress 2 where people can survive headshots and take abuse like crazy... it doesn't need to be super realistic. However, I do agree that fall off damage shouldn't be so much.
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Rank: You're gonna stick that where?

Groups: {pDs} Member, Registered User, Server Admin
Joined: 12/22/2007 Posts: 376 Points: 404 Location: nWo Country
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I still manage to own with soldier.......the nerfs aren't that bad really. The only one that kind of sucked was the ammo nerf but even that wasn't too bad. If your semi-competent you should have killed 1 or 2 people before your ammo runs out and picked up the ammo that the dead drop. Again when it comes to updates people think that it should mean insta-buff for their favorite class. The updates are not meant to make a class stronger, they are intended to add a new strategic element to the game or expand a class's usefulness to a certain extent. I'm the leetest one here 
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