The 2014 Steam Summer Sell is upon us!


Video Games

The Exchange

So far I got all 3 expansions of Heroes of Might and Magic 6, and also X-Com: Enemy Within (I don't agree with the principle philosophy of the game, which only adds content to an existing campaign rather than introducing a new one, but for a 67% discount I was willing to grab it).

Anyone else already have their hands full of loot?


gonna wait for a bit longer... better sales are usualy near the end...

Scarab Sages

Anno 1404 and the Payday 2 DLCs... I am quite sure that won't be tha last...


Pathfinder Adventure Path, Lost Omens Subscriber

Finished up my Civilization 5 DLC additions, but I'm sure there'll be more before it's done.


Farcry 3 & Torchlight 2. Keeping an eye out for Assassin's Creed Black Flag, the Mass Effects on PC, and a couple other pieces in the hope that they'll show up on a flash or something.


Considering selling all my TF2 items to buy other stuff, since there's no point in playing it any more after the new update.

Any suggestions?

The Exchange

Rynjin wrote:

Considering selling all my TF2 items to buy other stuff, since there's no point in playing it any more after the new update.

What did the latest update to team fortress 2 do to make it unplayable? (I never played it anyway, but what's changed?)

Added the Shadowrun game (80% discount) to the pile. Nice.

Scarab Sages

Warlock 2, Great Mage edition


Got the Divinity bundle, Witcher 1 and 2, Final Fantasy VIII, and La-Mulana.


Lord Snow wrote:
Rynjin wrote:

Considering selling all my TF2 items to buy other stuff, since there's no point in playing it any more after the new update.

What did the latest update to team fortress 2 do to make it unplayable? (I never played it anyway, but what's changed?)

They nerfstomped the Demoman into uselessness.

Which has singlehandedly destroyed the metagame built up over the last 7 years, and is contributing to a lot slower play at higher levels of skill since the main class used for busting stalemates of Heavy/Medics and Engineers no longer has the power to bust said stalemates.

Scarab Sages

Got Wasteland 2 Early Access and The Walking Dead Season 2...


Dead Island: Riptide and the Divinity Anthology so far.

That Strange Huntsman and a bunch of trading cards went a long way. So far haven't had to spend any actual money.


Rynjin wrote:
Lord Snow wrote:
Rynjin wrote:

Considering selling all my TF2 items to buy other stuff, since there's no point in playing it any more after the new update.

What did the latest update to team fortress 2 do to make it unplayable? (I never played it anyway, but what's changed?)

They nerfstomped the Demoman into uselessness.

Which has singlehandedly destroyed the metagame built up over the last 7 years, and is contributing to a lot slower play at higher levels of skill since the main class used for busting stalemates of Heavy/Medics and Engineers no longer has the power to bust said stalemates.

pffff, Heavy - Medic is easily handled by a good pyro, engineers die in droves to a good spy / soldier, and I've been playing a lot of demoman this weekend, owned every game I joined.

sure, you might have to change some of your tactics, but demoman is far from useless, if you have at least a modicum of skill.


Snorri Nosebiter wrote:

pffff, Heavy - Medic is easily handled by a good pyro

I'ma have to cut you off right there because I generally don't base my balance opinions on Valve server newbies without basic tracking ability. A Heavy with two brain cells to rub together will kill a Pyro long before he can take the Heavy down. It takes the Pyro almost 2 seconds to kill a Heavy with his Flamethrower, and that's assuming you hit 100% of your flame particles for max damage.

The Heavy, meanwhile, pumps out 540 DPS in the same range as the Flamethrower, meaning he can miss over 2 thirds of his shots and still kill said Pyro in under a second.

The Heavy nerf changes this slightly, but he still deals a whopping 391 DPS with his Minigun in the first second, which is plenty enough to turn the Pyro into a fine puree before he comes close to killing the Heavy.

This is without factoring in overheal and the HP restored by the Medic. The Pyro had a BIT of an edge in the Axtinguisher, if he could ambush then Puff-N-Sting the Medic, but it now only minicrits from the front because of the nerf to that as well, dropping its damage to 80 instead of 195, meaning the Medic can now survive two hits, and attacking the Heavy with it will barely tickle him.

It changes slightly in the Pyro's favor if the Heavy isn't spun-up yet, but assuming the Pyro is perfect means we can assume the Heavy is perfect...and he still wins, Medic or no Medic, unless the Pyro ambushes the Heavy...which means we are HEAVILY skewing the scenario in favor of the Pyro to even give him a chance of victory, and frankly unless there is a vast skill gulf between you and the other player, if someone is ambushed they're going to die barring a lucky crit.

Likewise, the existence of the Wrangler means it's child's play for an Engineer to hold off a Soldier (a whole clip of rockets won't bust the shield, and the Engineer can drop it, heal his Sentry, and pick the Wrangler back up before the Soldier can reload and fire properly), and also makes it a lot easier to Spycheck, not that it was that hard to begin with. The Spy-Engineer match-up is heavily skewed in favor of the Engineer unless he's very distracted, which a single Soldier is not going to do. The Demoman was a threat that couldn't be ignored, since Stickies couldn't just be tanked and blasting them away was ineffective. Now, Stickies do FAR less damage to building for the first 2 seconds, meaning they can easily be blasted away or shot and destroyed before they reach the point where they can destroy the Sentry (it takes 11 Stickies to destroy a Wrangled Level 3 currently, down from the 6 it took before).

The Demo has been wrecked for any play involving skilled players. Invite level Demomen are much less able to contribute to the team now. A lot have started running Heavy or Sniper instead besides the initial mid-fight (which includes Demo because he's still got one of the fastest, if not THE fastest ways to roll out in the game, and speed > power when it comes to the mid-cap fight).

An airburst Sticky now does a maximum of 50 damage at mid-range (the only range Demoman is strong, as he has little long range capability, even less now, and still has his crippling close range weakness), meaning that with the .92 second arm time, the Spy, a non-combat class, can out-gun a Demoman in his supposed strong range.

I've played Demoman (and Spy) at many levels of skill, up to and including competitive matches (Steel Highlander). I'm not pulling this out of my ass here, it's a very big, very noticeable difference, and not a positive one for the class or the game as a whole. Far better players than I are noticing an even bigger change, since things like 6's are a lot more coordinated. The game moved like clockwork before. This nerf has slowed everything down, however. There isn't a class with the raw burst damage output at mid range to bust through stalemates any more. Heavy takes too log to bring to bear, and Soldier while a great class doesn't have the raw power and threat to send a team scattering or punish their poor positioning.

And before you bring it up, these numbers are not mere theorycrafting of the sort people disparage here when talking balance. They are very important numbers because they are numbers that actually DO come into play. Understanding the numbers lets you understand the game, and you will improve as a player for it. Try browsing the wiki some time. It helps to know each class' limit, strengths and weaknesses, and lets you compensate for and take full advantage of them. Knowing that, at best, it will take you 3 seconds to kill a Heavy is important information to know, because it means you can risk assess more effectively. "Do I charge in? Can I possibly win, in the average scenario? Am I confident enough in my skills to get those 4 perfect shots needed?", all good stuff.

Aaaaand if you want to continue this discussion, you can hit me up on SPUF.

I promise not to call you a madbad if you promise to leave the "It's fine if you have a modicum of skill" comments to yourself. I get enough of that nonsense from the trolls.


pyro's movement speed is higher than the heavy's turn speed.

any pyro worth his salt knows that he has to go the long way round, airblast the medic away, and stick to the heavy's back, where he can't get you, turning with him, not against.

(airblasting the medic away brings the Heavy out of his ubercharge, check the range on the medigun)

it's why I always switch to pyro when there's a heavy - medic team. or any team including a medic really.

same with the demoman. you know where the turret and engineer are? you know where his dispenser is? good. then they're dead.

I see a lot of people on TF2 with "mad skillz" that can headshot you in a blink of an eye the second you come from behind a corner, but not too many players that realise there's a whole part of the map there, with alternate routes, that bring you to the enemy's back.

the game changes from time to time, because it lives. Go with the flow, adapt your strategy with the changes.

btw: heavy can pre-spin using mouse2. Speeds him up quite a bit if you need to burst through a defended point. though I still find it idiotic to try and breach a defended point from the direction they're all looking at.

Scarab Sages

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Get a thread you two ;-)

Bought all missing DLC for Borderlands 2 and Saints Row IV.


Borderlands 2

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