In addition to looking really funny, wall hacking with it is now impossible.
Divine Avenger was stealth patched.
Pulsar bullets look sorta funky pre-expansion, its for both polaris and supernova, although i only saw the 4* ones..so it might be the same for the 5* versions
I can confirm that the bullets look different for the other varieties of alchemers too. Their bullets also appear to be faster
YEAHH!!!
[Alchemer] bullets also appear to be faster
I didn't notice this myself, even if I'm a die-hard Umbra fan... but we'll see.
Also, it was nice to see animations being added.
(Inb4 complaints that devs should've been working on gameplay additions and not graphics)
No complaints there; they added plenty.
They just locked it away with absurd, rage-inducing shadowy keys.
But that's not really for this topic.
Well, I like that the charge-up is less graphically intense. Not entirely sure I like the changed DA, they mad eit more accurate which makes it harder for crowd control, maybe.
I like the new DA charge. I just hopped into training, but it looks fine to me. It looks like it will have the same crowd control and the way the projectiles come out now looks like they wont get stuck on walls behind you (which happens to me a lot in FSC).
I didn't even think to check my Gigawatt Pulsar though.
I also like that they significantly reduced the brightness of charged attacks.
#6 thatd explain why i used to have so many lag spikes while charging!
if thats true, fsc rocket puppy room will be riskier now :0!
Not really... You don't even need a DA to do that room with very low risk.
.
I've noticed a bunch of changes to the JK... They added polyps, changed the way the JK acts (he now loses his crown before he starts his tantrums) and just this evening, gates have been added so you can no longer plant bombs before stepping on the button. I don't think the JK is really much harder, it may even be easier. It is a nice change of pace...
I don't mind any of these changes, but i would really like to see more of them listed in the release notes. It can be fun to try stuff that has been upgraded.
That's a shady thing for game developers to be doing, applying updates and not listing it for the masses.
Atleast each and every TF2 update is documented, unlike these guys.
Dont need DA to solo the rocket puppy room, 3 shock vials, polaris/shock pulsar, alchemer (although risky), just being fast to cross, or crossing after killing the puppy are ways that also work on that room. Finally you can bring sleep/freeze for the time they make it so it respawns immediately and has 360 degrees of vision :P
New charge graphic looks awful, but it does let you see whats going on around you.
Sleep vials don't work on constructs.
i can run past the bottom without even triggering the puppy..point is im used to charging through the walls with my DA and ther will be more risk involved, because im not used to it
jk was changed a little bit earlier and mentioned in the forums before
any1 notice any changes on big angry bomb?
ah didnt know that lol then just freeze. BAB, people would have to use it, are they for the better?
Before the nerf,the Phantom had this kind of charge attack similar to our current charge attack for Divine Avenger.
But it is a advantage that this charge attack gives more damage if the mob gets hit by all projectiles. Mostly 6~8 attacks I've seen.
Well,the disadvantage for it is getting nerfed from 'wallhacking'. Especially on Firestorm Citadel.
@Skaiwalka
The DA projectiles still get stuck on walls behind me o.O
Yea but not left at you. So it's unable to glicht.
About bullet speed: Notice that bullets of allies seem to fly faster than your own due prevent lag. Also notice that Alchemers gain much bullet speed (not attack speed) at leveling up.
You cannot water trap slag guards in phase 5 vana. Not a big deal, but would have been nice to know before i spent 1/2 of phase 5 behind the water like an idiot.
NOTE: Although they nerfed our DA charge attack, they failed to nerf the phantoms gran faust t3 charge attack. It is still the old school, wide DA charge attack (only curses and is gran faust shadow damage). Lol, they nerfed our DA charge...but not the cpu's!!!
ALSO, they didn't fix the glitch where DA projectiles fail when ur back is against a wall :/
"At least each and every TF2 update is documented, unlike these guys."
DOH HO HO HO THAT SLAPS ME ON THE KNEE
Puppy room is perfectly easy without a DA, just empty room 1, wake the puppy, and hug the north wall to put the puppy to sleep. Then hug the south wall on your way back in and it won't see you.
I've been anticipating this update for a long time.
Charged animation - Nice
DA - I don't see the diff, save for a narrower spread
Alchemers/Drivers - It's not pulsating in size, it's pulsating in color! :D Charge attacks of different guns vary, but amount to a trail of "electricity" behind it. I don't like how the Prismatech line bullets now look like the (ugly) Supernova shots...
Prisma allways used to change colour. Well I'll see.
And the puppy room XD hahaha get polaris :P
@ Flists: Really??? That makes me sad. =[ Totally looks like they don't. I think that's something they should've fixed along with the cosmetics. That always made me frustrated, pretty much wasting a charge. haha
its many graphical changes, which depend on the graphics quality and that render effects button, play around with it
Radiant Sun Shards now looks horrible. just small and stupid little yellow balls... Shtupid. I do like the gun and DA changes though; they're nice.
DA charge attack seems to get stuck on a wall close behind you quite easily, which is making it tricky to use if you get backed up. The graphic change for charge is fine though - makes it a bit easier to see what is going on. The Magma Driver bullets are less detailed, perhaps they're refining the GPU requirements a bit?
You know what that means fallout... new 5* shard bombs =D
NOTE: Although they nerfed our DA charge attack, they failed to nerf the phantoms gran faust t3 charge attack.
Well, Phantoms weren't liable to abuse the charge in FSC by glitching the charge through walls.
I don't really see why they would have to nerf the Phantom's attack. It's an enemy. Their charge might resemble our DA old charge but even before the nerf it wasn't exactly the same to begin with.
And I'm OK with this change. Makes it easier to rack up damage on close together mobs and the like.
The new DA charge is awesome, what the hell is wrong with you guys?
- Not as flashy, which makes it easier to see everything
- You don't have to be right next to a mob for crowd control, and risk damage with its low attack speed
- There's a better chance of hitting an enemy multiple times at close to mid range
- Mid range enemies won't slip through your charge
I liked the old charge. The wide range was awesome. I used it to hit the enemies from the sides. Now I need to be cautious of them too.
I am not too sure about the update though. Maybe I just need to adapt to a new charge.
So, yes, the charge doesn't hit enemies at your peripherals, but I don't mind it. I'm indifferent on the subject because it didn't take anything away as far as I'm concerned. Sure, the charge is now just a LITTLE bit narrower but that just means the swords hit monsters more times and more accurately than older charge.
I had no problems at all soloing FSC yesterday with it, so it's fine with me. haha
if thats true, fsc rocket puppy room will be riskier now :0!
thx for sharing the info, im glad they finally started nerfing the DA
E:few other things changed, me and a couple of players tested in training hall
-charge animation looks different
-thers an animation for monsters, that get hit, now
-achemer bullets changed(nova driver tiny, umbra driver changing between big and small during the flight with the maximum size being slightly smaller than the previous bullets)
-valiance bullets also switch between big and small during flight, but hardly visible
correct me if im wrong and add more to the list :O(can any1 test big angry bomb for me? i think ATH dmg on robots was 58 at lvl 10heat with very high dmg bonus, dont remember exactly)