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Well there goes the Neighborhood (Mecha Update)
1
#1
-5 Frags +

EDIT: Got ninja'ed...

http://www.teamfortress.com/mechaupdate/

Well, just when you think you've got this game figured out, here comes Valve ready to screw the metagame up.

In this update we're apparently getting a fourth Medigun and a new GL for the Demo. I know it's far too early to speculate, but what effect if any will these new weapons have on 6s and/or HL, if any? (i.e. they're so OP they're banned or so useless they're banned in Europe)

EDIT: Got ninja'ed...

http://www.teamfortress.com/mechaupdate/

Well, just when you think you've got this game figured out, here comes Valve ready to screw the metagame up.

In this update we're apparently getting a fourth Medigun and a new GL for the Demo. I know it's far too early to speculate, but what effect if any will these new weapons have on 6s and/or HL, if any? (i.e. they're so OP they're banned or so useless they're banned in Europe)
2
#2
3 Frags +

are you fucking me

are you fucking me
3
#3
5 Frags +

We can still ban whatever weps we think screw the metagame.

We can still ban whatever weps we think screw the metagame.
4
#4
4 Frags +

If the new GL is better than the current GL, it will be banned because demo is already strong enough. If it's worse, it will be banned so that people can't troll with it.

If the new GL is better than the current GL, it will be banned because demo is already strong enough. If it's worse, it will be banned so that people can't troll with it.
5
#5
0 Frags +

medigun won't be allowed unless it has popular enough (and balanced) statistics, which I highly doubt Valve is capable of.

medigun won't be allowed unless it has popular enough (and balanced) statistics, which I highly doubt Valve is capable of.
6
#6
0 Frags +

well historically, the medic updates have definitely been the updates most relevant to comp play.

Only thing that comes close would be the addition of gunboats imo

well historically, the medic updates have definitely been the updates most relevant to comp play.

Only thing that comes close would be the addition of gunboats imo
7
#7
0 Frags +

I dunno what they could do with the GL.

I dunno what they could do with the GL.
8
#8
0 Frags +

http://www.youtube.com/watch?v=rloidlFbi4w

i'm sorry, i just had to

[youtube]http://www.youtube.com/watch?v=rloidlFbi4w[/youtube]
i'm sorry, i just had to
9
#9
-1 Frags +

so what's the stats/effects on the new medigun & GL?

so what's the stats/effects on the new medigun & GL?
10
#10
0 Frags +

wish the medic would get gunboat

wish the medic would get gunboat
11
#11
4 Frags +

vaccinator - heal targets become immune from damage for 2 second after getting a 110% health buff

loose cannon - has 6 shots, direct pipe damage 75% roller damage 150%

vaccinator - heal targets become immune from damage for 2 second after getting a 110% health buff

loose cannon - has 6 shots, direct pipe damage 75% roller damage 150%
12
#12
1 Frags +

scout + sniper rifle

scout + sniper rifle
13
#13
0 Frags +
Rickvaccinator - heal targets become immune from damage for 2 second after getting a 110% health buffloose cannon - has 6 shots, direct pipe damage 75% roller damage `50%

Okay, medic one sounds good, demo GL ugh.

[quote=Rick]vaccinator - heal targets become immune from damage for 2 second after getting a 110% health buffloose cannon - has 6 shots, direct pipe damage 75% roller damage `50%[/quote]

Okay, medic one sounds good, demo GL ugh.
14
#14
-5 Frags +
Rickvaccinator - heal targets become immune from damage for 2 second after getting a 110% health buff

loose cannon - has 6 shots, direct pipe damage 75% roller damage 150%

Both of those actually sound pretty good

[quote=Rick]vaccinator - heal targets become immune from damage for 2 second after getting a 110% health buff

loose cannon - has 6 shots, direct pipe damage 75% roller damage 150%[/quote]

Both of those actually sound pretty good
15
#15
2 Frags +

that grenade launcher sounds a wee bit on the overpowered side

that grenade launcher sounds a wee bit on the overpowered side
16
#16
0 Frags +

does the loose cannon at least shoot cannon balls and not pipe bombs?

does the loose cannon at least shoot cannon balls and not pipe bombs?
17
#17
2 Frags +

the gl will be FUCKING amazing on gran

the gl will be FUCKING amazing on gran
18
#18
0 Frags +

demo gets another crutch? It already has the strongest weapon in the game.

demo gets another crutch? It already has the strongest weapon in the game.
19
#19
0 Frags +

The Loose Cannon
Class: Demoman
Slot: Primary weapon
Cannonballs have a fuse time of 2 seconds; fuses can be primed to explode earlier by holding down the fire key.
Cannonballs do not explode on impact
-50% damage on contact with surfaces
Cannonballs push players back on impact

The Vaccinator
Class: Medic
Slot: Secondary weapon
+50% ÜberCharge rate
-66% Overheal build rate.
Special-Attack: Cycle through resist types. While healing, provides you and your target with a constant 10% resistance to the selected damage type.
ÜberCharge provides 75% resistance to a selected damage type. You are healed for 25% of the matched incoming damage on your heal target.

The Rescue Ranger
Class: Engineer
Slot: Primary weapon
Alt-Fire: Use metal to pick up buildings from long range
Fires a special bolt that can repair friendly buildings
Self mark for death on building pick up
-50% max primary ammo on wearer
-34% clip size

Source: http://store.teamfortress.com/?appid=440#p=1

The Loose Cannon
Class: Demoman
Slot: Primary weapon
Cannonballs have a fuse time of 2 seconds; fuses can be primed to explode earlier by holding down the fire key.
Cannonballs do not explode on impact
-50% damage on contact with surfaces
Cannonballs push players back on impact

The Vaccinator
Class: Medic
Slot: Secondary weapon
+50% ÜberCharge rate
-66% Overheal build rate.
Special-Attack: Cycle through resist types. While healing, provides you and your target with a constant 10% resistance to the selected damage type.
ÜberCharge provides 75% resistance to a selected damage type. You are healed for 25% of the matched incoming damage on your heal target.

The Rescue Ranger
Class: Engineer
Slot: Primary weapon
Alt-Fire: Use metal to pick up buildings from long range
Fires a special bolt that can repair friendly buildings
Self mark for death on building pick up
-50% max primary ammo on wearer
-34% clip size

Source: http://store.teamfortress.com/?appid=440#p=1
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