Team Fortress 2
Ace42 Apr 24, 2014 @ 2:35pm
Demoknight turning speed fixed.
Fixed the Demoman's shield charge turn rate when using joystick input
Joystick input now matches keyboard/mouse input


So, between this and the supposed framerate fix last patch - is this finally resolved?
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Showing 1-7 of 7 comments
Sir Zorba Apr 24, 2014 @ 2:42pm 
Probably not. I'm just hoping that whether it's actually fixed or not, it works the same between keyboard+mouse and controller inputs.
Kat Apr 24, 2014 @ 2:43pm 
I don't know... I haven't seen a patch for the use of turn scripts. If does then it will be a definate yes.
Froodle (Banned) Apr 24, 2014 @ 2:43pm 
SOMEBODY will find a bug / glitch etc. related to it. It's the Tf2 community.
A Tin Foil Hat Apr 24, 2014 @ 2:45pm 
Yes, it should be fixed. I havent tested it but what you do when you use a turn script is install J-Joy which is a virtual Joystick.

Id like to know if this has officially been fixed finally or not as well.
icoter Apr 24, 2014 @ 2:46pm 
it was never overpowered in the first place. oh well, it was getting out of hand on tf2center
Ace42 Apr 24, 2014 @ 2:48pm 
Originally posted by icoter || LF Subs 4s High Steel:
it was never overpowered in the first place. oh well, it was getting out of hand on tf2center

If it's truly fixed, then it means things like the turn bonus given by booties can be tweaked and balanced without it being ridiculous for the people who are turning better without them.
Demonic Goddess Apr 24, 2014 @ 3:07pm 
Im glad that charge turning was fixed (hopefully fixed, anyway).

Why use boots when you can turn way faster than what boots offer, and you can still keep your primairy weapon? Even though I still think true demoknights should not use boots, at least now Valve can tweak the boots so that they are on an even playing field with explosive primairy weapons.
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Date Posted: Apr 24, 2014 @ 2:35pm
Posts: 7